Thias

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510 posts. Alias of Neil Mansell.


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Hi James.

In your opinion, when a changeling transforms into a hag would they retain their memories and emotions from their previous life?
For example, might they have still have some affection for their family/romantic partner?


Hi James,

I find it interesting that there are such stark differences to Norgorber's faith (Skinshaw, Reaper of Reputation, etc etc).

Anyway, I was wondering if, due to these differences, internal disputes within the faith of Norgorber is more common than the in-fighting that occurs with other religions?

Actually, would Norgorber even care much if a follower of one aspect killed a follower of another?


Speaking of Razmir, might there be an upcoming Adventure Path on the horizon with him playing a prominent role? I realise this question has been asked a while ago but I'm getting the impression he's getting a bit more attention as of late (though that might be my imagination).


Hi James,

Has there ever been an explanation as to why the Isle of Kortos has such a sizable population of minotaurs, harpies and centaurs?


Hi James,
I realise is isn't really exactly Pathfinder's focus but I was wondering if there's been any notable economic incidents (hyperinflation, national bankruptcies, etc) in Golarion history?


Hi James.

In your opinion, if a tribe of kobolds and a (lawful good) metallic dragon met by happenchance, how would they react to each other?


Hi James.
Who would you say was more powerful in terms of numbers: The forces of heaven (Celestia) or hell?


Ditto. Even basic navigation is nearly impossible. Keeps kicking me back to the home page screen.


Would it be safe to assume that Axis would be strongly-lawful dominant? I'm assuming yes but am surprised that this isn't mentioned in the book itself.


Strange how the Hag's Curse trap doesn't allow a fort AND a will save as per the usual rules.


It's possible I've just missed ir but does anyone know where I can find the contributions that Baron Okerra promises to give the PCs if they befriend him? It's mentioned briefly on page 10 but nothing concrete.


I'm thinking of letting them make appropriate profession and/or knowledge checks to reduce the cost of constructions. Nothing major, but maybe 2 x skill check in gp saved per day. Of course, this costs them the whole day.

The Pump House, Advanced gives this option already, although frustratingly does not provide a DC for the check. I'm making it a straight 20 for simplicity.

I'm also considering letting them take out a loan from the Bank of Abadar in Lotheedar. Once they do a favour for the High Priestess, they get a better deal on the loan interest or something.


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You're probably right to be honest. Still, it's the only Thaena I can find in that region. Hopefully "The Reaper's Right Hand" will give more details.


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I suspect some candidates aren't so much trying for the Taldan throne as they are trying to secede and form their own nation.

Starborne is a good example but so is Thaena (who is apparently a Luna Naga! She's in the Module "The Dragon Demands").


Not sure if it's been mentioned yet but did anyone notice how the door in area E7 that heads north is simply a dead end? Strange.


I just noticed that Dagio should have an amulet (of some sort) in his possession. It was taken from Factor 12 but hasn't been mentioned since.


GM PDK wrote:
The Grand Prince appoints the Grand Dukes and Grand Duchesses, IMO.

Often, but not always the case:

"The grand duchess,
Vivexis Darahan (LN female middle-aged human
fighter 8) served four tours of duty on the ramparts of
Vigil. The youngest of 12 children, Vivexis never expected
to inherit Whitemarch..." (p.38)

Vivexis did indeed inherit, though admittedly only as a last resort.

Personally, my plan is to say that women can inherit the position of Grand Duke but only with the approval of the Emperor (or maybe the senate I guess).


I'm a little confused by the trial of Lucinia Mag.
Choosing a punishment of dismemberment or a fine gets rid of her and makes the populace happy. Yet the text states that this isn't a perfect solution. Seems pretty perfect to me.


No problem guys. Good luck with recruitment.
If anyone (such as a new GM) needs some advice on storyline feel free to send me a PM. I'm not on paizo much anymore but I will get around to it.


Sorry all. My new job and other personal issues has sapped my time and interest in this campaign so I have to pull the plug. Apologies, but RL comes first.
Thanks for all the support.


With that kind of stealth check, I think it's fair to say that Mordesel sneaks in and plants the evidence.

@Anton: Yalana nervously lets you into her residence for the night.

Is there anything else you want to do or shall we speed up to dawn. Dane, let me know what you and Grumblejack are doing in the meantime.


You'll have to go in and plant the evidence. The guards were at the inn almost immediately after Dane fled the scene. Unless you can make the evidence instantaneously then you'll need time to make it before sneaking in.


Just to let everyone know, I've just got a new job and thus my postings will be dropping off a fair bit due to a huge decrease in free time.


The battle in the inn has, unsurprisingly, attracted a lot of attention. Less than a minute after Dane's daring escape, guards pour into the inn. Witnesses are gathered together to provide statements.

Unfortunately, the inn is locked up for now (pending an investigation). Even inn patrons are forbidden from entering until morning. (Patrons are directed to hostels in other parts of town).

Clever. Where will the 'evidence' be found?
It is currently almost dusk.


Bellam nods appreciatively. He accepts the gold and seems relatively molified.
"I don't blame you. We've all been duped. I hear there's a reward for his capture, dead or alive. But as for me, I'll pay 100 gold to anyone who brings back our barmaid, Mia, alive and well."

Meanwhile, Dane rides on, eventually reaching the shoreline where Grumblejack has made camp. The ogre pokes his head up, curious at the approaching noise.


Mordesel soon meets up with Sion and Durova, both returning from their trip to the market. They quickly hear from bystanders that Dane had stolen a horse and ridden out of town.

EDIT: Anton is included in the above, assuming he returns shortly after escorting Yalana home.


Bellam cries out in anguish as Dane throws the barmaid onto the horse. He gives his new steed a kick and rides through the town. Several town guards spot him, several arrows are loosed but they are too slow and too far behind. Within a few minutes, Dane is a good distance out of Aldencross.


Mordesel turns and runs, a group of locals making an attempt to pursue. With his monk abilities though, Mordesel can easily outpace them. After ducking into an alleyway Mordesel changes disguises. Several commoners rush past the 'sleeping' figure, convinced that their target had continued fleeing down the alleyway and into an adjoining street. Within a minute the danger had passed.

Mordesel has escaped the vengeful mob, but Father Donnigan is long gone now.

@Sion: In all honesty, I would.


Mordesel kicks the priest in the back, causing considerable bruising but far from killing the old cleric. He continues calling out for help and continues to flee.

Several bystanders witness Mordesel's brutal assault on father Donnigan, the fear in their eyes turning to anger and outrage.
"That heretic is attacking Father Donnigan!"
"Get the heathen!"
Several braver men begin to approach. More look like they're getting the courage to approach.
These locals are clearly not veteran soldiers, although one or two look fairly hardy. They won't attack this round (aside from throwing a rock or two) but an angry mob is brewing.


Yalana nods frightfully at Anton. They both escape via a back exit.

Patrons cower behind tables and chairs at the bloodshed. Bellam stands behind the bar, pointing a loaded heavy crossbow at Dane. He grits his teeth and hesitates for but a moment.
"Boy! Get a horse ready. The fastest one. MOVE!"
A lad rushes from behind the counter, headed for the stables.

Dane checks the equipment. Captain Eddarly has a nice looking chainshirt on, but there's not enough time to strip him. His sword looks good though (Masterwork longsword). He also has a small key and a pouch of gold. The two guards are equipped poorly. Nothing of value although you grab coin pouches. Total is 42 gold pieces. There are six sets of manacles to grab.

The barmaid grabs a set of keys and rushes upstairs, too afraid to refuse. Bellam maintains his aim but remains silent. Half a minute passes and the barmaid runs down. She puts the backpack on the table in front of Dane before fleeing to Bellam's side.
"You best get going. Captain Varning enjoys a good hunt."

You have no real idea how long response time is (it's not like there have been other major crimes here since you arrived to judge response time). Still, the City Watch office is not terribly far away. If they're fast, they could be here within a few minutes of alarm. Time is short.
No, its not a walled city. There's nothing stopping anyone from riding out. There are no real set boundaries to the town.

Bystanders watch with horror as Mordesel attacks the portly priest.
Mordesel, Will Save plz (not an enchantment)


Dane fights off the soldier, but the grapple continues. Seeing Dane too strong to overcome, the soldier gives up at flees from the warrior (Full withdraw). Without his weapon in hand, Dane cannot strike him down. The other soldier also flees. They both make it to the doors.
"We'll see your head on a pike yet, traitor!"

Mordesel makes it outside. Over a dozen commoners hang around outside the inn, shocked at the sound of violence from inside but too afraid to enter. More locals are staring from a distance. He looks around and sees the old priest running down the road.

You had to spend a few seconds looking around the priest. The crowd was distracting and you weren't sure which way he went. You've spotted him now of course, but he's 30ft away and fleeing. The two guards (1 of whom is unarmed) are 20ft behind you.


Heh, thanks. Turns out this place has WiFi so I can get a few posts in after all. :)
Ah, I didn't see the Living Steel buckler. Point taken. Okay, well since you lose the buckler's bonus to AC for the round you attack, it can't realistically be struck by an attack at that time. The first nat 1 stands. The second on the other hand...
Fort save: 1d20 + 4 ⇒ (11) + 4 = 15
The weapon shatters on Dane's buckler.
Since his weapon is broken, that soldier is the one who initially grappled.


Well spotted Sion. Although Dane doesn't have any items of Living Metal.
Hey all, just to let you know, I'm not sure how much I'll be able to post over the next day or two. Going to mountains for birthday. Will try to keep up with the posting but no promises. cya.


Alas, the marketplace is a fair distance from the inn. If you were able to hear the fight, then so would half the town. I'm afraid Durova and Sion are out of this fight.
Natural 1 on attack rolls do not mean weapons have a chance of breaking in any (non-optional) rule I've ever read. The only exception to that is if their longswords had the 'fragile' quality. Which they don't.
Dane punches and smashes the soldier.

Note you cannot use two-weapon fighting in grapple since it takes advantage of an offhand attack. Only actions that can be performed with a single hand is possible. see HERE for a neat flowchart on grapple. In fairness, I'm assuming your first attack counts though.

The soldier grappling Dane cries out weakly for help from his companions. They both rush to his aid, one joining the grapple while the other attacking Dane with his longsword.
The soldier already in a grapple with Anton tries to assist his companion... Before falling unconscious.
Grapple assist: 1d20 + 2 ⇒ (11) + 2 = 13
Grapple to pin (+5 bonus included): 1d20 + 11 ⇒ (15) + 11 = 26
The third soldier stabs at Dane with his longsword.
Attack: 1d20 + 5 ⇒ (5) + 5 = 10 But misses

Dane is now pinned. He is flat-footed, takes an additional -4 to his AC, and cannot attack. He CAN attempt to break out of the grapple or escape artist.

Anton falls back, showing the distraught Yalana out the back door.

Seeing Dane slaughter the Captain, take out a soldier, AND resist his magic, Father Donnigan makes for the door. Although unaware of Anton and Mordesel's involvement, he seems worried enough not to take the chance. (Double move, he's made it outside and out of sight)
"Call the guards! Murder in the inn! Call the guards!"
Already a crowd is forming outside.


Dane manages to kill a single guard as they attack, but is forced to spend time fighting off the enchantment.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Yes Mordesel, +5 bonus. Doesn't help enough though
Father Donnigan spins around to see Mordesel approaching stealthily.
Realising the danger, he warns his men with a shout.
They continue fighting.
"Warn the Lord Commander, Father! We'll hold them back!"

Realising their weapons are next to useless, and that Dane has an advantage of reach, they simply rush Dane.
Grapple: 1d20 + 4 ⇒ (19) + 4 = 23 (Success. No attack of opportunity because reach weapon can't attack adjacent foes)
The other guard attacks the Dane.
Stab: 1d20 + 5 ⇒ (1) + 5 = 6 Miss
The last soldier moves to intercept Mordesel.

Father Donnigan hesitates.
"Run NOW! Avenge our Captain!"
The priest casts a spell on himself and falls back to the doors.


I don't understand the question. Do you mean how many AoO would the soldiers have taken on Dane? If so, then none. Their weapons were not drawn. As for positioning, the guards were keeping pretty close to their officer.
Dane suddenly feels an attack on his mind. His limbs freeze, he can't move at all. He has been held.
Dane, as a full round action you can try to break the enchantment.


Screams break out from the inn as Dane cleaves Captain Eddarly's head from his shoulders with a single swing of his weapon. Blood is everywhere.

Father Donnigan can only scream. "Noooooo!!" at the horrific sight.
The soldiers turn white for a split second before roaring in rage.
"You'll die for this!!"
They draw weapons and hurl themselves at Dane.
Attack 1: 1d20 + 5 ⇒ (19) + 5 = 24
Attack 2: 1d20 + 5 ⇒ (9) + 5 = 14
Attack 3: 1d20 + 5 ⇒ (17) + 5 = 22
Attack 4: 1d20 + 5 ⇒ (1) + 5 = 6
...: 1d20 + 14 ⇒ (18) + 14 = 32
Confirming threat:
Attack 1: 1d20 + 5 ⇒ (6) + 5 = 11
The soldiers struggle to injure Dane, but one gets a lucky hit in, wounding the Iraenian between the shoulder plates.
Attack dmg: 1d8 + 2 ⇒ (3) + 2 = 5

Father Donnigan stands up and casts as spell at Dane, his eyes wide open with horror.
Will save DC 19
roll20 Map


Anton's name isn't on the forgery, I had assumed that. Captain Eddarly did look at the forgery but yeah, it didn't matter much. As a GM, I do stuff like that. :P
Sense Motive: 1d20 ⇒ 1
"Hmm, perhaps. Then why did the raven we sent to Farhold two days ago report back that they've never even heard of a lance-corporal Dale Reeves in that area? And I am especially interested about your story regarding Sir Balin..."
A good word twist, but the questions are still coming. Eddarly has a longsword and is wearing a chainshirt.

Dane prepares for combat...
Note. Dane currently sitting down (-2 AC and attack rolls). For the surprise round you could stand up and draw your weapon, but attacking isn't possible (remember, you can only ready a standard action) without quickdraw feat.
Roll your initiative when you post your readied action (well, technically surprise round action but whatever)

Initiatives

Captain Eddarly: 1d20 + 4 ⇒ (12) + 4 = 16
Father Donnigan: 1d20 ⇒ 5
Four Soldiers: 1d20 ⇒ 15

I'll do the map on roll20 later


Quite right, linguistic checks are done in secret. Done.

GM rolls:
1: 1d20 + 5 ⇒ (1) + 5 = 6
2: 1d20 + 11 ⇒ (8) + 11 = 193: 1d20 ⇒ 12

Captain Eddarly looks over the paperwork with a sly smile.
"Interesting..."
He shows the priest the requisition order. Father Donnagin doesn't even glance at it.
Dane:
You are suddenly aware that you are under the effect of an enchantment of some sort. You cannot lie.

Captain Eddarly continues.
"Before I hand over the manacles I just need to check a few details first. Formalities of course."
He smiles.
"Tell me, Corporal Reeves, were you actually stationed at Fort Nymella?"


Linguistics and Bluff check needed. Also, a will save Dane.


So, Mordesel, Dane and Anton are currently in the inn. Durova and Sion are in the marketplace and talking to merchants.

It is currently 2pm. There are 6 civilian patrons in the inn and 2 off-duty soldiers (see below), in addition to Yalana (the dancing girl), one barmaid and Bellum the innkeeper.
------------------------------------------------------------
@Anton:
From your investigations, you determine a few minor tidbits of information.

The dwarves are generally mistrusted by the human soldiery in Balentyne. True, they are respected for their hardiness and workmanship, but there is a prejudice against them:
"Those dwarves are a thieving lot! I heard a rumour that one of them was caught picking a man’s pocket."

You also overhear a conversation between the two off-duty soldiers briefly before they departed the inn.
"I can't wait for dinner tomorrow. Finally, some edible food."
"I've heard that Mama Guisseppe’s beef stew is good. Is it true she goes up to the Watchtower to cook a batch every Thursday?"
"You bet, every week. She's a nice old lady. It's become a tradition."
"Guess we better get back to the barracks then."
The other man shrugs.
"Yeah, I'm done drinking anyway. So why not."
The two of them depart.

You realise that tomorrow is Thursday.

Should it matter, Yalana is currently infatuated with you.
--------------------------------------------
Four guards, led by Captain Eddarly enter the inn. Next to the captain stands a portly man wearing priestly attire. One of guards is holding a small chest.
After a short silence, Captain Eddarly spots Dane and gives him a nod. The barmaid scurries away from Dane's table. Both the portly man and Eddarly take a seat at Dane's table. The four guards remain standing.
"Corporal Dale isn't it? You'll be happy to know that we have your requested supplies."
The soldier holding the chest approaches and opens the box. Inside are half a dozen steel manacles. After opening it for a moment, he closes it again after a nod from the Captain.
"Allow me to introduce to you Father Donnigan of the Mitran church. He is here to finalise the arrangement and to ensure the paperwork is correct. A minor formality."
The portly man simply smiles and bows his head politely.
"So, I trust you have the requisition orders now?"

Dane:
Sense Motive: 1d20 + 2 ⇒ (11) + 2 = 13 You're getting an unpleasant feeling about this situation.


Rumours: 1d20 ⇒ 1
Mordesel talks to patrons of the inn. The conversation turns to Lord Commander of Castle Balentyne.
"Lord Havelyn is a good soul but so grim and gloomy. For so great a lord to be unhappy, he must be guilty about something!"


Diplomacy: 1d20 + 5 ⇒ (10) + 5 = 15 rumour: 1d20 ⇒ 10 ...: 1d2 ⇒ 2
Day 3
Sion spends several hours chatting to various shopkeepers. Mundane concerns (weather, supplies, worries about the bugbears, etc) are the usual topic.

During his discussions, Sion hears a group of horses approach down the road. Seven riders, all wearing the tabards and colours of Balentyne, trot down the street. They looks somewhat weary from traveling. They do not pause and continue on their way to Castle Balentyne.

Curious of this development, Sion strikes up a conversation with a nearby stall operator.
"Those fellows? That's Captain Varning and his rangers. They're back from their patrol. They've been gone five days out in the wilderness but if you ask me, these patrols are a waste of time. They’re just an excuse for Varning to get out of the tower and gallivant around the country side instead of doing his fair share of guard duty. Probably came back to Balentyne to rest up and watch that Merrie Men performance. Lucky layabout... Oh err, just between you and me of course."

btw, The Merrie Men performace will be on in two days time (Day 5).


Day 3
Simple advice or direction? I disagree. Asking for directions to the nearest inn or temple would be. Dane finds that people generally don't know where Mott lives (he's one of several officers, not all that important really) and any that do probably don't want to say anything.
Disappointed, Dane returns to the inn. the inn is fairly quiet, giving him time to converse with the barmaid. She knows little about Eddarly.
"That Captain Zack Eddarly is considered quite a handsome one. Such a gallant! And still unmarried at his age. He’ll make some lady of proper breeding quite a catch."
She says slightly dreamily. She knows nothing of his career or previous.

Dane spends a few more hours trying to uncover information about Eddarly. Little comes out of it. Apparently, he served in the capital before his posting here and is from a wealthy family. He's never been on the western front (to anyone's knowledge) and although a skilled swordsman he has little experience in warfare. Uninteresting.

It is now early afternoon when a boy rushes into the inn, concern on his face. He and Bellam converse quietly, ensuring they are not overheard. Bellam gives the lad a coin and the boy leaves. Now worried about something, Bellam calls Mordesel over to the counter.

For Mordesel:
the innkeeper speaks with hushes tone.
"I don't know what's going on but I just heard word that Captain Eddarly, half a dozen of his soldiers and Father Donnagin are on their way. The Mitran priest rarely comes to Aldencross unless he's suspicious about something or there's some kind of crime to uncover. I don't know what kind of thing your friend got going with Eddarly but it better be good and honest or Father Donnagin will get it out of him, mark my words."
He grits his teeth.
"Does your friend know about the..."
He indicates the cellar and (by extension) the secret tunnel.
"I want nothing to do with this, but the last thing I need is for them to clamp him in irons and then spill the beans about my..."

"So, you need to tell him what's happening. Ask him if he's going to run or face what's coming."


Durova's Diplomacy check: 1d20 + 8 ⇒ (19) + 8 = 27
Rumour: 1d20 ⇒ 15
Durova overhears some conversation but few of any interest. Of particular note is that between two merchants.
"Did you hear about prisoners escaping from Branderscar?"
"No, I didn't. Mean bunch?"
"The worst! I don't think they ever caught either. They must be getting some outside help if they've been on the run all this time."
"Ha! Someone help a bunch of criminals? You worry too much friend. More likely they're cowering in some cave in the mountains. If they haven't starved to death first."

An interesting conversation but not relevant to your current situation.


Day 3

Random stuff:
.: 1d100 ⇒ 56Rumour: 1d20 ⇒ 9 ...: 1d20 ⇒ 13 ...: 1d20 ⇒ 1

The dwarves are on the way out when you head downstairs for your morning meal. Bellam seems to be in a somewhat gruff mood as he brings you all some bread, cheese and sliced ham, but remains silent.

Dane spends several hours in the town trying to find his answers, but those he questions seem to have no idea (although some have heard that Captain Mott has a house somewhere in town).
Time in hours: 2d4 ⇒ (1, 4) = 5 (general gather info is 15 (lower in the inn), specific information is higher.
The entire fruitless task takes 5 hours, but at least he's made some progress with the above-average barmaids.

Anton struggles to uncover more information about the castle. Few people know a great deal but the bard is uncovering various tales.
An inn patron having an early lunch talks to Anton.
"The castle? I don't know much about it, except there's a hundred of Talingarde's finest soldiers guarding it. I've heard that mage is strange, but he's nothing compared to Mad Martin. He tends the rookery in the Watchtower, you know, sending messages and such. They say he never leaves except for necessities. He talks to the birds like people and has named every one!" Time in hours: 1d4 ⇒ 4


That's fine, I was just waiting for confirmation that you were heading back.
Dane and Mordesel, go back through the tunnel and back to the inn. Thankfully, the passage is empty as before and Bellam does not appear.

Tired from the trip, you both get some sleep.

Day 3.


@Anton: Yalana is indeed virtuous and moral, so two days of (albeit high) diplomacy rolls are insufficient to bed her. Don't forget, she was born and raised in a strongly (and a stuffy, slightly oppressive) Lawful Good society. That isn't to say its impossible though, but it will take time. Your artistic cred(s) is indeed on the rise and you can certainly start to corrupt her. At this point, she'll do almost anything you say provided it doesn't break any laws (and even then...). FYI she's a 2nd level Expert.

@Dane:Yes, The 'F' is a trapdoor in the floow. (It's actually the trapdoor leading to the cellar which you came from. I should have mentioned that.)
Dane tests the trapdoor. It opens and closes easily enough, regardless which side it is opened from.

The chamber is clearly an armoury and blacksmith. The forge is still warm, meaning someone has worked it quite recently (probably during the day).

XP Reward: For discovering a way into the Castle Balentyne you are each awarded 400XP. That also includes the information gathering and some roleplaying bonuses.


Oh, right. Dane is with you. My bad.
Mordesel and Dane strain to hear anything above them but are confident that there are no sounds to hear. The trap door leads up to an almost circular stone chamber, except for the right-angled corner in the north-west.

A single wooden door stands in the western wall and a flight of stone steps starts on the south wall, heading upwards to the next level (in a clockwise pattern, following the wall up).

Although devoid of life, the chamber clearly sees regular use and the air is still quite warm. A functional forge lies against the eastern wall and a small vent is also in the wall to allow smoke to escape (although its too small to crawl through). Various smithing tools sit on tables as well as half-finished items (arrow heads for example)

Of more interest are the weapon racks. In total there are twenty halberds, longswords, breastplates and heavy steel shields. All bear the marks of the Talirean military (thus making them nearly impossible to sell).


Mordesel enters the secret passage alone. It is long and winding, but eventually ends at a dead end. Of course, Mordesel searches for a bit and quickly finds the way to open it.
The door opens to roughly octagonal shaped chamber. Pitch dark, there are sconce holders on the sides of the walls, but no torches are present.

The chamber appears to be some sort of storeroom. It holds a vast stockpile of durable rations, clearly intended as long-term supplies (the food is bland at best, but acceptable if you're not picky). Several thousand days’ worth of iron rations fills this vault alongside barrels of potable water and other durable provisions. Aside from water and food, a crate of wine (labeled in elvish) sits to one side. There is little else of value or interest.

A trapdoor sits in the stone ceiling in the center of the chamber.
-----------------------------------------------------------
Dane has much better success with the barmaids and strikes up conversations with the girls. Over time they become more open. (Attitude changes to friendly)

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