Aardvark's "Bring Out Your Dead's Valuables" MM Campaign (Inactive)

Game Master Troy Malovich

The group known as Architects of Fate have been given permission to explore the Necropolis of Wati, the Half-City. Who knows what they will find?

Loot list


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Ralif and AdamantVallation above are also reserved players.

Edit: Lein, you and the Eidolon should be the same alignment


Gotcha, changed.
Anything else?


Also looks like you only had 1 trait


Right. Adding Spark of Creation.


I am interested, but not enough to try to force you to run two tables.

I'm not really sure what has been submitted to this point.

Too Low:

4d6 - 3 ⇒ (6, 4, 3, 5) - 3 = 15 +2 (7)
4d6 - 1 ⇒ (1, 3, 1, 2) - 1 = 6 LOWEST
4d6 - 1 ⇒ (5, 4, 1, 2) - 1 = 11 +0 (1)
4d6 - 1 ⇒ (6, 5, 1, 5) - 1 = 16 +3 (10)
4d6 - 1 ⇒ (2, 1, 3, 4) - 1 = 9 -1 (-1)
4d6 - 1 ⇒ (3, 1, 1, 2) - 1 = 6 -2 (-6)
4d6 - 1 ⇒ (6, 1, 2, 2) - 1 = 10 +0 (0)

For +2 and 11 point build.

In Range:

4d6 - 2 ⇒ (2, 4, 6, 6) - 2 = 16 +3 (10)
4d6 - 1 ⇒ (3, 3, 1, 3) - 1 = 9 -1 (-1)
4d6 - 2 ⇒ (3, 4, 2, 3) - 2 = 10 +0 (0)
4d6 - 1 ⇒ (2, 3, 1, 2) - 1 = 7 LOWEST
4d6 - 3 ⇒ (3, 3, 5, 3) - 3 = 11 +0 (1)
4d6 - 2 ⇒ (6, 5, 2, 5) - 2 = 16 +3 (10)
4d6 - 3 ⇒ (5, 6, 3, 3) - 3 = 14 +2 (5)

For +7 and 25 point build.

For a 16, 16, 14, 11, 10, 9 array.

The first thing that comes to mind is the weaselly little Egyptian "guide" stereotype from all the tomb exploration movies. I have trouble believing somebody hasn't already keyed in on that role, yet, though. I'll have to review the thread better and consider. After my BSA Commissioner's meeting.

Edit: Quick scan shows no true rogue types, though the Archaeologist Bard is REALLY close.

Edit 2: Oh, yeah, and you know me as Terry the Thief.

Wait, maybe I NEED to try to think of something besides another rogue . . ..


BAM!

Gold Roll: 2d6 ⇒ (4, 4) = 8 x 10 = 80gp


Aardvark, how does my character look after the adjustments?


r: 4d6 ⇒ (2, 5, 6, 5) = 18 16
r: 4d6 ⇒ (1, 5, 6, 3) = 15 12
r: 4d6 ⇒ (4, 3, 2, 6) = 15 11 (Drop)
r: 4d6 ⇒ (6, 6, 3, 4) = 19 16
r: 4d6 ⇒ (2, 4, 6, 3) = 15 13
r: 4d6 ⇒ (5, 3, 6, 2) = 16 14
r: 4d6 ⇒ (3, 6, 5, 4) = 18 15
16,16,15,14,13,12


1 quick question for the GM--I have a build I rather enjoy (that has been in one game that died), but it is a minion master style build (necromancy oracle). I know as well as anyone that they're difficult enough to deal with when there's people at the table and a map; what's your opinion of them in a Play-by-post game? (I won't bother submitting it/discussing crunch/worrying about spells/abilities that might break the build if you don't like the basic concept for fairly obvious practical reasons.)

Also, as everyone else says, don't run two tables if you think it'll drive you nuts; at least don't do it on my account. =)


To both Harbug and Shalafi, be careful with the necromancy aspect. One of the most prominent and powerful religions of the region is Pharasma, and she is adamantly opposed to undeath. As it is, the majority of at least the first module takes place in a Pharasmin holy site.

Now, I'm not saying it will hinder your chances, but that it may be rough in game for you if there is any open signs of it.

For summoners and other minion additive classes (druids, etc.) I have no problem with the extra combatants as long as you are tracking them accordingly (like their stat blocks in your post and such so I can reference them). I also am very strict on following the rule of controlling them. Some are not intelligent to speak with, some only speak the elemental languages, some require a handle animal check to command to act.

If you summon an air elemental, and don't speak Auran, it will attack what it perceives as your enemies to the best of its ability (and small elementals have only a 4 Int).


I have a few interesting ideas in mind.


How long is the recruitment thread open? Are these all people you have asked to submit?


I don't mind the challenge.


That's totally fine with me; I just wanted to make sure that you were generally okay with the possibility before submitting it (and then either having to go back and think up something else, or being rejected on a practicality basis). I'll get crunch up midday tomorrow (if that's too late, then no worries, I'll step down) as I'm going out tonight with some people.


Would a magus be useful? The more I think about it maybe someone Gambit like? It would be my first magus.


2 people marked this as a favorite.

Bonus points if you make a staff magus and use throwing cards as weapons.


Here I am. won't be back in town until Friday.


Question would anything from the ACG playtest be OK
As the class with it will be included in the PRD.

internal choice List:

Class:
Sorc(Draconic)
Bard(Norm or Arc)
Barbarian(Urban)
Rogue(Norm or Knife Master)
Ranger(Two-Weap style)
??BloodRager??
??Warpriest??

Races:
Half-elf
Aasimar
Tiefling
Sylph
Suli

Stats: 16,16,15,14,13,12


leinathan wrote:
Bonus points if you make a staff magus and use throwing cards as weapons.

Trying to do that.


4d6 ⇒ (5, 6, 6, 1) = 18
4d6 ⇒ (6, 6, 5, 4) = 21
4d6 ⇒ (2, 3, 1, 5) = 11
4d6 ⇒ (3, 5, 4, 2) = 14
4d6 ⇒ (5, 1, 5, 6) = 17
4d6 ⇒ (3, 2, 2, 2) = 9Drop
4d6 ⇒ (3, 3, 6, 3) = 15

4d6 ⇒ (5, 1, 4, 3) = 13
4d6 ⇒ (6, 3, 6, 1) = 16
4d6 ⇒ (3, 6, 2, 3) = 14
4d6 ⇒ (4, 1, 1, 6) = 12
4d6 ⇒ (3, 3, 2, 2) = 10Drop
4d6 ⇒ (6, 5, 5, 1) = 17
4d6 ⇒ (5, 4, 1, 1) = 11

There we go. I can work with that 2nd set.


Donavaan Taar
Half-Elf Magus (Staff Magus) 1
CG Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 12 (+2 armor, +5 Dex)
hp 8 (1d8)
Fort +2, Ref +5, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +2 (1d6+3)
Magus (Staff Magus) Spells Prepared (CL 1st; concentration +5):
1st—magic weapon, shield
0 (at will)— detect magic, disrupt undead, read magic
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 11, Int 18, Wis 10, Cha 13
Base Atk +0; CMB +2; CMD 17
Feats Quarterstaff Master, Skill Focus (Acrobatics), Two-weapon Fighting
Traits reactionary
Skills Acrobatics +9, Disable Device +4, Knowledge (arcana) +8, Perception +3, Sleight of Hand +6,
Spellcraft +8, Stealth +6; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Gnoll, Osiriani, Sphinx
SQ arcane pool, elf blood, spell combat
Other Gear leather armor, quarterstaff, 140 gp
--------------------
Special Abilities
--------------------
Arcane Pool (+1) (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or
selected item powers.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Quarterstaff Master Use a quarterstaff one-handed
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

The traits aren't up on Herolab for this AP yet, as far as I could tell. He would take the Trapfinder one.


Pendin Fust, real quick, your first rolls qualified

17
17
10
12
16
7 - dropped
12

That's a total of +11, not over


I am thinking if I cast magic missile that could count for his cards?


Azure_Zero, as per the char gen guidelines in the 1st post, no, ACG classes are not allowed.

So far I have:

Guaranteed spot:
Leinathan - CN Human Synthesist Summoner
Ralif - possibly Genie-blooded Gnome Sorcerer
Bigrin42 - ??

Wandering Wastrel - waiting for confirmation

Adamant Vallation - may or may not play.
Adamant, I would like a decision by Saturday so I can start sorting through applications and figure out how many I will need to fill out the group.

Applicants:
Red Ramage - Human Undead Scourge Paladin of Pharasma
Reb Brown - Human Lore Warden Fighter
Aubrey - Dwarf Cleric of Pharasma
Camris -
Alex Mack -
Nevynxxx -
Odea -
LastNameOnEarth -
Shalafi2412 - CG Half-elf Staff Magus
Hustonj -
Azure_Zero -
theheadkase -

This is what I'm tracking so far. Ideally I would like to have at least Alignment, Race, and Class to start.

I have not set a deadline, sadly I'm playing this by ear. It will roughly be based off my reserved players and when they are done, but hopefully no longer than a week. So I'll say applications will be due by Wednesday 2 April, and I will have a decision by the weekend.


Deciding rolls:

Race: 1d2 ⇒ 2 Half-elf, *Aasimar
Gen: 2d4 ⇒ (3, 3) = 6 F

I'll be submitting a NG Fighter/Rogue Aasimar(Angelkin)

Arrayed stats in order:
14,16,13,16,15,12 -> 16,16,13,16,15,14


Okay, Azure, bear in mind that anything outside the allowed races (core with very few Osirion thematic maybes) will need to sell me on their presence.

Also, which one are you planning on being first, Fighter or Rogue, and do you have any archetypes planned?


Aha! Thanks...not sure how I added an extra 1 to the total!

I'm thinking a NG Human Burglar Rogue Archetype. Something somewhat akin to Indiana Jones in that he'd be looking to raid tombs and crypts to bring artifacts back to the museum for the general populace to learn.

Here's how I am thinking of distributing the rolls:
12 Str
17 Dex
12 Con
17 Int
10 Wis
16 Cha


Aardvark DM wrote:

Okay, Azure, bear in mind that anything outside the allowed races (core with very few Osirion thematic maybes) will need to sell me on their presence.

Also, which one are you planning on being first, Fighter or Rogue, and do you have any archetypes planned?

Fighter is First, no archetypes for either, going Shadow Dancer.

Finished most of the crunch, will work on fluff tomorrow.

Planned progress first 12 levels:

Fighter 1 (Dodge) - Two-Weapon Fighting
Rogue 1
Fighter 2 (Mobility) - Combat Reflex
Rogue 2 - +1Dex
Fighter 3 - Skill Focus(Survival)
Rogue 3
Shadow Dancer 1 - Improved Two-weapon
Shadow Dancer 2 - +1 (DEX,CON or WIS)
Shadow Dancer 3 - Eldrith heritage(Orc)
Shadow Dancer 4
Shadow Dancer 5 - Improved Eldrith heritage(Orc)
Shadow Dancer 6 - +1 (DEX,CON or WIS)

Character can be easily changed from Aasimar to Half-elf


Character is a half-elf, Aardvark. Just lettin' ya know.


hmmm, thinking i might throw something in the fire here. many of my games have slowed to a crawl and i'd hate to throw an invite away.

I am thinking a human ranger, CG, Deep Walker

4d6 ⇒ (5, 3, 4, 1) = 13 = 12
4d6 ⇒ (2, 5, 5, 3) = 15 = 13
4d6 ⇒ (4, 4, 6, 1) = 15 = 14
4d6 ⇒ (5, 6, 3, 5) = 19 = 16
4d6 ⇒ (6, 5, 3, 5) = 19 = 16
4d6 ⇒ (5, 3, 6, 4) = 18 = 15
4d6 ⇒ (4, 3, 1, 4) = 12 = 11


I AM RebBrown, hehe. And Leinathan might know me as A'letta :p ill make a profile for the Taldorian scoundrel later today. Got to show a class of 11 year olds around the archive now ^^


I'm not gonna submit anything. Lack time and my rolls were utter dung...


Late to the party - again; just clearing up some other stuff off-screen

So:

4d6 ⇒ (3, 1, 6, 5) = 15 >3, 6, 5 = 14
4d6 ⇒ (6, 5, 1, 5) = 17 >6, 5, 5 = 16
4d6 ⇒ (5, 2, 6, 2) = 15 >5, 2, 6 = 13
4d6 ⇒ (3, 3, 4, 4) = 14 >3, 4, 4 = 11
4d6 ⇒ (2, 3, 5, 2) = 12 >2, 5, 3 = 10
4d6 ⇒ (2, 2, 6, 5) = 15 >6, 5, 2 = 13
4d6 ⇒ (2, 1, 3, 1) = 7 >2, 1, 3 = 6

OK: 14, 16, 13, 11, 10, 13 for a total bonus of +7

Will have a think on classes and post later


Krass here =) I'll edit the lay-out later .. add more background fluff .. and work out his skill modifiers.

Raymond Moreau is a sword for hire and adventurer pur sang. Utilising his wit, sharp intellect and the pointy end of his rapier, he waltzes through life using the opportunities that come by as dancing partners. This means that he's pretty flexible when it comes to the group formation, if it comes to that =)

Would love to get some feedback on him from you, Angelica. He'll take ye basic fighter feats (wpn focus, specialization and probably improved disarm) and great fortitude, lightning reflexes and iron will as feats open up. I love the fact that he has SO many skills .. as a fighter!


I present Kragmaw "Gus" Gutsticker, a half-orc paladin. Mostly done, but I need to finalise his gear.

Starting gold: 5d6 ⇒ (4, 1, 5, 6, 1) = 17 x 10 = 170

Introduction:

"Howdy there, neighbour." The voice sounds soft, warm even, although the speaker looks decidedly otherwise: a tall, rangy half-orc armed with a variety of weapons. On closer inspection, although fearsome in appearance, he looks neat, if not exactly handsome: tusks are polished and white rather than the usual yellow; his hair is brushed. Presentable, then. He continues:

"I couldn't help but notice you're 'cruitin' for one o' them there adventures, an' I thought you might like some comp'ny. Well, that's the short version, anyway - longer version is that m'Lord Ragathiel here - " he holds up his holy symbol for inspection - "suggested that I might want to get m'self down to Oh-seer-ee-onn if'n I wanted to know what was good for me - which, o' course, I do, what with bein' a Paladin an' all. Ragathiel's one o' them Emp-uh-real Lords, which sounds like Imperial if you ain't listenin' quite right - but where was I? Oh, yes, one o' them adventurin' larkeys - well, I don't mind tellin' you I'd be glad to offer my help, if'n you'd be needin' it."

Background:

Life as a half-orc can be tough, and for Kragmaw Gutsticker ("call me Gus") it was harder than most. His (human) mother had the misfortune to be a captive of the Gutsticker tribe, a minor band operating in and around the shadows of an orc stronghold. Gus has no real memories of her, and rather more of his childhood being tormented by 'proper' orcs (as they called themselves) - but he never talks of it.

How he came to walk a different path - that of the Paladin - is too long a tale for this introduction, although he may regale those who are interested at a suitable time. His Patron is Ragathiel: in Gus' words "Why him? Well, his father was a devil, his mother a captive angel, an' he left hell for heaven; 'cept they didn't really trust him there on account o' his ancestry, so he had to prove himself, over an' over agin - so no reason, I guess..."

Crunch:

Male Half-Orc Paladin 1 LG Medium Humanoid (human, orc)
Age 25; Height 6 ft. 4 in. Weight 240 lbs.
Languages Common; Gnoll; Orc
Deity Ragathiel
Init +1; Senses Perception +5; Darkvision 60 ft.

_________________
DEFENCE
_________________

AC 16, touch 11, flat-footed 15
hp 11
Fort +2, Ref +1, Will +2

_________________
OFFENCE
_________________

Speed 30 ft.
Melee Falchion +3 (2d4+3) 18-20/x2 OR+2 (2d4+6) with power attack
Ranged Shortbow +2 (d8)

_________________
STATISTICS
_________________

Str 14, Dex 13, Con 11, Int 13, Wis 10, Cha 18
BAB +1; CMB +4; CMD 15
SQ Aura of Good (lvl 1); Detect evil (at will, move action); Smite evil (1/day, swift action); Intimidating (+2); Orc ferocity

_________________
FEATS
_________________

Power attack
_________________
TRAITS
_________________

Eyes and ears of the city (religion): +1 trait bonus on perception; perception is a class skill

Trap finder (campaign): +1 on disable device; disable device is a class skill; can disarm magical traps

_________________
SKILLS - 3 pts/lvl
_________________

Craft (weapons): 1 (5) - bonus skill point

Perception:1 (5)

Diplomacy: 1 (8)

Disable device: 1 (6)

_________________
GEAR
_________________

Weapons

Dagger x 3
Falchion
Shortbow
20 Arrows

Armour

Scale mail (+5 AC, Armour check penalty -4)

Equipment

Backpack
Bedroll
Belt pouch
Blanket
50' Hemp rope
5 Sunrods
7 days of Trail rations
5 Parchment sheets
Ink
Inkpen
Scrollcase
Explorer's outfit (free)
3 Waterskins
Holy symbol
Thieves' tools


Starting Gold: 4d6 ⇒ (5, 1, 5, 6) = 17 X 10 = 170

theheadkase/DM Pendin Fust's character. Still updating profile. He outwardly worships Abadar, but really worships Desna.


Recompiled character to a Half-elf Fighter/Rogue


Starting Wealth: 2d610 ⇒ (276, 459) = 735 So apparently you can't multiply inside the dice tag. One more time.
Starting Wealth: 2d6 ⇒ (1, 1) = 2 x 10 = 20. Frackin awesome. Good thing I can't use armor.


@Wandering Wastrel
Like the Background and Intro

edit:
Deciding on if I should start as fighter or rogue
Fighter -> better HP, BAB, Weapons, Cash(5d6 > 4d6)
Rogue-> SA, Trap, Skills, Skill Points


Thanks, Azure Zero - I've been meaning to do something like this ever since I read about Ragathiel. The only problem was coming up with a character who wasn't too grimdark "nobody understands my pain" - this isn't *shudder* Carrion Crown. Hope this concept works.

Incidentally, I've taken the trapfinder trait, if that helps with your decision.

Liberty's Edge

well, I've been good. I haven't joined any new campaigns in almost two months. Now about 8 out of the 12 I was in have died.

I can no longer resist, and Durvin's songs are priceless. I want in. time to roll some scores.

4d6 ⇒ (3, 2, 3, 2) = 10 8
4d6 ⇒ (1, 1, 5, 6) = 13 12
4d6 ⇒ (6, 4, 6, 3) = 19 16
4d6 ⇒ (1, 4, 4, 4) = 13 16
4d6 ⇒ (6, 3, 5, 5) = 19 14
4d6 ⇒ (6, 5, 3, 2) = 16 14
4d6 ⇒ (6, 1, 4, 3) = 14 13

damn. first set too good. round 2.

4d6 ⇒ (3, 4, 3, 3) = 13 10
4d6 ⇒ (6, 3, 3, 4) = 16 13
4d6 ⇒ (3, 2, 5, 5) = 15 13
4d6 ⇒ (4, 1, 6, 4) = 15 14
4d6 ⇒ (4, 4, 5, 3) = 16 13
4d6 ⇒ (4, 1, 1, 3) = 9 8
4d6 ⇒ (3, 2, 5, 6) = 16 14

OK, so 10, 13, 13, 13, 14, 14. 19-point buy. Hard to get much more balanced than that. I'll see what I can come up with.


I decide on the Rogue start, And given the stats can act as the face for the group.
And when skills overlap aid another can be a real help.

Cash: 4d6 ⇒ (4, 5, 5, 3) = 17


Still need to pick a trait from MM. Unfortunately, MM is not in my herolab.

Settled on a Chaotic Good Gnome Scorerer:Earth Elemental.


Daynen, your first set is right on par. It's a total of +12, the cap. Over 12 is a reroll.

16, 16, 14, 14, 13, 12 = 35 pt buy
+3, +3, +2, +2, +1, +1 = +12 total mod

I will update the applicants later


Not those damned Chelish again! He wiped the sweat off his brow with the back of his hand, resisting the temptation to throw a glance over his shoulder. The iron-studded boots of the Chelish made a sound unlike any other soldier footwear. Moreau didn't need to turn around yet his curiousity got the better of him. A couple of beady eyes stared right back at him, but before the lieutenant could order the two soldiers forward Moreau already was half-way to the open window. Two truths hit him as the ground below approached. His fence had betrayed him. His colleague had betrayed him. And then a third truth came knocking. Pain shot through his right arm as he rolled over the uneven cobblestone street. Above him he heard the familiar sound of a crossbow being cocked. Before the device could be aimed at him, he had already started running.

Later that day, once he had finally found a way out of the small settlement on the border where Andoran and Cheliax met, he knew that his time here was done. The slim margins couldn't beat the prospect of being sacrificed to Asmodeus and having to spent all of eternity in hell. Time for a new adventure, some new opportunities. He realized he knew just the guy for it - an exiled Taldorian nobleman by the name of Costeau, nowadays a law abiding citizen of Absalom. He had been trying to recruit proxy agents for Osirion ventures for a while now .. and Moreau figured that if he could take this kind of heat, he surely could bear whatever the desert had to throw at him.

How wrong he was.


Okay, taking inspiration from one of my players (Leinathan) in his most recent recruitment, I would like to ask for something from the applicants.

Since there are reserved players, some already have characters presented, and this AP being team focused, I would ask that backgrounds include a connection to at least two others members of the whole party.

For right now, with only 3 confirmed members, I only ask you tie it to one of the reservations (you can wait for Bigrin42 to put his entry in before adding one of them). Once the team has been chosen, you can finish by adding the second connection. The main idea being that you all start as a team, so there should be some history.

Leinathan [Morena the Synthesist]
Ralif [Z'ael the Earth-born Sorcerer]
Wandering Wastrel ['Gus' the Righteous of Ragathiel)


Guaranteed spot:
Leinathan - Morena, CN Half-elf Synthesist Summoner
Ralif - Z'ael, CG Earth-blooded Gnome Sorcerer
Wandering Wastrel - 'Gus', LG Half-orc Paladin of Ragathiel
Bigrin42 - (out through Friday)

Adamant Vallation - may or may not play.
Adamant, I would like a decision by Saturday so I can start sorting through applications and figure out how many I will need to fill out the group.

Applicants:
Red Ramage - LG Human Undead Scourge of Pharasma
Reb Brown - Raymond Moreau, N Human Lore Warden
Aubrey - Sturm Harrensonn, Dwarf Cleric of Pharasma
Camris -
Alex Mack - Withdrawn
Nevynxxx -
Odea -
LastNameOnEarth -
Shalafi2412 - Donavaan Taar CG Half-elf Staff Magus
Hustonj -
Azure_Zero -
theheadkase - Gordon Hardwick NG Human Burglar
Tenro -
Daynen -


Asta Bridgette Etta Half-elf Rogue


Upgrading List
Guaranteed spot:
Leinathan - Morena, CN Half-elf Synthesist Summoner
Ralif - Z'ael, CG Earth-blooded Gnome Sorcerer
Wandering Wastrel - 'Gus', LG Half-orc Paladin of Ragathiel
Bigrin42 - (out through Friday)

Adamant Vallation - may or may not play.
Adamant, I would like a decision by Saturday so I can start sorting through applications and figure out how many I will need to fill out the group.

Applicants:
Red Ramage - LG Human Undead Scourge of Pharasma
Reb Brown - Raymond Moreau, N Human Lore Warden
Aubrey - Sturm Harrensonn, ?? Dwarf Cleric of Pharasma
Camris -
Alex Mack - Withdrawn
Nevynxxx -
Odea -
LastNameOnEarth -
Shalafi2412 - Donavaan Taar CG Half-elf Staff Magus
Hustonj -
Azure_Zero - Asta Bridgette Etta NG Half-elf Rogue
theheadkase - Gordon Hardwick NG Human Burglar
Tenro -
Daynen -


wealth: 5d60 ⇒ (57, 38, 45, 35, 33) = 208 gp

Decided to attach backstory to Morena. Two up-and-comers in the adventuring game looking to make a name.

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