DM organized's Serpent's Skull Campaign


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Male Dwarf Monk 3 (favored class)

"Erastil guide us... this is gunna be a hell of a ride."


Male Half-elf Sorcerer level 3

"Gothard's plan makes the most sense to me. We should attempt to thin their numbers before we have to fight them up here in the open.

As for taking out Luther's guards, I can also target the ones near him with magic missile"


Male Human Cleric 3

"I have an enchantment could make Luther's handler flee in fear. I must be somewhat close to use it, though."

"Jask, what of that spell you used on me that first evening when the tide washed me ashore? It gave me sanctuary from the sea scorpions...they ignored me. Luther might need it."


Male Human Cleric 3

Blue pauses a moment before adding, "Let us not forget that there could be a flying Red Mountain Devil lurking about looking for his sacrifice. Hopefully his belly is too full from last night's meal."


The time has come for any final preparations.

As the enemy approaches, Gothard begins to make out the distinct pattern of a marching column. He counts sixteen figures from afar, and something else, maybe four dogs. Near the end of the column, a wooden cage is being carried.

Ishirou suggests staying low, or limiting movement to the north side of the mountain, opposite the approaching trail.


Male Human Fighter 3

"I do not believe they will kill Luther; they need a prisoner to sacrifice and they have that already. It is highly unlikely that any of us will be captured alive if this battle goes poorly. I intend to go down fighting, and I would kill each of you myself before I allowed you to be sacrificed by our enemies. As far as I am concerned we are already all dead to this world and can only regain our lives by destroying these lunatics."

"It appears Luther is near the back of the column in a cage. It should be possible to isolate him with the first rock and have our archers and mages kill any guards that remain with him."

Org, how far is it to the trail floor from where we are? Is it possible to rig up a rope so that someone can climb down to Luther after the rock is dropped to either defend or release him?


Male Human Fighter 3

One other thought...does everyone have a heaing potion just in case? What other potions do we have? Anything we can use? I think you were the potion master PD...


Addam perception check:1d20 + 6 ⇒ (12) + 6 = 18
Aerys perception check:1d20 + 1 ⇒ (14) + 1 = 15
Alyosha perception check:1d20 + 6 ⇒ (10) + 6 = 16
Bleut perception check:1d20 + 5 ⇒ (4) + 5 = 9
Gelik perception check:1d20 + 1 ⇒ (20) + 1 = 21
Gothard perception check:1d20 ⇒ 11
Ishirou perception check:1d20 + 4 ⇒ (13) + 4 = 17
Jask perception check:1d20 ⇒ 4
Rorie perception check:1d20 + 9 ⇒ (2) + 9 = 11
Sasha perception check:1d20 + 6 ⇒ (10) + 6 = 16
Smian perception check:1d20 + 3 ⇒ (5) + 3 = 8

The column advances closer and closer, and just before they reach the mountain base, crouching behind cover you get a good look at their forces.

Addam confirms Gothards count, except noting that out of the twelve humanoids counted, four of them appear to be undead skeletons. Addam also spots the dogs, but determines them to be Shiv Dragons, like you faced early on when Alyosha lured them into camp with his stink. They appear to be leashed and at least someone obedient to their handlers.

The members of the Thrune clan appear to be dressed in full wartime regalia. Hardened survivors, they are muscular and armed with javelins and scimitars. Crude head dresses adorn most heads, and their faces are painted with red and black smears. Four large kettle drums are carried behind Luther. You begin to hear the beat of a marching rhythm.

Two of the figures towards the rear of the column stand out. One is a freakishly large warrior, dressed in odd pieces of plate armor. Beside him another figure strides outside of the march, hunched and adorned in a ragged cloak.

Despite being outnumbered you feel good about your defensive position. The enemy seems preoccupied with their ceremonial duties, and are marching straight up to your fortified hold out.

The trail turns north, and your perspective shifts from a side view to straight ahead. The column turns.

The jaw of Gelik drops as he is the first to spot what is in fact a double column. The gnome amends the count. "Eight armed skeletons, four Shiv Dragons, twenty-four humans or humanoids, and Luther, crouched into a tiny bamboo cage supported by four long poles carried on the shoulders of some of the warriors."

Hairs stand up on your neck, and the question of survival has never
been so uncertain.

The small army temporarily disappears into the folds of the twisting mountain path below. The sense of urgency increases as you await the column to re-emerge on the open parts of the trail below.


Male Elf Rogue Level 1

"Make peace with your makers my friends, this may be your last chance. I to like Gothard's plan. Lets get in to position and begin cutting this army down to size. We should begin getting in to position to be ready for the ambush. I was thinking melee goes down the path and pushes rocks while the ranged stays up here and rains down death. Any thoughts? "


Male Dwarf Monk 3 (favored class)

I say a prayer to Erastil asking for accuracy.

"We best be softening them up the whole way. How many arrows do we have?"


The trip wire traps are moved up to the highest trail tier.

You hear the drums beating louder, and expect the Thrunes to emerge from the south at any moment.

Combat Round 0 Map

roll initiative and declare your starting position, and anything else. I'll apply any spell ques to have been cast by the start of round 1


Male Human Cleric 3

Spell Queue:
1. Protection from Evil on Rorie ( 20 rounds, +2 AC & saves vs. evil creatures, warded from evil summoned creatures, warded from mental control)
2. Protection from Evil on Gothard (same as above)
3. Guidance on Rorie (+1 competence bonus on any single attack/save/skill in next 10 rounds)
4. Guidance on Gothard (same as above)
5. Virtue on Rorie (+1 temp hit point)
6. Virtue on Gothard (same as above)
7. Bless on everyone (+1 morale bonus on attack rolls and saves vs. fear for 20 rounds).


Male Human Cleric 3

Blue stations himself on the southeast edge, crouching behind his boulder. "Gozreh guide my hand," Blue says quietly as he prepares to send the boulder crashing down.

Blue readies an action...he will send the boulder down, timing it to hit a cluster of the enemy, to try to squash as many targets as possible.


Male Human Fighter 3

Gothard takes his place next to boulder #1 and takes a moment to steady his nerves. He takes once last look around the area, testing his footing and ensuring the boulder is in place. He readies himself, intending to hit the middle of the marching column.

initiative roll:1d20 + 2 ⇒ (13) + 2 = 15


Male Half-elf Sorcerer level 3

Spell Queue
1. Magic missile at any ranged attackers (130 ft range, 2x 1d4+1 missiles).
2. Daze (35 ft range) on the enemies immediately in front of Gothard and Rorie.

Smian positions himself at the rear, alongside Addam and Alyosha. He crouches low to remain out of sight. As the sound of drums get louder and louder, his heartbeat correspondingly grows more rapid. He wipes sweat from his forehead and practices some of his spell motions with his hands.


Male Elf Rogue Level 1

Alyosha, while crouched next to Adamm, readies his long bow getting ready to attack any enemy that comes in to the designated range. He slowly works over his bow with his hand making sure there are no imperfections that may fail him in the fight. After finding his weapon true he takes a deep breath and tries to relax.

Initiative: 1d20 + 6 ⇒ (3) + 6 = 9


The afternoon drizzle lets up. As the sun sets to the west the sea is already blackened far to the east. Pink and red streaks fill the late summer sky, and in the distance you notice a flock of gulls swooping down into the tidal pools.

You collect your final thoughts and prepare for war.

The spell que would be for pre-combat spells.

Addam initiative check: 1d20 + 7 ⇒ (6) + 7 = 13
Bleut initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
Rorie initiative check: 1d20 + 3 ⇒ (13) + 3 = 16
Smian initiative check: 1d20 + 1 ⇒ (16) + 1 = 17
Aerys initiative check: 1d20 + 2 ⇒ (10) + 2 = 12
Gelik initiative check: 1d20 + 2 ⇒ (16) + 2 = 18
Ishirou initiative check: 1d20 + 2 ⇒ (6) + 2 = 8
Jask initiative check: 1d20 ⇒ 16
Sasha initiative check: 1d20 + 3 ⇒ (1) + 3 = 4

initiative order:
Gelik
Smian
Rorie
Jask
Gothard
Addam
Aerys
Bleut
Alyosha
Ishirou
Sasha

Ishirou takes a position behind boulder 1.

Bleut gathers the group for a blessing magic, and begins casting buffs on Rorie and Gothard.

Gelik positions himself so all can easily hear his songs.

surprise round buff summary
Rorie - Protection from Evil 6/20 (+2 AC & saves vs. evil creatures, warded from evil summoned creatures, warded from mental control)
Guidance 4/10 (+1 competence bonus on any single attack/save/skill in next 10 rounds)
+1 hp

Gothard- Protection from Evil 5/20(same as above)
Guidance 3/10 (+1 competence bonus on any single attack/save/skill in next 10 rounds)
+1 hp

All - Bless 7/20 (+1 morale bonus on attack rolls and saves vs. fear)

Surprise Round Map A
Surprise Round Map B
Surprise Round Map C

Begin surprise round

Gelik delays his action.


Male Human Cleric 3

As the enemy turns the bend, Blue pushes his boulder down and upon them.


Male Human Cleric 3

Since I am not threatened or distracted, I was interested in taking 10 if I think an average push would send the boulder over. I saw the comment on the other ooc forum, so I am rolling...

1d20 ⇒ 8


I think taking 10 only applies to skill checks, and this is more like a strength based dc check.


Male Human Fighter 3

I had posted that I was going to be behind boulder #1, but it looks like you've got me behind #2 right now. That's fine, and if it's accurate then I'm going to start this ball a rolling. If it's not then you may want to ignore this post

Gothard presses against the boulder; his muscles go taught as he shoves with all his might. He pushes over the edge to the East so that it falls onto the line of the approaching army

strength check: 1d20 + 4 ⇒ (16) + 4 = 20


Male Dwarf Monk 3 (favored class)

I posted this in the OOC forum and realized I forgot to post it here as well.

"I just realized going through my items that I have caltrops. I will lay them out on squares H13 and I13.

Time willing, I will pick them back up after the fight. Posting it in case I forget."

If Gelik has any of that Skunkwood left (I believe he wrapped some up in a leaf):

"Gelik, if ye have some of tha' skunkwood left, toss er at one o' the baddies or hand it here."

I hope that this might draw the Shiv Dragons away or possibly even get them to attack that thing/person. If he can't throw it himself, I will move over to him and take it from him. Otherwise I will hold my turn.


Male Human Ranger / Lvl 2

Addam will delay as 300' is still to far for any decent shot to take a chance on.


see ooc forum for some notes

Smian moves towards center.

Rorie moves to retrieve the stink bark from Gelik.

Gelik gives Rorie the left over stink bark. It’s just a few handfuls that was collected.

Jask moves to center.

Gothard pushes over the boulder.
#3 reflex save:1d20 - 2 ⇒ (15) - 2 = 13
4d6 ⇒ (3, 5, 2, 4) = 14
Savage #3 is splatted by the boulders impact, and sent tumbling a thousand feet below.

Addam moves towards center.

Aerys moves towards center.

Bleut trys to push the boulder, but can’t budge it.

Alyosha sights a target and lets an arrow fly.
attacking #7:1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13
damage:1d8 ⇒ 4
The elf strikes his target!

Ishirou moves to center.

Sasha moves to center.

end surprise round
map round 1
Begin Round 1


cannibal #1 initiative check: 1d20 + 2 ⇒ (15) + 2 = 17
cannibal #2 initiative check: 1d20 + 2 ⇒ (20) + 2 = 22
cannibal #3 initiative check: 1d20 + 2 ⇒ (11) + 2 = 13
cannibal #4 initiative check: 1d20 + 2 ⇒ (8) + 2 = 10
cannibal #5 initiative check: 1d20 + 2 ⇒ (20) + 2 = 22
cannibal #6 initiative check: 1d20 + 2 ⇒ (4) + 2 = 6
cannibal #7 initiative check: 1d20 + 2 ⇒ (15) + 2 = 17
cannibal #8 initiative check: 1d20 + 2 ⇒ (11) + 2 = 13
cannibal #9 initiative check: 1d20 + 2 ⇒ (8) + 2 = 10
cannibal #10 initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
cannibal #11 initiative check: 1d20 + 2 ⇒ (11) + 2 = 13
cannibal #12 initiative check: 1d20 + 2 ⇒ (19) + 2 = 21
cannibal #13 initiative check: 1d20 + 2 ⇒ (6) + 2 = 8
cannibal #14 initiative check: 1d20 + 2 ⇒ (11) + 2 = 13
cannibal #15 initiative check: 1d20 + 2 ⇒ (20) + 2 = 22
cannibal #16 initiative check: 1d20 + 2 ⇒ (16) + 2 = 18
cannibal #17 initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
cannibal #18 initiative check: 1d20 + 2 ⇒ (12) + 2 = 14
cannibal #19 initiative check: 1d20 + 2 ⇒ (19) + 2 = 21
cannibal #20 initiative check: 1d20 + 2 ⇒ (16) + 2 = 18
cannibal #21 initiative check: 1d20 + 2 ⇒ (3) + 2 = 5
Guliver #22 initiative check: 1d20 + 2 ⇒ (20) + 2 = 22
brute #23 initiative check: 1d20 + 6 ⇒ (20) + 6 = 26
witch #24 initiative check: 1d20 - 2 ⇒ (16) - 2 = 14
skeleton #25 initiative check:1d20 + 6 ⇒ (19) + 6 = 25
skeleton #26 initiative check:1d20 + 6 ⇒ (17) + 6 = 23
skeleton #27 initiative check:1d20 + 6 ⇒ (9) + 6 = 15
skeleton #28 initiative check:1d20 + 6 ⇒ (2) + 6 = 8
skeleton #29 initiative check:1d20 + 6 ⇒ (4) + 6 = 10
skeleton #30 initiative check:1d20 + 6 ⇒ (5) + 6 = 11
skeleton #31 initiative check:1d20 + 6 ⇒ (14) + 6 = 20
skeleton #32 initiative check:1d20 + 6 ⇒ (12) + 6 = 18
shiv dragon #33 initiative check: 1d20 + 2 ⇒ (1) + 2 = 3
shiv dragon #34 initiative check:1d20 + 2 ⇒ (6) + 2 = 8
shiv dragon #35 initiative check:1d20 + 2 ⇒ (20) + 2 = 22
shiv dragon #36 initiative check:1d20 + 2 ⇒ (16) + 2 = 18


Male Human Cleric 3

Bluet digs in his heels and heaves again.

STR check:
1d20 ⇒ 7


The plate armored Brute (#23) turns to Guliver. (#22) You hear him shouting over the screams of suprise from the dozens below. Guliver pleads, but they are silenced as the brute picks up Guliver by the throat and throws him over the edge.

skeleton #25 double move action, turns the south corner.
skeleton #26 double move action, turns the south corner.

cannibal #2 double move action, turns the south corner.
cannibal #5 double move action, turns the south corner.

cannibal #15 delays his action.

shiv dragon #35 delays his action.

cannibal #12 delays his action.

cannibal #19 delays his action.

skeleton #31 double move action.

cannibal #16 delays his action.

cannibal #20 delays his action.

shiv dragon #36 delays his action.

skeleton #32 double move action.

cannibal #1 double move action, turns the south corner.

Smian is up in the initiative order.


Male Half-elf Sorcerer level 3

Seeing Bleut struggling with the boulder, Smian moves next to him and attempts to heave it over the edge. He takes a deep breath, then grunts and thrusts his body into the mass of the boulder.

strength check:1d20 ⇒ 16


Smian adds enough force to topple the stone. It goes tumbling towards a Shiv Dragon in the path!
refelx save:1d20 ⇒ 3
4d6 ⇒ (1, 3, 3, 3) = 10
A direct hit, although the Shiv Dragon is still intact. The boulder falls harmlessly to the tier below.

rorie is up in the initiative order


Male Dwarf Monk 3 (favored class)

I move down and left diagonally with my full speed, then chuck the bark at the critter in CC 28. I'm going to assume an attack roll against touch AC.

Ranged Attack: 1d20 + 4 ⇒ (16) + 4 = 20


You assume correct sir. LOL, this should be really interesting but I'm done compiling for tonight I think.

You have one handful left.

I really hope you kill more off quick so I don't have to make 32 moves per round, plus 5 npcs. LOL


Male Elf Rogue Level 1

Seeing his arrow land Alyosha is filled with hope. He grabs another arrow and lets another fly at this target.

attacking #7:1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23
damage: 1d8 ⇒ 8


Male Human Fighter 3

Gothard runs to boulder #1 and digs in preparing for the next push.


Male Human Cleric 3

"Thanks, Smian! Now let's back away from the edge."

Blue uses the remainder of his action to move back from the edge by 30'.


Rorie chucks down one handful of the bark at the undead skeleton. It is a direct hit.

The delaying Shiv #35 is thrown into a feeding frenzy. A double move action is used to close in on the effected skeleton.

Gelik sings an inspiring tune.

Jask declines any action.

Gothard makes his way towards rock 1, ending his turn behind cover.

#27 skeleton - double move action.

#18 cannibal - double move action

#24 witch - moves and casts mage armor. +4 ac

#19 - delayed double move to available spot.

Addam is up in the initiative order.

Round 1 spell effects summary:
Rorie - Protection from Evil 7/20 (+2 AC & saves vs. evil creatures, warded from evil summoned creatures, warded from mental control)
Guidance 5/10 (+1 competence bonus on any single attack/save/skill in next 10 rounds)
+1 hp

Gothard- Protection from Evil 5/20(same as above)
Guidance 4/10 (+1 competence bonus on any single attack/save/skill in next 10 rounds)
+1 hp

All - Bless 8/20 (+1 morale bonus on attack rolls and saves vs. fear)

bard song [1/9]: inspire courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


Male Half-elf Sorcerer level 3

After heaving the rock over the ledge, Smian runs back towards the center of the group.


finishing round 1 compile

Addam - double move action to south edge with cover

#8 – double move action
#11- double move action
#12 double move action
#15 double move action
#14 double move action

Aerys, double move action ends at west edge with cover

#17 double move action

Bleut falls back to center.

#30 skeleton – double move action
shive dragon aoo :1d20 + 5 ⇒ (9) + 5 = 14
damage:1d8 + 4 ⇒ (6) + 4 = 10 + poison
#30 is destroyed.

#4 double move action
#9 double move action.
#29 skeleton double move action

Alyosha kills #7

Ishirou takes no action.

#13 double move action
#28 skeleton double move action
#34 double move action
#6 double move action
#21 beats his kettle drum.

Sasha double move action

#10 double move action
#33 double move action
#20 beats his kettle drum.

Round 2 Map A
Round 2 Map B

Begin Combat Round 2


Round 2 spell effects summary:
Rorie - Protection from Evil 8/20 (+2 AC & saves vs. evil creatures, warded from evil summoned creatures, warded from mental control)
Guidance 6/10 (+1 competence bonus on any single attack/save/skill in next 10 rounds)
+1 hp

Gothard- Protection from Evil 7/20(same as above)
Guidance 5/10 (+1 competence bonus on any single attack/save/skill in next 10 rounds)
+1 hp

All - Bless 9/20 (+1 morale bonus on attack rolls and saves vs. fear)

bard song [2/9]: inspire courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


#23 brute double move action

#25 double move action
#26 double move action

#2 runs.

#5 double move action

#31 skeleton 4
#32 skeleton 4

#1 runs.

Smian moves towards center.

Round 2 update

Rorie is up in the initiative order.
continue round 2


Male Human Fighter 3

Gothard double moves to get directly behind boulder #1


Male Elf Rogue Level 1

Getting more confident with every shot Alyosha yells "Keep em coming!"

Alyosha now targets number 15.

attacking #15: 1d20 + 8 - 4 ⇒ (5) + 8 - 4 = 9
damage: 1d8 ⇒ 5


Male Half-elf Sorcerer level 3

Smian uses a double move action to get next to Addam.


Smian wrote:
After heaving the rock over the ledge, Smian runs back towards the center of the group.

I already took Smian's move for round 2 from this post. He ended round 1 after pushing the boulder over.

Alyosha's modified attack is +11 and 6 damage, factoring in the bless spell, and the bardic music.


Male Human Cleric 3

Blue murmurs a spells and lays a hand upon himself. Staying low, Blue moves toward the edge overlooking the final switchback. He lies on his stomach, and with his head barely up, he peers vigilantly down.

Casts resistance (+1 to saves for 10 rounds). Move to square O21.


Male Human Ranger / Lvl 2

Addam sees a target (canibal #5) and pulls back the string of his bow and lets the arrow loose. The arrow flys through the air...

Ranged Attack: 1d20 + 9 - 8 ⇒ (14) + 9 - 8 = 15
Dmg: 1d8 + 1 ⇒ (7) + 1 = 8 I believe I saw one of the bonuses was +1 dmg? if not remove the +1


Rorie retreats to center.

#35 shiv double move action.

Gelik continues his song of inspire courage

Jask double move action to northside cover.

Gothard positions himself behind boulder 1 with cover.

#27 skeleton double move action.
#18 double move action.

#24 witch tips Luthers cage over the edge. You hear the boards splinter as Luther takes a harsh fall.

#19 double move action.

Addam arrow splits the ribs of his target, inflicting serious damage.

#8 11 double move action.
#11 11 double move action
#15 double move action
#12 double move action
#14 double move action

Aerys fires her hand crossbow at #2.
attack:1d20 + 6 - 10 ⇒ (9) + 6 - 10 = 5
miss

#17 double move action.

Bleut moves.

#4 double move.
#9 double move.
#29 double move

Alyosha adjusts his target to #16 as #15 has moved on. His arrow finds home for the third time in a row!

Ishirou double move action.

#13 double move
#28 double move
#34 double move
#6 double move

#21 beats his drum at a deafening volume. The beats echo through the valleys below.

Sasha moves tp cover and fires her light crossbow at #5.
attack:1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13
damage:1d8 + 1 ⇒ (8) + 1 = 9
Savage #5 is slain.

#10 double move
#33 double move
#16 double move
#20a double move action
#20b continues to pound his drum in unison with #21
#36 double move

Round 3 Map A
Round 3 Map B

Round 3 spell effects summary:

Rorie - Protection from Evil 9/20 (+2 AC & saves vs. evil creatures, warded from evil summoned creatures, warded from mental control)
Guidance 7/10 (+1 competence bonus on any single attack/save/skill in next 10 rounds)
+1 hp

Gothard- Protection from Evil 8/20(same as above)
Guidance 6/10 (+1 competence bonus on any single attack/save/skill in next 10 rounds)
+1 hp

All - Bless 10/20 (+1 morale bonus on attack rolls and saves vs. fear)

bard song [3/9]: inspire courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Begin Combat Round 3
note: #5 is dead


Male Human Ranger / Lvl 2

Addam sees Sasha take down the canibal with her crossbow and switches targets to the next canibal (#4) and releases a double tap of pointy goodness.

Rapid Shot #1: 1d20 + 8 - 2 + 1 + 1 ⇒ (12) + 8 - 2 + 1 + 1 = 20
Dmg: 1d8 + 1 ⇒ (5) + 1 = 6

Rapid Shot #2: 1d20 + 8 - 2 + 1 + 1 ⇒ (5) + 8 - 2 + 1 + 1 = 13
Dmg: 1d8 + 1 ⇒ (1) + 1 = 2


Male Human Cleric 3

Blue murmurs another spell on himself, and holds his position.

Cast guidance (+1 to any single attack/save/skill in the next 10 rounds). I stay in square O21.

Blue's spell effects summary:
Bless 10/20
Bard Song Inspire Courage 3/9
Resistance 2/10
Guidance 1/10


Male Half-elf Sorcerer level 3

Smian runs towards the spot next to Sasha. He peers over the cliff edge, waiting for the right moment to cast his spell.

Double move to FF14


Male Elf Rogue Level 1

Alyosha attacks #16 again.

Attack #16: 1d20 + 8 + 2 - 4 ⇒ (14) + 8 + 2 - 4 = 20
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

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