Divinitus's Lord of the Wilds: Kingmaker Campaign

Game Master Divinitus


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Hello everyone and welcome to my Kingmaker campaign recruitment! It has been a while since my last campaign, due to some medical problems, but I have overcome those and now am looking for a few good people to tame the Stolen Lands and forge a new kingdom in the wilds of the River Kingdoms.

This campaign will have an additional thread, due to an advice thread that I read that stated to create two threads, one for gameplay and the other for kingdom-building, so that gameplay is not bogged down with the rather post-heavy kingdom building process. So if having to track an additional thread, which will have it's own campaign tab and stuff of that nature, is too much for you, you may wish to apply elsewhere. It will not require that much extra time posting, so it's not like a whole other campaign... it just serves to keep things neat, orderly, and will help facilitate a smoother campaign in general.

Also, I will eventually create maps, so those who can download the maps I create or print them will likely appreciate having a visual of combat areas, so there is no confusion about where people, monsters, and objects are placed.

Be warned: some 'boss' creatures, including the main foes at the end of each book and an assortment of others, will have mythic ranks. One thing that has bothered me in the past is weaksauce bosses and how easy they are to trample under the PC steam engine, so to speak. Not only that, but this AP is notorious for it in some places, because PCs have so much time to recuperate in between a lot of the encounters. Don't think that every foe is getting this treatment, so don't expect Mythic Dire Squirrel juggernauts or something like that. Bosses will not roll over and die that easily though.

Now, I believe that I elaborated on most of the major points that needed to be expounded upon in this recruitment, but if I missed something, feel free to ask me about it.

Starting Level: 1 gestalt, since there was some clamoring for it in the other thread.

Race: Most Paizo races are allowed. No space races, such as the Lashunta or Kasaath. I reserve the right to deny individual races, but don't anticipate this to be a problem.

Alignment: No Neutral Evil or Chaotic Evil. We're not looking for psychos or those without any form of loyalty but to themselves in this game, we're looking for people that will build a kingdom and will actually care about it.

Class: If it is on the SRD, I will probably allow it. Paizo material is automatically allowed. I may also allow other 3PP material for submission, but if you use ANY 3PP material, ask me first. And I know what this infers: technological archetypes and such can be a thing as well. While it is not something found in the River Kingdoms, they do not exist in a vacuum and Numeria exists in the Golarion setting. As such, I am fine with them being used in Kingmaker, despite what many people consider 'genre-wrecking'. Not only that, but Numeria already has some influence in the River Kingdoms. It is not much, but there is one small area that has an embassy.

Ability Scores: Focus and Foible, setting a score to 18 and another to 08 before modifiers. Then, after that, distribute 16 points on a one-for-one basis among the other scores as you wish, which are by default set to 10, before modifiers.

HP: Max HP per HD, because you will need it!

Gold: 1,500 gold. Why so much? Well, you WERE given a charter to build a small kingdom by Brevoy. It would make little sense for them to not invest some money into making sure that you were properly outfitted and have some spending money for use in the River Kingdoms, for whatever reason you may need the money. To be honest though, I want players to be able to get at least one decent item, all the necessities, and still have some money for fluff items, while retaining some funds for down the road.

Special Items: You start out with one of any nonmagical outfit, not including a royal outfit. In addition, all PCs may select any one item that they have purchased or have gained through their class and make that item Masterwork. In addition, players who put points into Profession or Perform gain an appropriate Masterwork tool or instrument matching their profession or perform skill specialization.

Skills: In addition to regular skills, you also get 2 additional background skill points per level. See Background Skills for more information, should you know nothing of the system.

Feats: You gain two bonus feats at first level. You also gain a bonus feat of your choice at 4th level and every 4 levels thereafter.

Traits: 2 standard traits and a campaign trait. You may take a drawback, obviously.

Hero Points: 3 per character. The party will also gain an additional point after each objective that they complete that I believe is worthy of one. These are your trump cards for when you get a string of natural ones or an enemy gets off a crit that would otherwise spell the end of the campaign for your character. It is my suggestion that they be saved until you truly need them, not just when you want to end an easy, if obnoxious, fight quickly.

Starting Age: You may be of any age category of young or above, but just be warned that most venerable players will not live to see the end of the campaign, as the adventure path takes place over several years in-game. This rule of mine will allow you to play concepts like the young savage raised by wolves from the River Kingdoms or the old, grizzled soldier. Also, age penalties and bonuses are NOT cumulative, meaning that the bonuses and penalties are just as listed under each age category. You may also opt to NOT have your age carry any penalties, but if you do so, you gain no bonuses from it either. This does not apply to any magical aging that may occur in-game.

Fluff: You MUST include fluff with your characters! This is a roleplaying game after all and, as such, I expect there to be something to roleplay with. 'I grew up as a 1st level Fighter' doesn't quite cut it! Add some backstory, your appearance, what your character's personality is like, ect. I encourage you to post whatever you desire in the beginning, even if it just a blurb, but your final character must have at least a decent amount of fluff.


Dot. Lemme think about a gestalt that'd be fun, but not broken, and I'll be back!


Ohoho! Now this IS an interesting setup. I like it!

I'll be rebuilding Arawn here as a sorcerer/swashbuckler. Should be done tonight or early tomorrow!


Understand why it took so long to parse out and finally get up for people to see? It required a lot of forethought to create.

Dark Archive

Alright, I know I said I wasn't a fan of Gestalt but this set up is compelling so I'm going to give it a go. I had already started on a build, so I should have something in a few hours when I get home from work.


dot


Woo. A very interesting ruleset, opens a lot of possibilities.

I'm going to be rebuilding Castor as a Cleric/Ranger (Guide archetype), picking up the Spherewalker prestige class on the Ranger side.

Is the Spherewalker fine with you, GM?

On the fluffside, I think Castor's old fluff is mostly solid, though I might touch it up a bit more.


GM Lord of the Wilds wrote:
Understand why it took so long to parse out and finally get up for people to see? It required a lot of forethought to create.

Oh, totally. Well worth it.

Question, though: Typically, gestalt characters are given a bonus feat at level 1, to ease the transition. Will this be the case in this game, as well?


Okay, this is definitely the alias I'll be using. The fluff is reasonably solid, and I'm just needing to decide on a gestalt for her, and then we'll be in business. Probably Arcanist/Alchemist, but we'll just have to see.


Castor Antares, Spherewalker is not a problem at all.

Arawn Vasska, thanks for catching that. Check character creation again. :)


....hokay. Now I'm scared. Exactly how lethal are you planning on making this? ;P


o.o

Those bonus feats. That's amazing, hahaha.


Wait until you see the first boss and find out! :P


o.o

Two more questions:

So, 3 traits, and can take a drawback for a 4th?

What're your thoughts on the alternate aasimar traits? Roll 3 times and choose? Just pick one?

Dark Archive

Suddenly I'm less confident about being a meat shield haha


Speaking of bosses, the 1st end-of-AP boss, not spoiling too much, is CR 6/mythic1... gestalt. Think on that as you will for the general power level of bosses. And don't worry, they were playtested without the bonus feats feats and the PCs came out fine except in the all-caster party, just badly dinged up. Haven't playtested beyond book one yet for the new improvements, but will probably get around to that later on when the players have almost finished book one.

And no, PCs do not get a mythic rank! Well, at least until the story concludes. Then we can discuss that when I talk about extending the campaign.

Arawn, no, two regular traits, a campaign trait, and you can take the drawback for a fourth if you want. Just know that your drawback must have some effect on your character for you to qualify for the trait. You cannot, for example, take Shadow-scarred on a character with no shadow, for instance. And just pick the Aasimar alternate trait. For that matter, pick which breed of Aasimar you are, assuming that you don't want the generic, shiny one.


Oh, I already picked Musetouched. :P

Alright! This character is shaping up nicely! XD


Okay, I've decided on Arcanist/Alchemist (mindchemist). I have a pair of questions for you.

First: When will recruitment be finished? My character's an old one from a different Kingmaker that died, so her fluff is pretty solid, but could use some tuning, and I'd like to know my timetable.

Second: She's not exactly a bandit, but the old Kingmaker had custom-built campaign traits instead of the book ones, and Bandit's as close as I could get. Is that okay?

I'm not super-familiar with building Gestalts, so if there's anything wrong with her, please let me know!


Now I always worry about making gestalt too strong, so would a zen archer/inquisitor be out of bounds, because the two have obvious synergy for in multiple ways.


Arisl'arial Tathmir, given the large number of options that people have, and the amount of parsing through multiple character concepts people will likely do, I will say two weeks should be sufficient. If it looks like people are finishing earlier, I will cut the recruitment close date to an earlier time. The campaign trait is fine. These are just generalities anyway. Tell you what, if you are really uncomfortable with it, just come up with a similar hook that would put you on the expedition and give yourself a thematic bonus equivalent to those, okay?


I have a gunslinger/inquisitor character that I will submit. Need to find and fix up the kingmaker background I had for him.


I did not completely understand so if someone could verify this as being correct, my race is Human.
Stats
Strength: 14
Dexterity: 16
Constitution: 14
Intelligence: 13
Wisdom: 18
Charisma: 9


Dotting


Dotting in. Probably going for some front line character. We'll see.


Minerva Parsall, you are correct in your calculations.


Here is Arawn's new statblock, complete with link to MythWeavers sheet. Will finish up backstory and such tomorrow.

Arawn Vasska
Male Lawful Neutral Musetouched Aasimar Sorcerer (Fey) | Swashbuckler (Inspired Blade), Level 1, Init 5, HP 12/12, Speed 30
AC 14, Touch 13, Flat-footed 11, CMD 13, Fort 2, Ref 5, Will 4, CMB 0, Base Attack Bonus 1, Action Points 3
Masterwork Rapier (-) +6 (1d6+4, 18-20/x2)
Silken Ceremonial Armor (+1 Armor, +3 Dex)
Abilities Str 8, Dex 16, Con 14, Int 15, Wis 12, Cha 20
Condition None


Hi.

Question for the GM. Shi here has been accepted into 2 games, and 3 recruitments. :( I enjoy playing him, but the games either failed, he didn't get in, or the GM vanished.

Would you allow a gestalt where the race is an Eidelon. Basically, one half of the gestalt would be Eidelon levels (Not summoner, just the eidelon, so half a class actually), and the other is an actual class.


I shall give it some thought but starting along the lines of an Alchemist (preservationist)/either druid or Ranger...leaning ranger just cause full bap and all. Possible animal companion though not sold on the idea at present. Will try to come up with full concept today or tomorrow as it is 3am for me.


So many applications already!

I'll start modifying Iavas now, not too much work as the setup is somewhat similar to the earlier ones. Just trying to decide on the foible, int feels stupid with Breadth of Knowledge and strength is painful. Well, I'll try it out.

Sovereign Court

Am Interested. Not likely to get in at this late in the runnings, but I want to know what a gestalt is. I'm just hopping back on after a two+ year hiatus of online camps and am not familiar with the term. Either way, I think I will whip something up for the fun of it. Tengu Ranger, perhaps.


Dot for potential—I've got an old character from a KM game that died who could make an interesting gestalt (though second class may depend on what gets proposed). Any thoughts on post rate, the general pace of the campaign, or anything else we should know about you as a GM?

Sovereign Court

Wow. Just read up on gestalt. Alchemist/gunslinger. For sure.


Yay kingmaker gestalt! I might just go heaven's oracle//sorcerer though I'm kinda itching to pair warlord with something as well.


A concept is slowly forming around a human Summoner/Life Oracle devoted to the empyreal lord Arshea and with a bi-gendered eidelon.


Level 1... normally don't like playing at this level, but the set-up makes it come across as so. SO worth it. I would like to ask however if I am allowed to play as a Psychic Warrior. Second class is likely going to be an Inquisitor. Two classes I have not played before... fun fun fun.

Dark Archive

Alright here's my applicant, perhaps not as beefy or optimal as he could be, but I am enjoying the concept.

Selmy & Brokenstone

Background:

Selmy is about as unlikely a bastard as you can get. Born to a Mwangi woman deep within the expanse, he never knew his father, and the tribe never spoke of it. The boy never had much time to ask either, both strong and wise for his age, he was quickly chosen by the chief to learn the way of the battle shaman, to bring honor to their tribe during times of war, times that came often for their tribe. Selmy found himself rarely home for more than a day during the length of his training.

However the truth was revealed to the young warrior when he arrived home from his quest to find his guiding spirit. Walking beside him was a young goat, the type of which had never been seen in the Mwangi jungles. When asked what he was called, Selmy told them his spirit guide had named the kid Brokenstone, and informed him that he must journey far to the north, searching for a place named Brevoy, if he wanted to discover the other half of his blood.

At this his mother wept, and divulged the secret she and the tribe had kept hidden for over a decade. Selmys father was not of the jungle. His people had come to the jungle seeking new ways to worship nature and by chance had encountered their tribe. Wishing to learn of their ways, the Brevic tribe stayed for many months, trading and learning their customs. Janway, Selmy's mother, had spent much of her time with one of the young Brevic men, and shortly after they left, she discovered that she was with child.

Because Selmy was unlikely to ever meet his father again, the tribe had decided collectively never to reveal the truth, but it seemed the spirits had other plans, and the young man had been tasked to leave the jungle, told only that he would find glory in battle in this far away land.

Before he left there was much celebration, Selmy was even presented with a fine shield, crafted with the best wood the tribe had, to keep him safe in his journey. Selmy would need more than that, however as he ventured from his jungle home, and into a world he barely knew.

It was a few years before Selmy even got close to Brevoy. He took it upon himself to move slowly, and learn the different customs and languages, to help ease his transition into the lands of his father. His own experience with the varied languages and practices of the expanse helped him pick new concepts up with relative ease, and before long he'd discovered that he could hire himself out as a mercenary to earn money so he would not have to sleep outside every night.

Brokenstone and his battle spirit helped guide him at every turn and after what was a long and difficult journey, Selmy finally caught wind of a job sending adventurers into Brevoy. This was his chance to find his father and possibly fulfill whatever destiny his spirit believed was his.

Description: Tall, dark skinned with wiry hair, Selmy represents his Mwangi tribe almost exclusively, it would likely take a skilled anthropologist to point out the foreign features he inherited from his Brevic father. He's a genial man on most days, but he has a thirst for combat that is not typically accepted in most civilized lands, something that has lent it self well to mercenary work, but not as much to making lasting relationships. Having come from a tribal culture, the lack of community weighs clearly on the young man and he often tries too quickly to attach himself to others.

GM:
Obviously I took some liberties with the Bastard campaign trait, hope that's okay, he's intended to be the bastard son of some smaller cousin in the Medyved house, the goat spirit animal and his strong survival skills were chosen for that reason. Focus was STR, Foible was Dex, Human +2 was STR, background skills are Perform, and Linguistics, I purchased all the MWK items except the shield and the instrument as outlined in the character creation section. If there's anything you would like me to revisit or change feel free to let me know. Also if you know of a way to make my spirit animal less susceptible to death, I'd appreciate any input on that as well.


Would you allow the Warder?

I'm currently thinking a human Wizard//Warder, a switch hitter of sorts.

Ideally, I'd enter Bladecaster on the wizard side, if that's okay. We could remove the maneuver progression so it's not a dual progression class.


The pioneer trait is somewhat vague on one thing:

"You start the game with a horse."

What kind of horse would this be? Do I get to choose between light and heavy? Can the horse be war-trained? If not, could my character have trained the horse himself with Handle Animal before the game begins?

Other question: Would you allow a "Masterwork Healer's Kit" as a masterwork tool? The SRD mentions:

Individual GMs may want to allow masterwork tools for other skills at the listed cost. The circumstance bonus for such a tool should never be more than +2. The tool should either have a limited number of uses (such as the disguise and healer's kits) or only apply to certain aspects of the skill (such as the balancing pole's bonus on Acrobatics checks to traverse a narrow surface or the magnifying glass's bonus on Appraise checks for detailed items).


Oh and I forgot to mention I want to play as an Elan as my race.

Figuring out my abilities is gonna be fun...

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

I am intrigued. Dotting for interest and to return later with a character.

Grand Lodge

Making a two weapon warrior/barbarian


I would like to submit Tristan to help tame the stolen lands.

Grand Lodge

Here we go, for ease of finding it

Stats:

Turt Snacko
Two weapon warrior/barbarian/ 1
Int +5 Senses
========================================================================
Defense
========================================================================
AC 20, touch 14, flat-footed 16 (+4 dex, +5 armor +1 Shield)
hp 15/15((1d12)) 17 when raging
Fort +6, Ref +3, Will +1, (+2 when raging)
========================================================================
Offense
========================================================================
Speed 30ft
Melee Mw longsword +8/+6 (1d8+5)
+10/+8 (1d8+7) when raging
Melee Mw shortsword +7/+5 (1d6+5) +9/+7 (1d6+7) when raging
Melee
Ranged short bow +5 (1d6)
Special Attacks rage (7/day)
========================================================================
Statistics
========================================================================
Str 20, Dex 18, Con 16, Int 8, Wis 12 , Cha 12,
Base Atk +1;
CMB +6
CMD 20
Feats weapon focus(Longsword), Two weapon fighting, two weapon defense,
Double slice.
Skills survival +5, knowledge nature +4, climb + 6, handle animal +5 linquistics +0,
Traitssavage, Reactionary, brigand
Racial Traits dual talent
Languages Common, dragonic,
Combat Gear trail rations (10 days)
Other Gear Mw longsword, mw shortsword, Scale armor, shortbow, 20 arrows, heavy horse
========================================================================
Special Abilities
========================================================================
Savage: You were born and raised in untamed lands far from civilization. You learned to survive in the elements among brutal humanoids and beasts. You gain a +1 trait bonus on Knowledge (nature) checks and a +1 trait bonus on Survival checks to get along in the wild. Knowledge (nature) is always a class skill for you

Reactionary
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Fast Movement
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.


Background:

Turt Snacko was once a child known as Lance Stormshield, a 6 year old with a love for adventure and the wild. His parents considered it just a love for being out side…until he brought home a owlbear. Since then they’ve tried everything to “cure” him of his love of the jungle, but as you can guess nothing worked. His parents, proud members of the Stormshield noble family, soon were growing desperate. Lance was quickly becoming a liability to his family for his general lack of tact, charm, and nobility, all he seem to care about is going out and finding every animal species ever.
So in the dead of night, members of the Stormshield kidnapped him and tossed him deep in to the neighboring green-belt. Lost and by himself, Lance was quickly found by a patrol of Nagaji who brought the boy back to there village, at first nobody wanted to keep the boy, as he was human. But one person spoke up, a old Nagaji elder named Vastra, she took in Lance and renamed him to Tèrt Snàkoo. (he always prefers Turt Snacko actually) the Nagaji were all very wary of the human “soft skin” but soon grew to tolerate his existence when he showed how skilled with blades he was.
The Nagaji carfully cultivated his fighting Skills until they thought he was ready for his first raid.
Turts savagery that night was inhuman and when the fighting was over, Turt had realized what he had done and dispair set in quickly. For the next couple years Turt tries his best to redeem himself and earn his humanity back.
But knowing he could not redeem himself if he stayed with the tribe, he left; with the blessing of Vastra of course.
Currently residing in Mendev, he was conscripted to explore the greenbelt as he had become a semi well-known explorer


looks:

Turt Snacko is a 19 year-old human with a nice tan skin complexion, wild black hair that flares backwards away from his face.
he has almond shaped, blue eyes. he has a straight nose and small lips, and he has a sharp jaw line. Also he has four black scales graphed onto his face, two to the right of the right eye and vice versa
he stands at a height of 6,5 and his build shows strength.
he is covered in heavy scaled-mail from the neck to his ankle, with a scaled cloak covering him aswell.
iron boots cover his toes and his hands are covered in simple brown leather gloves. a ornamented long sword strapped to his back. on his side is a shortsword and a bow is held around his shoulder

personality:

Turt was raised by nagaji for most of his early childhood to teen years, so its understandable that he is a little aggressive when it comes to actual fights. but whenever he is not fighting(most of the time) his personality takes almost a complete 180 and he becomes joyful, optimistic, loud, and a bit shy at times when caught off guard.

He is constantly trying to prove his humanity and struggles abit with it as his morals and Nagaji conditioning clash alot, expecially in a fight

He would not described himself as a religious person. But he does acknowledge the good that the gods do. Aroden himself is the only God he actively treats with respect though even if only in passing, though the inheritor gets her respect as well, that is only because she cares about humanity


Alright, I think I have everything ready. Just waiting for an answer on the horse question from earlier.

Liberty's Edge

Dot.

Kicking around a Magus(Skirnir)/Brawler(Shield Champion). Busy today, but will be back later with more.


Dot. This sounds awesome


After some consideration I think I'll go full sorcerer on one side with the other being an assortment of other classes, the exact combination depending on a few things. What do you think of playing an enlightened paladin for this campaign? Would it be too much a "goody two shoes"? The character wouldn't be focused on vanquishing evil or forcing other to his/her views, but rather strive to continue improve him-/herself inspire others through being a good example. I'm also interested in trying to work out something around the leader role, depending who else is in the game, so paladin might be too much to swallow? I could easily just go swashbuckler instead if you think paladin would be a though fit. I'm also thinking to pick up the 3pp class warlord, either down the line or eventually, is that something you would allow? Another 3pp thing I'm wondering about if I can pick is the feat Deadly Agility. I'll probably pick up some levels of oracle later as well.

Your rules makes Musetouched Aasimar really attractive for this character, but I'll see if I can find other good options as well. Can we reduce any of the non-fobile stats further, to 8, in order to increase other stats?


Hi! This is Jonathan Haykes, a Slayer/Swashbuckler who was in a Kingmaker game that ended up dying out, after being made up of those who were pulled from a dead recruitment thread in the first place. I'd need to reformat him to your build rules, but other than that his fluff and such is ready to go, since he was written for KM previously. His fluff is... expansive, but short version is he used to be a Gray Gardener in Galt, and then he fled to Brevoy when he realized the organization was corrupt.

Jonathan is built as a skill-monkey, as well as a front-line combatant. He primarily focuses on taking down one opponent at a time, using the Dirty Trick maneuver along with the Step Up feat chain to follow and harass enemies when they attempt to withdraw, and then chain into a series of sneak attacks with Dirty Trick. I do have a few questions, though, if that's alright.

  • What is your opinion on guns? I would likely have Jonathan eventually pick up a pistol or something similar as a last-ditch ranged attack option if you're alright with that.
  • How do you feel about Combat Stamina? It's a really nice system, and it makes combat maneuvers more viable later on in the game, among other things.
  • I'm also planning on picking up some things from Dirty Tactics Toolbox, which is a pretty recent release. I believe it's already on the SRD, but if not I want to make sure you either have access or are okay with me using it?


  • @Castor Are you asking if you can have a healer's kit as your masterwork item? It is already considered masterwork, as noted by your quote "The circumstance bonus for such a tool should never be more than +2. The tool should either have a limited number of uses (such as the disguise and healer's kits)"

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