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[DnD] Of Kobolds and Castles - D&D Learning Adventure I
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Old Nov 1, 2010, 09:07 PM Local time: Nov 1, 2010, 07:07 PM 1 #26 of 179
2 Dice Rolls
 Description
Dice
Result
Now we're talkin'
1d8
3
Let's try this again
1d20
17
Three kobolds fall in rapid succession, one to yet another one of Zeno's shouts. "I'll never get used to that," Truckbus mutters. He isn't quite sure what happened to the other kobold, but the expression on its face reminded Truckbus somewhat of his friend's expression after he confessed exactly what he had eaten for lunch that day.

The dwarf shakes himself out of his reverie and sees an opportunity to teach the slinger some manners. It's rude to throw glue pots and firebombs around. Indoors and outdoors. Truckbus's lesson is especially pointed - and made of steel.

Move to G10
Strength of Stone on Slinger... HIT!
7 damage.
+4 temporary HP to self
Slinger marked


There's nowhere I can't reach.

Last edited by Philia; Nov 1, 2010 at 09:41 PM. Reason: Taking down Signature.
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Old Nov 2, 2010, 06:43 PM Local time: Nov 2, 2010, 05:43 PM #27 of 179
The last of the Kobolds falls, and silence covers the valley. The adventurers have all survived the ambush.

Victory! 475XP (95 each)

The group decides to rest for a while and recover their strength before continuing on the path to Winterhaven.

Making you guys take a short rest. One of these lasts about 5 minutes, during which you can spend healing surges to recover lost HP, loot the bodies, or just generally take a moment to relax. Taking a short rest restores your uses of Encounter powers, but not Daily powers.

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Old Nov 2, 2010, 09:36 PM Local time: Nov 2, 2010, 07:36 PM #28 of 179
Truckbus pulls his sword out of the kobold's chest, shakes the blood off, and carefully sheathes it. "Well, that was pretty exciting - you think these kobolds knew we were coming?"

The dwarf carefully removes all the gluepots and firepots he could find from the corpse. He then picks the dead kobold up by its feet and begins shaking it vigorously to see if anything else falls out.

"I don't reckon any of you folks can use this sling? I'd try, but last time I tried to use one of these to hunt deer, I hit Aunt Majorie square in the face with a rock. Dunno if it's such a good idea for me to have it."

Check kobold slinger for salvagable items, and any indication that the attack was meant for us. Is the sling usable?

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Old Nov 3, 2010, 12:19 AM Local time: Nov 3, 2010, 01:19 AM #29 of 179
1 Die Roll
 Description
Die
Result
Do I detect any foul play?
1d20
12
"These kobolds were indeed awfully aggressive to attack such a large, armed group as ours in such an open place. Something doesn't seem right here."

The Gith decides that a good course of action would be to check the kobolds for anything that might hint to a hidden hand behind the attack.

He starts by checking the better armed ones, as they seemed to be in charge of this pack. He also checks them for any currency or valuables, and he investigates their weapons to see if anything is worth the trouble of carrying around.

Loot the Kobold Dragonshields
Perception (?) check on all corpses for anything unusual


I was speaking idiomatically.
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Old Nov 3, 2010, 12:50 PM Local time: Nov 3, 2010, 11:50 AM #30 of 179
Trckbus' investigation of the Slinger's inventory turns out to be a disappointment - the bandolier which once contained the ceramic globes is empty, its contents having already been thrown at the adventurers. The sling itself is still perfectly serviceable, however.

Daituk checks the bodies, but finds nothing of value. He doesn't notice anything to suggest that the attack was in any way aimed at the adventurers, a theory which is confirmed by the quite thoroughly flattened areas of dying grass and bits of food found behind the boulders where the kolbolds were hiding. The kobolds have clearly been camping here for a while, waiting for merchants or the like to pass by their hiding place.

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Old Nov 3, 2010, 04:30 PM Local time: Nov 3, 2010, 02:30 PM #31 of 179
I found a small patch of grass at the side of the road to sit down upon and began to rest my body from the ordeal, mentally playing back the events of our unexpected combat.

"Those kobolds... I wonder why they decided to ambush us here...", I wondered aloud to no-one in particular.

My wounds were healing and my head felt balanced to the ground and sky again, so I couldn't much complain. At the same time though, I was intensely curious about what our group might encounter down the road. The others were looking at the remains of the rat creatures so I suppose AN answer would be provided one way or another.

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Last edited by Philia; Nov 4, 2010 at 02:22 AM.
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Old Nov 4, 2010, 02:31 AM #32 of 179
Oh its over already? She glanced over to where the slinger died. She felt a pang of regret for not finishing the bastard herself, after all the damage he managed to hit her with. But nevertheless, she smirked at how they went all out on her upon her ambush. They must NOT LIKE HER.

Thia checks herself, inspecting her dark skin, wondering if she's still burning. Then she inspects the carcass in front of her. She slides into the remains in her shadowy self as if she's absorbing the nutrients or rather to heal/insulate/immunize herself from the burns if possible. If anything, it is to refresh herself from the heat of the sun as well. Sunlight is never her friend, she'd seek out dark areas for decent mobilization. The blood on the grass, the cold dirt, and the underside of the remains counts for it.

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Old Nov 4, 2010, 09:54 PM Local time: Nov 4, 2010, 08:54 PM #33 of 179
After Thia quickly puts out the few remaining smoldering spots on her armor, and she and Zeno have taken a moment to recover from their wounds, the group continues along the road to Winterhaven, keeping a much closer eye on the road ahead than they had been prior to the ambush.

The rest of the day passes uneventfully, and the group reaches Winterhaven just before nightfall. It is a small town, existing primarily to support the numerous farms and mills which operate in the nearby countryside. The adventurers head towards the only inn in town, Wrafton's, to find lodging and perhaps some more detailed information than what they were given at the guild.

Jam it back in, in the dark.
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Old Nov 4, 2010, 10:35 PM Local time: Nov 4, 2010, 11:35 PM #34 of 179
As soon as he enters the inn, Daituk wastes no time in asking the keeper and whoever is around for details on the death cult that was rumored to be active in the area. He may not be particularly trusting of humans, but he doesn't see any real alternative to help him on his way.

"I hear there is a cleric girl in this town who recently informed the Freeport Adventurers Guild that a cult of the dead has been active in this area. No one here would happen to know this young woman, or where her place of residence may be?"

There's nowhere I can't reach.
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Old Nov 5, 2010, 09:01 AM Local time: Nov 5, 2010, 07:01 AM 3 #35 of 179
As soon as he enters the inn, Truckbus wastes no time in asking the keeper and whoever is around for details on their selection of fine ales and hard cheeses.

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Old Nov 5, 2010, 05:54 PM Local time: Nov 5, 2010, 04:54 PM #36 of 179
Truckbus makes a beeline for the bar, but is disappointed by the inn's selection. They have beer and wine, of course, but nothing even remotely exotic save for the local brewery's ales, which Truckbus has never even heard of - but if the price is any indication, Truckbus had best not get his hopes up.


Daituk's question about the cleric girl come up blank - it seems that the cleric in question wasn't from Winterhaven, but Freeport. Daituk asks an older man in robes about any signs of the cult they had been sent after, hoping that he might be of some help.

"There hasn’t been an honest to goodness evil cult in or around Winterhaven in more than a hundred years. Where are you getting these strange ideas, my friend? Someone, I fear, is trying to lead you astray."

The man proceeds to introduce himself as Valthrun, a sage and scholar who moved to Winterhaven many years ago to escape the hustle and bustle of the city. He seems glad to have company, and if he is bothered by Daituk's kind, he shows no signs of it.

"What could bring such a diverse group as yourselves to our tiny little town? I hope it isn't only this alleged cult of yours - if that were the case you'd have come an awful long way for nothing."


The other adventurers look around the inn. An old man sits at a table with a soldier, talking away. The soldier nods every once in a while, but otherwise show no sign that he's actually listening. The only other patron in the bar is a lone elven hunter sitting in a corner alone, occasionally taking a sip of her beer but offering no other indication that she is even awake at all.

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Old Nov 6, 2010, 10:01 AM Local time: Nov 6, 2010, 08:01 AM #37 of 179
1 Die Roll
 Description
Die
Result
Insight checkin
1d20
15
Years of deprivation have made Truckbus something of a chowhound. His other goal, during his travels, is to sample as many different cuisines as he possibly can - within a reasonable budget, of course.

Disappointed at the selection, the warden purchases a flask of the cheapest local brew. He then borrows a writing instrument from the staff (if possible) and labels it with a tag - FOR EMUHJENSIES ONLY.

Truckbus then saunters over to Daituk to listen to their conversation. Something about Valthrun's words doesn't sit right with him. Once, his mother was asked if the rumors were true that Truckbus's family had eaten kobolds during a particularly desperate winter. His mother said, "Oh, mercy, where are you getting all these awful, awful ideas from?," and then, when the nosy neighbor did invite herself for dinner one night, served her a very special stew.

In any case, Vaithrun reminds him of a dwarf caught eating kobold, so Truckbus starts paying really close attention to his words.

Insight check, 15+1 = 16

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Old Nov 6, 2010, 10:47 AM Local time: Nov 6, 2010, 11:47 AM #38 of 179
Daituk sees his dwarven companion's unease quite easily, and decides to pursue his line of questioning a bit longer. Maybe a little incentive would get the man to open up about the cult.

"Are you quite certain there is nothing at all that has happened of late that could hint to a cult's activities? I highly doubt the Freeport Adventurer's Guild would send us on such a wild goose chase if there was absolutely nothing going on. I assure you that if this cult exists we will find it with or without your help."

"We were also told that a scholar was looking for a map of some nearby ruins. You look like the scholarly type, wouldn't happen to know anything about this either, would you?"


crap, I forgot I have a sig now.

What kind of toxic man-thing is happening now?

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Old Nov 6, 2010, 09:14 PM Local time: Nov 6, 2010, 07:14 PM #39 of 179
As I entered the Inn, the familiar and overpowering scent of sweaty, tired bodies and the usual whiff of mead which followed, filled my nostrils. I suppose it would be unbecoming of a monk to indulge in the bottle, but I sometimes found that a good carefully prepared drink could enhance my fighting abilities. Unfortunately, they only served very strong and stubborn types of spirits here, with a very limited selection at that.

I noticed the Dwarf marking something on one of the bottles, and sauntered over to see what he was doing. The spelling could be better but the message was clear. I may just have to borrow his idea for another time. Right now though, my goal was information.

Looking around, I spotted an Elf nursing a bottle and generally keeping to herself. I decided that since the others were chatting up the scholar, I should explore other avenues.

"Excuse me Miss... my apologies in interrupting you, might I be able to ask for some general information? I have heard tales of the Ranger's prowess in discovering hidden places, and my companions and I seek the whereabouts of a rumored cult in these northern lands."

She seemed annoyed that I was interrupting, but I thought if I bought her a drink, she might be more willing to open up to conversation.

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Old Nov 6, 2010, 10:59 PM Local time: Nov 6, 2010, 09:59 PM #40 of 179
Despite Tuckbus' best efforts, he doesn't see any indication that the old man is lying. Maybe, just maybe, he's telling the truth!


Valthrun smiles and nods politely to Daituk's strong words. "Be that as it may, i have heard nothing of this cult you speak so strongly of. If you do find one, i would be more than happy to help you, but I still find the idea highly unlikely."

"I know the keep of which you speak, however. It was built during the height of the old empire. Some sort of watchtower or something, i don't know what for. Some people figure it was to guard against gnoll marauders, but i don't think that's right. Whatever its original purpose, the keep outlived its usefulness. It's been a ruin for well over a century. Probably a goblin lair by now, you know how they like old places like that. Still, you've got me curious about it myself. I'll look through my library and see what i can find. Hopefully I will be able to give you more information next time we meet."



Zeno approaches the elf in the corner with an offering of alcohol. She looks at him for a moment, then snatches the bottle from his hand, though she makes no move to remove her feet from the other chair at the table so Zeno can sit. She rolls her eyes at Zeno's compliment, but perks up at his mention of the cult. "A cult? You’ve heard about it? Thank goodness! I was afraid this whole village was in league with the monsters! I’ve been watching the cult members. They come and go from a cave behind a waterfall, high up in a cliff to the east and south of the village. You’ll need to be careful, though. I think they’re in league with the kobolds."

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Old Nov 9, 2010, 10:00 AM Local time: Nov 9, 2010, 08:00 AM #41 of 179
Huh. Maybe Truckbus should leave the thinking and the observing to the smart folk.

The dwarf liked the idea of exploring a ruined keep. There might be treasure there. Treasure means being able to buy better food. And maybe an axe to smack kobolds around with.

The sword he was using - well, it was serviceable, but a dwarf really needs an axe, you know? Belonged to the old man he traveled with when he first left his home. The old man taught him how to "listen to the plants and the rocks," or so he put it. And when the old man died in his sleep, very suddenly. Truckbus buried him, said some last rites, and then took his sword. He had nothing else to help him fend off wildlife. The old man wouldn't mind.

He sidles up to Daituk and whispers, perhaps a tad too loudly, "This guy seems a bit kooky, but I wonder if we should try going to this keep of his."

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Old Nov 9, 2010, 11:51 AM Local time: Nov 9, 2010, 12:51 PM #42 of 179
"Though that sounds like a reasonable course of action if we don't succeed in getting any more information, I'm not so sure we have to give up on finding the cult so fast. And if it's treasure your after, it is my experience that cults such as this one usually make use of objects of great value in their rituals, which could either be of great use to us or at the very least could fetch a fair price."

"But for now..."


Daituk signals for the warden to be silent and follow him, as he has overheard Zeno's conversation with the elven woman. He heads directly to their location and without pause addresses the elven woman.

"Pardon my intrusion, but this cave you speak of, would you be able to lead us to it?"

How ya doing, buddy?

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Old Nov 9, 2010, 10:13 PM Local time: Nov 9, 2010, 08:13 PM 4 #43 of 179
1 Die Roll
 Description
Die
Result
shhhhh
1d20
2
"Quietly? Of course!"

Stealth check to get across the room quietly
2 + (-2) = 0


Truckbus walks into a table and makes a spectacular mess. Tankards fly up into the air like confetti.

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Old Nov 9, 2010, 11:03 PM Local time: Nov 9, 2010, 09:03 PM #44 of 179
The Elf just stared in what I assume is either amazement or confusion as Truckbus managed to spill perfectly serviceable alcohol and knock over a table and several chairs. At least the Dwarf crashed into the table instead of anyone else, I thought. I figured a drunken dwarf is about as spectacular a sight as a sleeping town guard. From the back of my head I could feel all of the Inn's staff and visitors staring at us, but I tried to ignore them.

"Please excuse my friend, he is...uh, passionate about finding this cult. You said a cave yes? That cave would be an excellent place to start!, I said to the Ranger, nodding to Daituk to affirm our mutual destination.

Before the Elf could respond, it occurred to me what she had said about the town: "...but I think we should find someplace less... loud to discuss this.", I quickly added, and looked around to see where the others were.

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Old Nov 9, 2010, 11:33 PM Local time: Nov 9, 2010, 10:33 PM #45 of 179
The elf had been mildly irritated when Zeno had came up to her, but the arrival of the two new overly excited adventurers, not to mention the fresh coating of beer, was more than she was willing to put up with for one night. After quickly sketching a map with directions to the cave on a bit of parchment to get these irritating jerks out of her hair, the elf walks out of the inn and disappears into the night. As she passes Luciel and Thia near the front door, Luciel's sharp hearing picks up a few mumbled words about "adventurers" and "nothing but trouble".

The map is crude, but should get the group to the cave well enough. You guys can feel free to go to bed and leave for the cave the next morning, or continue to ask the other patrons about stuff pertaining to Winterhaven or your other quests. I'll assume there's no more stuff to do if nothing happens within the next 36 hours or so.

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Old Nov 10, 2010, 12:39 AM Local time: Nov 10, 2010, 01:39 AM #46 of 179
Figuring they had already caught the attention of pretty much everyone in the bar by their behavior, Daituk takes it upon to make sure they disturbed the only people he hasn't spoken to yet, the old man and the soldier.

"You guys wouldn't have happened to see a guy called Dougen Stahl come through here by any chance?"

And somehow the Gith still wonders why most of the races on this plane can hardly endure his kind.

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Old Nov 10, 2010, 01:57 AM Local time: Nov 9, 2010, 11:57 PM #47 of 179
Free beer is only good when it doesn't have to be wrung from kobold stained attire. Truckbus gathers up the remains of his dignity, walks out of the room with his head held high, and wanders off to see to his sleeping arrangements.

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Old Nov 10, 2010, 05:50 PM Local time: Nov 10, 2010, 04:50 PM #48 of 179
The old man at the table perks up at the mention of Dougen Stahl right away.

“You knew Dougen? I always wondered what happened to him! He had questions about the old burial site southwest of the village. Thought a dragon might be buried there! I told him it was probably just an old trash heap, but he wouldn’t hear of it, no sir! Well, of course I gave him directions to the place. I am something of a historian of the area, you know! Oh yes, Dougen! Well, he took my directions, and we haven’t seen him since. I do hope the poor man is all right!” The old man turns back to his counterpart only to find an empty chair. Apparently Daituk's intrusion had been just the distraction the soldier had been waiting for.

"Huh. Well, then." The old man yawns, and proceeds to explain to Daituk how to get to the burial site. The old man falls asleep halfway through his directions, but finishes explaining them anyway. Finally he goes quiet, and the tavern is filled with an eerie silence, save for the clinking of glasses as the barkeep washes some dishes in the back room.


The group gets rooms in Wrafton's, and has a restful night. The next morning, they awake, ready for whatever the day may throw at them.

Everyone should vote on whether they want to follow the old guy's directions to find Dougen or look for the waterfall cave.

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Old Nov 12, 2010, 01:55 PM Local time: Nov 12, 2010, 02:55 PM #49 of 179
Though the accommodations where surprisingly adequate for such a small town in the middle of nowhere, Daituk barely slept, his anticipation of the next day getting the best of him. As he finds everyone gathered outside the inn, he addresses the party to figure out what their next step will be.

"So, is everyone ready for some cult-smashing action? If anyone has any qualms with doing this now would be the time to voice them. Otherwise, I suggest we move out now and go stake out this cave while the light of the sun is still accompanying us."

This is going to be a good day, the Gith thinks to himself.

Jam it back in, in the dark.

Juggle dammit
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Old Nov 12, 2010, 08:29 PM Local time: Nov 12, 2010, 07:29 PM 1 #50 of 179
22 Dice Rolls
 Description
Dice
Result
daituk's pain
1d6
4
dragonshield vs daituk
1d20
14
truck's pain
1d6
3
dragonshield vs. Truck
1d20
17
skirmisher bonus
1d6
4
skirmisher damage
1d8
4
Skirmisher attack vs. truck
1d20
16
Energy Orb vs Luciel
1d20
2
coin flip for init
1d2
2
wyrmpriest init
1d20
17
skirmisher init
1d20
12
dragonshields init
1d20
6
zeno init
1d20
6
truck init
1d20
3
thia init
1d20
1
luciel init
1d20
19
daituk init
1d20
20
Zeno percep
1d20
8
truck percep.
1d20
4
Thia percep.
1d20
20
luciel percep.
1d20
7
daituk perception
1d20
7
The adventurers wake up after a good rest and prepare to move out, Daituk barely able to contain his excitement at the thought of slaughtering some evil cultists. The group heads out the gate and follows the road to the south-east. They talk amongst themselves as they walk along the road...

Suddenly, war cries erupt from the bushes to the side of the road, and an unhealthy-looking orb flies over Luciel's head. Thia able to prepare herself for the attack, but her companions are not so fortunate. Four kobolds jump out from their hiding places and rush the leaders of the group - Truckbus isn't able to deflect two attacks at once at the best of times, and he is simultaneously stabbed and slashed by the kobolds coming out from behind the rock. Daituk watches two other kobolds rush toward him, but misjudges his opponent's attack and takes a blade to the ribs. The damage isn't much, but it's enough to slightly dampen Daituk's excitement about his day.

14 damage to Truckbus from Skirmisher and Dragonshield. Marked by Dragonshield at G29
7 damage to Daituk from Dragonshield


Defenses
Dragonshields: AC 18; Fort 14; Reflex 13; Will 13
Skirmisher: AC 15; Fort 11; Reflex 14; Will 13
Wyrmpriest: AC 17; Fort 13; Reflex 15; Will 15


Thia (surprise round), Daituk 25, Wyrmpriest 21, Luciel 20, Skirmisher 17, Dragonshields 10, Zeno 10, Thia 6, Truckbus 4

In a surprise round, you get one action, Standard, move, or minor (free actions are fine). Thia gets one action, and then no one is surprised anymore, and Daituk starts the normal turn order.

Phew that's a lot of dice rolls


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