Lastgrasp's CC Campaign (spoilers)


Carrion Crown

Dark Archive

I'm going to post my session logs from CC campaign. It's currently being ran on OpenRPG(for map and mini use) and Skype for actual chat.

The group:

Players:
Slot 1: Rostin Garem Human Inquisitor
Slot 2: Terra Gnome Sorcerer
Slot 3: Wyllows Human Rogue
Slot 4: Banik Hammerhand Dwarf Fighter
Slot 5: Azrael Half-Elf Ranger
Slot 6: Kaiat Half-Elf Monk

The Rogue and Monk joined in Session Two. I had to write them as having issues getting to Ravengro. We had a half-elf bard in session one, but he only made that session and had to be written out.

As with any game I had to improvise a bit if a certain player wasn't able to make it one night and slightly change things around. All the session log are bullet points by the players.

Dark Archive

Session One
Journal Entry by Jay (Through the Eyes of a Gnome Sorcerer)

-Group met up for the funeral of Professor Lorrimor.
-Group of 12 people from town tried to stop the group from proceeding
-They didn't want a necromancer in their graveyard
-Terra intimidated them into backing off

-Proceed with the funeral
-Two of the characters give stirring eulogies (forget who - Azreal and the Inquisitor, i believe)

-Retire to Kendra's house for the reading of the will
-In the will, the Kendra is given the majority of his property
-The group is asked to deliver a small stash of books to contacts in Lepidstadt
-Will be paid 100 platinum upon successful delivery
-The group is asked to stay with Kendra the next month
-Group assertains that the Professor died in the old prison
-We all came to the conclusion that it was not an accident
-Group also decides to forge copies of the books and carry the originals
-Group also discovers from interesting journal entries in one of the books left for them

-Group visits the Temple to Pharasma to seek any more information about the Professor
-One the way - hear a really creepy children's rhymn

-The group goes and checks out one of the tombs (forget why - had to do with the Winding Way)
-Four monstrous centipedes attempt to find dinner
-Deftly and almost completely uninjured, the group dispatches them
-In the coffin, they find a small stash of goods
-12 silver arrows, 10 +1 Ghost Touch Arrows, 2 +1 Undead Bane Arrows
-5 potions of Cure Light Wounds, 2 potions of Lesser restoration
-Scroll of Detect Undead, 2 Scrolls of Hide from Undead, Scroll of Protection from Evil
-A scroll case with an insignia of the Winding Way on it. None opens

-The Memorial is defaced with a bloody 'V'
-Terra cleans the statue
-Azreal(?) finds a bloody rat
-They are confronted by one of the locals who didn't want the professor buried in town
-Some interesting rumors are discovered from the drunken man
-Group also uncovers the names of those killed in the prison

-Terra goes to the Constables to find out about the rumor about graves being dug up - nothing new

-Banick and Azreal go to the tavern to find out more information from the locals
-Bannick drinks
-(Missed what they all found out)
-Group is invited to stay at the tavern that night

-Rostin goes to the church to do research on the Whispering Way

-Group meets up in the tavern
-Some kid comes in to perform
-During the performance, Terra notices blood leaking from the ceiling
-Others in the group notice a buzzing sound from up above
-During the performance, 3 Stirge break through the ceiling, knocking the performer unconscious
-A tough battle ensues
-Terra gets attack by one, knocked out by Bannick and they finally kill that one
-Rostin heals Terra with a potion
-Azreal takes out one of the others
-Banick and Azreal take out the third one that was attached to a patron

-The group takes the performer back to Kendra's
-Terra proceeds to "question" the performer
-A window in the pantry is broken, and the group discovers that a dead cat has been thrown through
-Tracking the steps back to the monument, the group finds a 'VE' in blood on the monument
-Surmising that the wife of the warden has since turned undead, the group decide to head to Harrowstone Prison (i believe that is what it is called)

Dark Archive

Session 2 Recap Through the Eye of a Dwarven Fighter

-The party decided to investigate the Harrowstone Prison in search of clues surrounding the Professor’s death.
-Upon entering the compound the party encountered 3 skeletal apparitions in the murky waters to the southeast of the Prison.
-Party dispatches them and continues investigating.
-Upon entering the courtyard some of the party is overwhelmed with a sickened feeling.
-Further investigation of the courtyard revealed a near collapsed structure which Terra destroyed using a ray of frost.
-Banik looked into the crumbling guard towers and was assaulted by a swarm of rats which he cut down in a single, mighty swing.

-Moving to the main body of the Prison, the party sees etched runes surrounding the structure filled with blood. Terra tries to decipher the meaning of the runes.
-Banik enters the prison and the party follows. Upon kicking in the door, he has a frightening vision of disembodied faces of long dead prisoners.
-The party enters a wing of the prison dedicated to record keeping and finds many rooms filled with papers; the records of the prisons activities as well as a manifest of prisoners kept throughout the Prison’s lifetime.
-The party finds a safe containing 500gp, some important documents, and 5 potions of yet unidentified properties.

-Continuing through the prison the party enters a room haunted by some sort of constructs: long chain manacles. The party has a hard time killing the manacles as they shrug off most damage.
-A room covered in thick spider webs is identified to be an old temple to Pharasma.
-Entering the next room reveals two animated branding irons depicting the holy symbol of Pharasma as well as sequential numbers. The animated irons are immune to the parties efforts to destroy them and the party flees, barricading the irons behind the office doors and leaving the prison to return to Ravengro.

-That night the party returns to Kendra’s sans Banik whom hits the ale house to unwind and swap tales.
-While en route to Kendra’s house the party notices a disemboweled dog spiked to the town’s message board.
-Azrael tracks footsteps to the disruptive farmer Gibb’s house. While on the way, Az observes Gibbs covered in blood, brandishing a bloody straight razor. It is obvious that Gibbs is the one killing the animals and defacing the town with blood.
-Az returns and tells the party about what he witnessed.
-Terra sets out and grabs Banik from the tavern, filling him in on what has transpired. Banik and Terra immediately head to Gibbs’ farm to confront the farmer about what has been seen. They head straight there without gathering the rest of the party.
-Gibbs house is dark, no lights on inside. Banik kicks open the door, and inside they find Gibbs at his desk, muttering to himself.
-Terra interrupts Gibbs’ muttering and he seems unaware of anything they are accusing him of. Suddenly, his eyes turn a burning red and he shouts “the Splatterman will have you!” and attacks Banik and Terra.
-Gibbs put’s up a good fight, but in the end, Banik and Terra are able to defeat him, knocking him unconscious and very near death. Banik stabilizes his wounds, ties him up, slings him over his shoulder and brings him back to Kendra’s house. The party sleeps, keeping an eye on the farmer, waiting until morning to do any more investigating.
-In the morning the town Sherriff is called as well as Father Grimborrow. Father acknowledges the party’s idea that the farmer is possessed and goes on to elaborate about the 5 most heinous criminals ever kept at Harrowstone, including the Splatterman.
-Gibbs is taken into custody to be locked away under constant guard supervision.
-The party is asked to attend a town meeting that night.

-Kendra is heard screaming outside.
-The party rushes to her and she is found to be standing at a tombstone that has appeared at the edge of town in the middle of the night. The inscription reads “Banik” and has the date set as the same year of Harrowstone’s burning. Banik is…not happy.

-The party attends the town meeting. At the meeting the party is asked to continue their investigation of the prison, hoping to discover the cause of all the strange and disturbing happening that have been occurring. The party agrees but requests any help the town can muster (gear, goods, knowledge, etc.)
-Suddenly the torches in the room explode, setting fire to the town hall. Three flaming skulls shatter through the windows, assaulting the inhabitants of the town hall. The people panic and the party tries their best to dispatch the skulls while putting out the fires and helping the towns folk out of the blaze.
-In the end the skulls were slain, and the majority of the townsfolk saved. Organizing the townsfolk, the party was able to save most of the town hall structure, though it was badly damaged by fire.

Dark Archive

~~ Start of Session 3 Through the eyes of a Half-Elf Ranger

- Party sticks around town to have a group discussion about the situation, and where to go. Talk of scouting out the graveyard or going to the prison right off the bat.

- Rostin identifies our 5 strange potions as 3 Cure Light Wounds, and 2 of Lesser Restoration. Turns out the brass board we had was a way to talk to people who have died, which we must use hold our fingers onto until we become attuned to it, allowing us to ask questions to spirits. Our 4 vials turned out to be a haunt siphons, which allows us to capture a haunt should it do enough damage.

- Rostin, Terra, and Azrael are each taking one of the vials for later use

- Party heads over to the temple of Pharasma to talk to Father Grimmburrow. He provides the party with 4 holy water vials. Banik, Azrael, Wyllows and Kaiat. We hand the straight razor over to Father Grimmburrow to hang unto so it is kept safe and protected incase anything happens.

- Party arrives at the prison mid-day, to find the door closed, which we dont remember closing as we left the prison last time.

- Terra suggests using the brass board at the entrance of the prison to try and communicating with the dead in the prison and seeing if we can learning anything from anyone here.

- Terra wants to check out the runes again and finds out the runes were used to capture his ghost, and possibly took it out of the prison itself.

- The party attempts to contact the undead, however our first attempt we have no luck trying to communicate with the dead. So we start to search the prison again, going the opposite way as last time.

- Terra walks into a cold spot and backs away and pulls out the brass board and begins communicating with the dead spirit of presumably a guard, and learn very little, mainly that he was bound to this location.

- Terra goes around and checks for precenses at several different door while banik attempts to open a door finding that it is locked, and has Wyllows attempt to pick the lock. He is successful and we enter to find out that is a property room for prisoners items..

- Inside Wyllows and Kaiat find a secret passage / doorway within the room. Wyllows finds a hidden switch on the wall to open what turns out to be a hidden vault. Inside of the vault is numerous treasures, there was a handaxe, and a collection of holy symbols of various gods, a silver flute, and a smiths hammer.

- Rostin determines theres 12 different deities symbols on the necklace. The gods range from good to evil deities.

- Banik comes across a set of masterwork theiving tools, bronze war medalion, a painting, set of noblewomans hair clips, masterwork punching dagger, pouch containing 12 masterwork shuriken, masterwork silver war razor, a moldy spell book, and a wand.

- Terra examining the moldy spell book, Terra finds her name starting to be written out in blood, and within her mind she starts to feel like hording her spells, for fear of losing the spells.

- Banik and Kaiat get tangled in webs, which starts to engulf the walkway into our room, and 3 spiders start to descend ontop of them. We begin combat.

- Kaiat gets poisoned by the spider, while trying to break free. We kill off the spider and clear the webbing, the combat lasted an abnormally long time, people seemed to not be interested in the combat.

- We determine the wand to be a wand of lesser restoration. Rostin is given the wand of lesser restoration. Rostin uses the wand of lesser restoration on Kaiat to attempt to heal his -3 strength damage, and is successful.

- We begin exploring the area again, and start venturing north from the entrance again. Discovering the stairway to the lower floor, and learn that it was a triggered deadfall to keep the prisoners from being able to escape. We venture north into what we find out to be the infirmary and start to using the brass board once more.

- Terra touchs the board and begins to feel a feeling of pure dread, and a skeleton manifests itself ontop of Terra, passing right through her. She, and the Kaiat starts to run out the room in a fit of pure horror fleeing 3 rounds. Combat begins.

- Banik and Wyllows attempt to attack but there weapons just go through the Skeleton having no effect. Azrael fires off 2 Ghost Touch arrows and Rostin uses his disrupt undead and the skeleton crumples to its feet.

- Banik enters the room to the right of the infirmary, to discover the walls crumpled and water flooding into the room. There is plaque about the fireplace saying Embermaw.

- Azrael, Rostin, and Terra find within the infirmary 2 fulling stocked healer kits, 3 vials of anti-toxin, 2 vials of anti plague, 3 doses of blood block, 3 doses of smelling salts, 2 vials soothing syrup, and 4 potions. We find out the potions are potions of Cure Light wounds.

- Wyl walks past the furnace and a firey sees a firey visage, which lashes out and strikes him knocking him unconscious. Rostin rushes over to help Wyl and gets knocked unconscious. We stabilize wyl and feed him a cure light wounds potion. Combat begins.

- We return to town and Terra takes us outside of town to show us something however when she goes to empty her bag she cannot and will not do it and trys to shug the situation off and return to town. She is tackled by Banik and we find out she took the 5 items of the 5 main mass murdered associated with Ravengro Prison. We take her to the Father Grimmburrow and he cannot do anything for her.

- We rest up in town and fully heal up the party, and then return to the prison to start exploring again. We enter into another room north of a previous room where we found animated brands. Inside the room there is a skeleton hand poking through some fabric from within the room. A female figure manifests itself with then room, and we find out she is the wife of warden of the prison. We find out she is bound to the room she is in, and cannot leave, she sees and remember the incident of the fire, and lives the experience of her husband being taken away, and killed.

- The wardens wife feels like she is the last remnant keeping the 5 souls of the mass murderers at bay, and if she fades away, they will be completely free. We assume the professor stumbled upon the ritual. She suggests the items that Terra took could be used against the original wielders of them to defeat them. The five souls are bound to certain areas of the prison and as she fades away they are getting more and more mobility to move from the rooms. The warden's wife indicated that there was some strong prescense or danger on the upper floor, but the basement is even stronger, and highly more dangerous.

- Within that room, Kaiat notices a secret passage, and Wyllows attempts to open it, successfully opening into the next room, which appears to be a laundry room. Kaiat notices something small moving below a pile of clothes. Banik attempts to disturb it. Combat Begins.

- A finely made straightjacket, rises from underneath the pile of clothes, appearing to be animated and rushes at Kaiat, attacking him. Many of us hit the straight jacketknocking it out, finalizing the fight.

- We return the Embarmaw room, and Wyl is attempting to sneak aground the room to the other side of the room, its not unlocked and the entity does not notice him crossing the room, entering into the next room. He feels like someone is watching him in this room. He finds out that it was possibly a training room for the guards. He sees beheaded skeleton heads laying on the floor in the room, feeling like they may have been the things giving off the prescense.

- The party finds a hole in the floor, which appears to be a 20 ft drop down into the basement of the prison. We opt to come back here at a later point, deciding to go upstairs to search the floor above.

- The party searchs the top floor, exploring various areas of the floor, fully scouring the jail areas. on the last jail cell we are in, Wyllows enters and explores the cell, and finds a skeleton adorned in prisoner robes, with various holy symbols around his neck. Wyllows sudden faints and is pulled out the room by Kaiat.

- Wyllows wakes up to find he is apparantely laying in a coffin, he opens it and finds out he is in a temple similar looking to the temple of Pharasma in Ravengro. He awakens an acolyte at the temple, and starts questioning him. A strange priest appears behind Wyllows and informs him that the party died, with our funerals having just passed. The party was burried in the restlands, and the temple was just about to bury Wyllows as well.

- Wyllows overcomes what is happening to him, and wakes up, the holy symbols around Terra's neck, after having put the necklace on, crumble and fall to the ground. After all of this, a flute starts playing, as this happens 3 skeletons appear, and we begin combat. Wyllows succumbs to the beauty of the playing flute as a robed skeleton appears before him. As things progress 3 stirges join the combat, presumably after Wyllows.

- Out of the corner of Azrael's eye he sees Wyllows motionless and blood coming off his body, as such he moves over and fires an undead bane arrow at the enemy, in which he discovers that it only is taking magical damage. After a long arredous fight, we fend off the pipers spirit, and he fades away into nothingness. The silver flute no long seemed to hold any power over Terra anymore, and she doesn't feel she needs it any longer. Wyllows had succumbed to the piper, and was knocked unconscious, at the end of the fight Rostin ran over and popped a cure light wounds on Wyl to bring him up.

- Several members go to the pub, and try and feel better.

Dark Archive

~~ Start of Session 4 Through the Eyes of a Half-Elf Ranger

- Two days have past since our last adventure. We spent the time in town resting up and recovering from our trials in the prison. Terra was falling ill, due to the items she was carrying, we took her to Father Grimmburrow, and she is resting up. Banik was asked by the deputies and sheriff to camp out in the rest lands to investigate the unusual occurrences happening in town.

- Rostin gives some of our items over to the temple to hold onto us for now. The items include 1 healing kit, 1 anti-plague, 1 anti-toxin, 1 smelling salt, and blood block.

- Wyl inquires about Father Charlatan to see if he was a priest at some point in the Town, which we find out was not the case. Father Grimmburrow has new information on the accursed items, he explains the items Terra carries are all related to the prisoners. He tells us the spell book was used by the Splatter man. Which holds several spells within it that currently cannot be cast. If we damage the book, it may hurt the Splatter man. The hand axe, was used by the lopper, if used against him, it may have an effect on him, to damage him. The smith's hammer seems to have been used by the Marauder, the smiths hammer doesn't seem like it would hurt the Marauder, but appears it may weaken him if it nears him.

- While in the temple, the party starts to overhear some sort of commotion going on outside. We go outside and see a bunch of people talking in the town square, we overhear that apparently one of the town residents, notice that the memorial was desecrated again, spelling out more of Vesoriana's name. Azrael states that he feels like once the name is spelled out, that the warden's wife's spirit will disappear once the name is fully spelled out. He petitions that we finish our business in the prison as soon as possible.

- We return to the temple inquire on how to properly work the haunt siphon's. He examples that a haunt is a psychic remnant which has some sort of intelligence, and they are not necessarily undead. He states that haunts are very rare to come by, and not very well cataloged, it could be a spirit, or an item, or something out of the ordinary. Wyl tells Grimmburrow about the piper and the father, and he believes that the father was more of a haunt. He also believes the brands were haunts, as they were used to identify people before the fire. The father informs us not to open the haunt vials without being sure of a haunt around. The father also informs us that a dead deer was found outside of town, with its blood drained. On a final note we ask if we can get some more holy water vials for use within the prison, and the father supplied us with 3 more vials of holy water.

- The party heads over to the monument to search it over again as we go over to the monument we find a commotion at the monument with a bunch of people gathered around, several towns folks and a couple deputies. We inquire as to who built the monument, and the deputy does not know for sure. Azrael, Rostin, and Wyllows search the monument for signs of clues as if there's a hidden opening. Azrael and Rostin find a set of tracks leading towards to the river, and away to the east leading into the river. We notice that the tracks are odd and appear to be some sort of webbed creature.

- Azrael and Rostin follow along the river to see if we can pick up the tracks, as we walk along the bank we see a hand sticking out of the water, Azrael removes his gear and swims out to the body, only to find it was tied by a rope to something in the bottom of the river. He unties the rope and swims the body back to shore, Rostin checks the body out. He finds out the body has been decomposing for about 2 weeks, roughly around when we initially came to town. Rostin finds that it appears the body had a bald spot, or was shaved, and there's a gaping hole in skull, looking inside the brain inside of his head is completely missing.

- The opening to the skull is perfect cut, it was done by a professional. Wyllows and Rostin suggests Azrael go back and invest what he was tied to. Doing so Azrael discovers a scroll case imbedded in the bank of the river near the rock, and he brings it back to shore, where Wyllows investigates it to see if its trapped, in which case it is not. Inside the scroll case is 5 parchments, we find the parchments are written in a language we have never even seen before. The parchment appears to be made of a substance which is moist to the touch even though the parchment is dry.

- After looking at the parchment, we decide to take the dead body with us to Kendra's to investigate the unique writing of this parchment. On our way back, a couple town residents notice him carrying the body around with us, Wyllows runs over to inform them its not what it looks like and they are slightly intimidated by it.

- Azrael goes and grabs a deputy to take the body and look into it more, and once more we make our way over to the temple of pharasma. We show the Father the scroll case and the parchments, he states the parchment is like a flesh of some sort; as well he has no idea what it is. The party starts to make its way back over to the prison.

- Wyllows wanted to go and see if we could capture the branding irons with the haunt vials, he goes over to the outside barred windows, and provokes the branding irons; which causes them to animate. Wyllows opens the vials, and a greenish mist shoots out of the vial to the brands, collecting up the 'souls' of the branding irons.

- Quickly the party runs over to the room of the branding irons, to see if there's anything interesting in the room, however we find nothing important within the room. Rostin searches the files to find what the latest numbers the branded used were, turning up a random unimportant vial.

- The party run to the 'cold' spot on the way to the barracks, passing over it on the way to barracks, we enter the room. Azrael suggests we tie off a rope, so we can pull ourselves up once we descend, knowing there is no other way out that we know of. We drop down a torch to see if we can see anything of importance before descending down. Into the depths we go.

- As we explore the basement room we descended into, Wyllows and Kaiat are attacked by a smiley ooze of sort, and Wyllows calls us over to look at it. Rostin religion checks it, out and notices that is some sort of undead, not a typical standard undead. Combat begins.

- The party defeat the oozes within one turn, and proceed to check out the room to the west, it is extremely difficult to see, anything however we determine that is the room where the main staircase from above. Inside we see 8 skeletons, and as we enter into the room they begin to animate in front of us, Combat Begins.

- The party crumples the undead, and Wyllows begins searching the room, discovering there is a path to the north, west, and south; each having a plaque above each passages, slightly burnt up. The plaques read as follows: to the north the plaque says oubliette, to the west it says reapers hold, to the south it says nevermore, and to the east it says hells basement.

- As we head south, we find it is partially blocked off with a gate lowered down, we assume we need to find some sort of crank to open it up. Wyllows opts to open up the door to the east, it appears to be some sort of guards room, and off into the corner is a broken winch. The party decides to head north after exhausting our options in the south.

- As we head north, we discover that the porticulus to the north is actually open. Before heading through the gate, Wyllows opts to check out the room to the left of the gate, presumably the guards room. As he enters he notices a skeleton without a head laying on one of the three cots, as he tries to back out of the room, the skeleton burst into flames and animates, moving over to him. Combat Begins.

- During combat, Wyllows critical strikes on his first hit doing good damage, but the skeletons follows him and strikes him unconscious. Rostin also rolls a critical in combat, and we overcome the skeleton relatively quickly. After words we attempt to bring Wyllows back up but he is significantly injured. We decide to return to town and heal up due to the heavy injures. Back to the prison we go.

- Moving forward through the porticulus gate, we look into the room to find out its some sort of prison block, with iron doors with a little glass slot looking into the rooms. The room appears to be a high-security section of prison, with a massive grate in the middle of the room. There is a rope dangling into a pit, tied to the massive grate. As Wyllows investigates further, he notices the grate is jarred open slightly; the party decides to push open the grate.

- Azrael drops his torch down the ground to see if there is anything is down there, and after we do so, the party starts to hear laughter, and then Azrael and Kaiat hear whispers, 'behead', 'behead', 'behead'; after this Azrael is struck in the back with a hand axe. Combat with the lopper begins.

- After a long arredous fight with the lopper in which we barely won. After the fight Azrael drops into the pit. Within the pit he find some coins, a broken masterwork crossbow, masterwork longsword, finely made heavy mace, an interesting stone, a ring with a set of keys. After such we search around the, locked rooms with the set of keys and find a large sack within it 150 gold pieces, a masterwork longbow, and a masterwork scimitar. We hand the masterwork scimitar over to Wyllows.

- The party decides to heal up and rest our injuries, as we were all hurt nastily. As the party wakes up we hear a commotion outside, moving outside we find a dozen people or so going to the monument. On our way there we see deputies taking away a dead body. Azrael pushes through the crowd to see on the monument there is in blood spelled out 'Vesor'.

- The party makes our way to Father Grimmburrow's temple again and he checks out the items we recovered to find out the stone is a stone of alarm, the hand axe of the loppers is a magical +1 axe.

- The party sells our crossbow for 175 g. Making our way to the apothecary we purchase 4 potions of cure light wounds, for 160 g, and make our way back to the prison exploring the prison basement to the west of the main basement room. To the west is a portcullis that is currently down, leading into another prison block.

- South of the portcullis Willows unlocks a door, and opens up the room to find a bunch of arrows scattering the floor of this room with a hammer laying flat on the table. As he searches this room he sees 3 skulls arranged in a pattern, and they begin to animate; in the corner of the room a haunting figure of a dwarf appears, holding onto another head which appears to be female. Combat Begins.

- After the combat, Kaiat enters the room and finds 6 masterwork chain mail, 6 masterwork studded leather, 4 masterwork longsword, 4 heavy maces, 2 masterwork heavy crossbows, and 120 crossbow bolts, case of 10 magic crossbow bolts, a magically wand, 4 potions, rope with mystical qualities. As we enter the room, looking it over we notice there is a secret doorway in the corner of the room. Wyllows finds in the secret room, 3 more potions, a magical stone, and some scrolls. The scrolls are as follows: scroll of mage armor, magic missile, and cure moderate wounds.

- Kaiat tosses the stone above his head and it begins to orbit his head, and gives him a +1 insight bonus to his attacks. The items were 4 potions of cure moderate wounds, as well as 3 potions of cure light wounds, a rope of climbing, and a wand of hold person. We return to town with all of the items in the room, and rest up.

~~ End of Session ~~

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