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Sagiro's Story Hour: The FINAL Adventures of Abernathy's Company (FINISHED 7/3/14)
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<blockquote data-quote="Sagiro" data-source="post: 4356633" data-attributes="member: 726"><p><em><strong>Sagiro’s Story Hour, Part 283</strong></em></p><p><strong><em>Hostile Territory</em></strong></p><p></p><p>It’s an ugly battle, fought in the rain and the mud, and the Company feels stifled from the start by the limit to their vision. Two large insectoid creatures leap down from the balconies, cousins of the beasts that the party encountered previously outside of Djaw. These are larger, with sharper claws, more teeth and unyielding chitin. A green liquid glistens on their plated hides. These beasts squirt jets of some foul substance at Ernie and Morningstar, and when it contacts Morningstar’s skin, it saps her of strength.</p><p></p><p>Back in the darkness lurk several gaunt red-skinned humanoids, with writhing snakes protruding from their guts. They attack with rays of negative energy, and one of these strips Aravis of <em>both</em> of his prepared <em>maze</em> spells. Ouch!</p><p></p><p>In other words, as with so many of the Company’s violent encounters, this one looks particularly dire at the start – dangerous foes, limited vision, and that doesn’t even count Strug, who’s a formidable adversary in his own right. Meanwhile, from the buildings around the courtyard, hundreds of cackling and hooting voices are cheering on their enemies, as if the Company is competing in a freakish nightmare sporting event in front of a hostile crowd.</p><p></p><p>And for all that, the party manages to turn things around pretty quickly. For starters, Aravis uses <em>polymorph any object</em> to turn Strug into a squirrel – and one that <em>thinks</em> he’s a squirrel. The Drallan servant-turned-rodent goes scampering off into the shadows, in absolute terror of the monsters all around him.</p><p></p><p>And beyond that, the Company’s regular tactics and powers prove adequate to the task of vanquishing evil – even when the ranks of enemies are swelled by a pack of ogres and swarm of stirges that land on Grey Wolf. Oh, it’s an exciting battle, full of <em>blade barriers</em>, <em>cones of cold</em>, <em>walls of force</em>, snapping whips, swinging blades and <em>summoned</em> earth elementals. The combined might of the enemies proves troublesome, and Kibi and Flicker are both hampered by the fact that, having been bitten by the gut-snakes of the reddish enemies, they lose the ability to see other living creatures, friends and foes alike. But soon enough the last enemy is slain, and the Company stands – bloody, drained, and partially blinded, but victorious – in the drenching downpour. </p><p></p><p>The hoots and hollers from the peanut gallery don’t grow any less after the victory. Dranko blinks the water out of his eyes, and nods at Grey Wolf.</p><p></p><p>“I’m with you. We should burn down this entire place.”</p><p></p><p>No one disagrees. And through all the talk, and all the battle, there has still be no sign of Shreen the Fair.</p><p></p><p></p><p>* *</p><p></p><p></p><p>There’s no immediate consensus as to whether they should press on immediately after Shreen, or fall back and recuperate after the battle. To buy time they activate the Lucent Tower right there in the shadowy courtyard, and pile inside. They can hear the rain hammering on the roof.</p><p></p><p>While the familiars keep watch out of arrow slits, the party clerics try to figure out what odd affliction is preventing Flicker and Kibi from being able to see living beings. They conclude that it’s neither a disease nor a curse, but it turns out that <em>restoration</em> removes the effect. Since <em>restoration</em> is on the menu anyway given all the ability score drain and negative levels suffered in the battle, it’s a moot point. Soon enough the party is back to normal.</p><p></p><p>“Now what?” asks Flicker, once his full sight is restored.</p><p></p><p>“Now we go and kick Shreen’s ass!” says Dranko. </p><p></p><p>But while the Company is taking a quick inventory of their remaining spells and resources for the day, the familiars report a large green insectoid creature walking out of the darkness toward the Lucent Tower. </p><p></p><p>“Could be coming with a message,” says Ernie.</p><p></p><p>The creature taps one knife-sharp appendage against the Tower’s solid crystal exterior, then backs off a few feet.</p><p></p><p>“Guess it wanted to see if the tower was an illusion,” says Dranko.</p><p></p><p>Ernie heads to the top of the tower and hits the thing with a <em>searing darkness</em> cast from a wand through an arrow slit. The monster leaps back, angry, and then skitters off into the shadows. (The party’s vision is still limited in the unnatural gloom of the shrine.)</p><p></p><p>Then there’s a burst of motion from the darkness all around them, and swarms of small creatures assault the Tower. Bats, birds, stirges, insects, rodents and other vermin hurl themselves at the crystalline walls to no avail. A few dozen flying insects manage to get in through the arrow slits before the party shutters them, and Aravis mops these up with a <em>flaming sphere</em> before they can cause any harm. Five minutes later the swarms retreat.</p><p></p><p>Dranko peers through an arrow slit, hoping to spot the next wave of the assault. What he sees is that the previous wave hasn’t actually subsided. By looking as close to straight down as is possible, he sees that the exterior wall of the tower on that side has a patch of stirges, clinging with sticky feet to the crystal. </p><p></p><p>“Gods, this sucks,” opines Flicker. “Shouldn’t we be kicking Shreen’s ass by now?”</p><p></p><p>Aravis raises an eyebrow. “That reminds me. How’s the worship going, Flicker?”</p><p></p><p>Flicker looks over at Aravis. “You haven’t granted me any spells yet. Frankly, I’m disappointed.”</p><p></p><p>“Ok, fine,” says Aravis. “What spell do you want?”</p><p></p><p>“How about <em>true strike</em>?”</p><p></p><p>“Why don’t we start you out with a cantrip?” suggests Aravis.</p><p></p><p>“A cantrip? What kind of God are you, anyway?”</p><p></p><p>“Hey, I only just found out I <em>was</em> a God. Give me a break!”</p><p></p><p>“Excuse me,” says Dranko. He points outside. “Stirges.”</p><p></p><p>They discuss their options for a moment or two before Dranko comes up with a plan himself. </p><p></p><p>“Here it is,” he says. “You guys put some spells on me to protect me from fire. Then I run out there into the courtyard. All of the stirges will come to land on me, at which point I’ll use my crown to cast <em>paroxysms of fire</em>. One of you mages will back that up with a <em>fireball</em>. We know it takes a few seconds before they start sucking blood, and they’ll all be toast before they can kill me. What do you think?”</p><p></p><p>Everyone thinks he’s nuts, is what. But when they start to discuss it, they come around. It should work! All it will take is Dranko’s nerve and some fire magic. And after the stirges are gone, the party will come out of the tower, fold it up, and make a break for the door leading to the interior of the shrine. </p><p></p><p>Before he can talk himself out of it, Dranko walks casually out the door of the Lucent Tower and looks out.</p><p></p><p>“Oh, crap.”</p><p></p><p>It turns out there’s not just a small patch of stirges on one side of the tower. Nearly the entire thing is covered, and Dranko barely has time to flinch before thirty or forty stirges descend upon him. They blanket him hair to toes, and he feels over twenty proboscises plunge into his flesh. He cannot see past the shroud of bodies and wings; all he hears is flapping and buzzing. The plan had been for him to use his Crown of Fire first, but he panics. Over the mind link the others can hear him:</p><p></p><p>“FIREBALL! I CAN’T SEE ANYTHING! FIREBALL!”</p><p></p><p>Aravis sticks a wand out of an arrow slit and blasts Dranko. A few stirges survive, but Dranko regains his composure and uses the crown. One of the remaining creatures starts belching flames spasmodically in every direction, and soon all of them are dead, lying in a sickening charred heap around Dranko’s feet. </p><p></p><p>He twitches. “We will never do that again,” he thinks to the others. “But now that I did... let’s go!”</p><p></p><p>The Company hurries out of the Tower and Dranko commands it closed. They dash across the courtyard to a small wooden door that leads into the surrounding buildings. It’s locked. Ernie gives it a good kick but it doesn’t budge. Around them they hear the sounds of flapping, buzzing and chirping as the swarms of small creatures again head toward them, so Morningstar casts a protective <em>wind wall</em>. Even as Aravis casts <em>knock</em> and they all rush through the door, hundreds of small creatures are swept up and away by the wind.</p><p></p><p>The door opens directly onto a small downward staircase. Morningstar casts <em>locate object</em>, looking for Shreen’s holy symbol, and gets a reading: down and to the left. They head down the stairs into the darkness, single file. The sound of the pelting rain fades as they descend. Kibi pulls out his <em>lantern of revealing</em> to light their path; its illumination extends out thirty feet and then stops, choked off by the unholy darkness of Dralla. </p><p></p><p>Down, down into the black. Morningstar feels an ever-increasing pressure on her psyche, a burning hostility settling on her. She casts <em>true seeing</em>, and it takes unusual concentration and effort. They pass small alcoves, empty rooms and hallways, following Morningstar’s location spell. The place seems quiet and abandoned, except for the... is that squeaking?</p><p></p><p>Rats! From behind them comes a crescendo of skittering feet, and a veritable wave of large and deformed rats comes crashing around a corner behind them. Kibi quickly casts <em>repulsion</em> with a ten-foot radius, and the swarming rats smash into the invisible barrier, piling up against it, the ones in back crushing the ones in front. Morningstar casts <em>darkbeam</em> (with great difficulty, as her connection with Ell is weakening) and soon enough the rats are destroyed. </p><p></p><p>Finally the Company finds itself in a small empty room. There are light patches on the stone walls that indicate recently-removed artwork or tapestries; it looks like this whole place was recently packed up and moved out. Is it possible that Shreen has fled ahead of them? But no... there is sound coming from a dark space adjacent to this room. They can’t see what it is; their light doesn’t extend out far enough through the doorway. But the sound is disconcerting; a mixture of grinding stone and squelching flesh. Morningstar’s spell tells her that Shreen is in that direction, perhaps even making the hideous sound. </p><p></p><p>“Are we ready to spring the trap?” asks Dranko. </p><p></p><p>Ernie casts a <em>greater dispel magic</em> out into the darkness, just in case. The sound continues.</p><p></p><p>“Shreen!” shouts Ernie. “Come talk to us yourself! We’ve brought the Maze, but we <em>cannot give it to you!</em>.</p><p></p><p>No reply. </p><p></p><p>“Chicken,” Ernie grumbles.</p><p></p><p>Morningstar follows this by firing a <em>darkbeam</em> toward the source of the strange noise. She feels a painful jolt in her hand, and the stifling oppression grows worse. But nothing fires back.</p><p></p><p>With nothing else for it, they move cautiously into the room. They see that, like the previous room, this one has been stripped of furnishings and objects. Only one notable feature remains: a hideous morphing statue set atop a simple stone altar. It looks like a deformed bear with lobster claws, but as they watch, it changes, the living stone oozing and reshaping into a six-legged jackal. And then some kind of multi-eyed squid. The statue reforms into one abomination after another.</p><p></p><p>On the opposite wall there is another door, and a faint light is coming from the space beyond. From that space comes a voice, the rising-and-falling, broken-glass-and-velvet voice of Shreen the Fair.</p><p></p><p>“Stop wasting time and GET IN HERE! We’ve waited long enough for you to finish this nonsense.” </p><p></p><p>“Well,” says Kibi. “Your guy outside said to wait twelve hours before coming in, so you can’t have been in <em>too</em> much of a hurry.”</p><p></p><p>“He was very offensive,” adds Ernie.</p><p></p><p>“And then he attacked us without provocation,” says Dranko.</p><p></p><p>“I’m not going to treat with you while you’re standing out there,” says Shreen. Come in. COME IN! And don’t try anything. You’ll regret it, I promise. But we want to talk with you NOW!”</p><p></p><p>They go in. </p><p></p><p>...to be continued...</p></blockquote><p></p>
[QUOTE="Sagiro, post: 4356633, member: 726"] [I][b]Sagiro’s Story Hour, Part 283[/b][/I] [b][I]Hostile Territory[/I][/b] It’s an ugly battle, fought in the rain and the mud, and the Company feels stifled from the start by the limit to their vision. Two large insectoid creatures leap down from the balconies, cousins of the beasts that the party encountered previously outside of Djaw. These are larger, with sharper claws, more teeth and unyielding chitin. A green liquid glistens on their plated hides. These beasts squirt jets of some foul substance at Ernie and Morningstar, and when it contacts Morningstar’s skin, it saps her of strength. Back in the darkness lurk several gaunt red-skinned humanoids, with writhing snakes protruding from their guts. They attack with rays of negative energy, and one of these strips Aravis of [i]both[/i] of his prepared [i]maze[/i] spells. Ouch! In other words, as with so many of the Company’s violent encounters, this one looks particularly dire at the start – dangerous foes, limited vision, and that doesn’t even count Strug, who’s a formidable adversary in his own right. Meanwhile, from the buildings around the courtyard, hundreds of cackling and hooting voices are cheering on their enemies, as if the Company is competing in a freakish nightmare sporting event in front of a hostile crowd. And for all that, the party manages to turn things around pretty quickly. For starters, Aravis uses [i]polymorph any object[/i] to turn Strug into a squirrel – and one that [i]thinks[/i] he’s a squirrel. The Drallan servant-turned-rodent goes scampering off into the shadows, in absolute terror of the monsters all around him. And beyond that, the Company’s regular tactics and powers prove adequate to the task of vanquishing evil – even when the ranks of enemies are swelled by a pack of ogres and swarm of stirges that land on Grey Wolf. Oh, it’s an exciting battle, full of [i]blade barriers[/i], [i]cones of cold[/i], [i]walls of force[/i], snapping whips, swinging blades and [i]summoned[/i] earth elementals. The combined might of the enemies proves troublesome, and Kibi and Flicker are both hampered by the fact that, having been bitten by the gut-snakes of the reddish enemies, they lose the ability to see other living creatures, friends and foes alike. But soon enough the last enemy is slain, and the Company stands – bloody, drained, and partially blinded, but victorious – in the drenching downpour. The hoots and hollers from the peanut gallery don’t grow any less after the victory. Dranko blinks the water out of his eyes, and nods at Grey Wolf. “I’m with you. We should burn down this entire place.” No one disagrees. And through all the talk, and all the battle, there has still be no sign of Shreen the Fair. * * There’s no immediate consensus as to whether they should press on immediately after Shreen, or fall back and recuperate after the battle. To buy time they activate the Lucent Tower right there in the shadowy courtyard, and pile inside. They can hear the rain hammering on the roof. While the familiars keep watch out of arrow slits, the party clerics try to figure out what odd affliction is preventing Flicker and Kibi from being able to see living beings. They conclude that it’s neither a disease nor a curse, but it turns out that [i]restoration[/i] removes the effect. Since [i]restoration[/i] is on the menu anyway given all the ability score drain and negative levels suffered in the battle, it’s a moot point. Soon enough the party is back to normal. “Now what?” asks Flicker, once his full sight is restored. “Now we go and kick Shreen’s ass!” says Dranko. But while the Company is taking a quick inventory of their remaining spells and resources for the day, the familiars report a large green insectoid creature walking out of the darkness toward the Lucent Tower. “Could be coming with a message,” says Ernie. The creature taps one knife-sharp appendage against the Tower’s solid crystal exterior, then backs off a few feet. “Guess it wanted to see if the tower was an illusion,” says Dranko. Ernie heads to the top of the tower and hits the thing with a [i]searing darkness[/i] cast from a wand through an arrow slit. The monster leaps back, angry, and then skitters off into the shadows. (The party’s vision is still limited in the unnatural gloom of the shrine.) Then there’s a burst of motion from the darkness all around them, and swarms of small creatures assault the Tower. Bats, birds, stirges, insects, rodents and other vermin hurl themselves at the crystalline walls to no avail. A few dozen flying insects manage to get in through the arrow slits before the party shutters them, and Aravis mops these up with a [i]flaming sphere[/i] before they can cause any harm. Five minutes later the swarms retreat. Dranko peers through an arrow slit, hoping to spot the next wave of the assault. What he sees is that the previous wave hasn’t actually subsided. By looking as close to straight down as is possible, he sees that the exterior wall of the tower on that side has a patch of stirges, clinging with sticky feet to the crystal. “Gods, this sucks,” opines Flicker. “Shouldn’t we be kicking Shreen’s ass by now?” Aravis raises an eyebrow. “That reminds me. How’s the worship going, Flicker?” Flicker looks over at Aravis. “You haven’t granted me any spells yet. Frankly, I’m disappointed.” “Ok, fine,” says Aravis. “What spell do you want?” “How about [i]true strike[/i]?” “Why don’t we start you out with a cantrip?” suggests Aravis. “A cantrip? What kind of God are you, anyway?” “Hey, I only just found out I [i]was[/i] a God. Give me a break!” “Excuse me,” says Dranko. He points outside. “Stirges.” They discuss their options for a moment or two before Dranko comes up with a plan himself. “Here it is,” he says. “You guys put some spells on me to protect me from fire. Then I run out there into the courtyard. All of the stirges will come to land on me, at which point I’ll use my crown to cast [i]paroxysms of fire[/i]. One of you mages will back that up with a [i]fireball[/i]. We know it takes a few seconds before they start sucking blood, and they’ll all be toast before they can kill me. What do you think?” Everyone thinks he’s nuts, is what. But when they start to discuss it, they come around. It should work! All it will take is Dranko’s nerve and some fire magic. And after the stirges are gone, the party will come out of the tower, fold it up, and make a break for the door leading to the interior of the shrine. Before he can talk himself out of it, Dranko walks casually out the door of the Lucent Tower and looks out. “Oh, crap.” It turns out there’s not just a small patch of stirges on one side of the tower. Nearly the entire thing is covered, and Dranko barely has time to flinch before thirty or forty stirges descend upon him. They blanket him hair to toes, and he feels over twenty proboscises plunge into his flesh. He cannot see past the shroud of bodies and wings; all he hears is flapping and buzzing. The plan had been for him to use his Crown of Fire first, but he panics. Over the mind link the others can hear him: “FIREBALL! I CAN’T SEE ANYTHING! FIREBALL!” Aravis sticks a wand out of an arrow slit and blasts Dranko. A few stirges survive, but Dranko regains his composure and uses the crown. One of the remaining creatures starts belching flames spasmodically in every direction, and soon all of them are dead, lying in a sickening charred heap around Dranko’s feet. He twitches. “We will never do that again,” he thinks to the others. “But now that I did... let’s go!” The Company hurries out of the Tower and Dranko commands it closed. They dash across the courtyard to a small wooden door that leads into the surrounding buildings. It’s locked. Ernie gives it a good kick but it doesn’t budge. Around them they hear the sounds of flapping, buzzing and chirping as the swarms of small creatures again head toward them, so Morningstar casts a protective [i]wind wall[/i]. Even as Aravis casts [i]knock[/i] and they all rush through the door, hundreds of small creatures are swept up and away by the wind. The door opens directly onto a small downward staircase. Morningstar casts [i]locate object[/i], looking for Shreen’s holy symbol, and gets a reading: down and to the left. They head down the stairs into the darkness, single file. The sound of the pelting rain fades as they descend. Kibi pulls out his [i]lantern of revealing[/i] to light their path; its illumination extends out thirty feet and then stops, choked off by the unholy darkness of Dralla. Down, down into the black. Morningstar feels an ever-increasing pressure on her psyche, a burning hostility settling on her. She casts [i]true seeing[/i], and it takes unusual concentration and effort. They pass small alcoves, empty rooms and hallways, following Morningstar’s location spell. The place seems quiet and abandoned, except for the... is that squeaking? Rats! From behind them comes a crescendo of skittering feet, and a veritable wave of large and deformed rats comes crashing around a corner behind them. Kibi quickly casts [i]repulsion[/i] with a ten-foot radius, and the swarming rats smash into the invisible barrier, piling up against it, the ones in back crushing the ones in front. Morningstar casts [i]darkbeam[/i] (with great difficulty, as her connection with Ell is weakening) and soon enough the rats are destroyed. Finally the Company finds itself in a small empty room. There are light patches on the stone walls that indicate recently-removed artwork or tapestries; it looks like this whole place was recently packed up and moved out. Is it possible that Shreen has fled ahead of them? But no... there is sound coming from a dark space adjacent to this room. They can’t see what it is; their light doesn’t extend out far enough through the doorway. But the sound is disconcerting; a mixture of grinding stone and squelching flesh. Morningstar’s spell tells her that Shreen is in that direction, perhaps even making the hideous sound. “Are we ready to spring the trap?” asks Dranko. Ernie casts a [i]greater dispel magic[/i] out into the darkness, just in case. The sound continues. “Shreen!” shouts Ernie. “Come talk to us yourself! We’ve brought the Maze, but we [i]cannot give it to you![/i]. No reply. “Chicken,” Ernie grumbles. Morningstar follows this by firing a [i]darkbeam[/i] toward the source of the strange noise. She feels a painful jolt in her hand, and the stifling oppression grows worse. But nothing fires back. With nothing else for it, they move cautiously into the room. They see that, like the previous room, this one has been stripped of furnishings and objects. Only one notable feature remains: a hideous morphing statue set atop a simple stone altar. It looks like a deformed bear with lobster claws, but as they watch, it changes, the living stone oozing and reshaping into a six-legged jackal. And then some kind of multi-eyed squid. The statue reforms into one abomination after another. On the opposite wall there is another door, and a faint light is coming from the space beyond. From that space comes a voice, the rising-and-falling, broken-glass-and-velvet voice of Shreen the Fair. “Stop wasting time and GET IN HERE! We’ve waited long enough for you to finish this nonsense.” “Well,” says Kibi. “Your guy outside said to wait twelve hours before coming in, so you can’t have been in [i]too[/i] much of a hurry.” “He was very offensive,” adds Ernie. “And then he attacked us without provocation,” says Dranko. “I’m not going to treat with you while you’re standing out there,” says Shreen. Come in. COME IN! And don’t try anything. You’ll regret it, I promise. But we want to talk with you NOW!” They go in. ...to be continued... [/QUOTE]
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Sagiro's Story Hour: The FINAL Adventures of Abernathy's Company (FINISHED 7/3/14)
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