GM Z..D.. PFC Cosmic Captive Special Tier 10-11 (Inactive)

Game Master Z...D...

Monster Knowledge Cheat Sheet

Gravity and Vacuum rules.:
Aucturn’s Tear is tied to the Elemental Plane of Earth and has stronger gravity than other objects its size, but it is still only one-fifth that of Golarion. PCs can jump five times as high and lift five times as much as normal, and projectiles have their range categories quintupled. Reduce the die size of damage dealt by falling to 1d4. Certain effects such as elemental interactions and areas may have different gravity. Creatures in a region of high gravity weigh twice as much, move at half speed, can jump only half as far, and can lift half as much. Their projectiles’ range increments are halved, and the die size of damage dealt by falling to 1d10. A creature under the effects of freedom of movement can ignore the personal effects, but projectiles remain affected.

500 feet above the asteroid, and certain areas inside, are in hard vacuum. Characters that enter hard vacuum immediately begin to suffocate (Pathfinder RPG Core Rulebook 445), and become depressurized, taking 3d6 points of damage each round (no save). Sound is muffled as per a silence spell.

thunderous aid:
Ranginori has sensed his saviors are near and attempts to grant them his power and wisdom. During combat, a PC adjacent to the puzzle orb can attempt an Average Diplomacy check, Average Spellcraft check, or Easy Use Magic Device check to direct the Duke of Thunder’s wrath. If successful, a PC can cast one of the following spells as a spell-like ability, using her character level as her caster level and either her own Charisma or 20 to determine the spell’s save DC. She can use any of the spells listed in her own subtier or in a lower subtier. This ability can only be used once per combat, and any summoned elemental disappears at the end of the combat.
Subtier 1–2: cure light wounds, shocking grasp, summon
nature’s ally II (air elemental only)
Subtier 3–4: cat’s grace, cure moderate wounds
Subtier 5–6: cure serious wounds, lightning bolt, summon
nature’s ally IV (air elemental only)
Subtier 7–8: call lightning storm, cure critical wounds,
summon nature’s ally V (air elemental only)
Subtier 10–11: summon nature’s ally VI (air
elemental only)


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Cosmic Captive Discussion

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Dotting in, sheet up to date although I may make one or two purchases.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

I didn't see a level 9 option so I'll take my chances at 10 - 11.

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

I have a feeling this may be a familiar party from our King Xeros game. ^^

Not updated yet, but will be in time for the start.

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Indeed, very familiar.

I shall be retraining a level 2 spell, can you please note my chronicle with the cost, 4pp and 440gp.

I should now be up to date.

Thanks

Grand Lodge

Alvin~ wrote:
I have a feeling this may be a familiar party from our King Xeros game.

Yep, I saw you guys throwing a reunion party and didn't want to get left out.

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Some Questions:

1. Rules question for the GM. Alvin has Spiked Pit in his spellbook, copied from another wizard. Can he use Shadow Conjuration to mimic that spell?

2. Knowing this party from before, the buffs can get pretty crazy. How would you like us to handle that?

And a comment:

3. Usually Riddywipple (Alvin's Familiar) carries Alvin's Handy Haversack, which has all wands (except one CL 1 Magic Missile wand) and all scrolls.


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@ Alvin, on #1. I do not see why not. Spiked pit is a conjuration(creation) spell, so I do not see any harm there.

#2, I usually put the active buffs and debuffs at the top of the initiative order. Feel free to make a note on the slides as appropriate. On that note, I usually keep track of the damage done and conditions in the initiative as well.

I do not expect you to keep updating you HP every single time you take a hit. But after the battle, if you are not completely healed, please make the change.

#3. Sounds good, can riddywipple use said items.

I personally do not have any experience with advanced familiars.

Grand Lodge

"Whaaaaat! How can you not ever have heard of me? Never? I have like a million simulacrum running around Golarion, babysitting its humanoids."

The faerie dragon familiar is absolutely awesome, probably my favorite boon so far. He is actually stronger, quicker, hardier, smarter, and wiser than his master. It makes for some interesting times.

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

When we played last time we had a lot of buffs running. I think Logan had about 10 at one point in time. We used a google spreadsheet just to note when they were cast, caster level and duration. I would recommend doing something similar.

I should flag up that I have played and run this in regular mode. Would it help if we agreed which path we wanted to take in advance? I know it is a monster to prep. When I ran it I ended up prepping everything.

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

I have played but not GMed it (and it was at 10-11 too lol). We didn't do the

Minor Spoiler:
Fire path at all, and didn't get all the way through Ice path

so most of those would be completely new to me. I can also speak up at that time for those that don't want to open the spoiler.

Grand Lodge

I'm running one of the other tables, so it won't spoil anything (more) for me if we plan ahead. If that makes it easier for Z..D.., then I'm down for it.

Also, a local GM just posted the Forged in Flame series, so Gwynnis should be level 10 by June.

-Posted with Wayfinder

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

I haven't played or run this but I know we pick an element somehow and that shapes things. Air are jerks that make wind walls and other anti-archer things. Water is not bow friendly. I'd be fine with fire or earth. Since we have a monk who probably doesn't want to punch enemies who are on fire that would narrow it down to earth.

On the other hand I can grant resist fire 20 for 70 minutes to Hugsy and Gwynnis so that could make fire an option.

Grand Lodge

I would actually prefer fire to earth. From what I can tell, there are boons in season 8 that stack with each other if they are from the same element.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Since you are the one that would be most effected by burny enemies, If you want fire I'm fine with fire.

Btw the only update for me since our last game is my bow is +3 now.

Grand Lodge

Ragnar "Handy" Sorvino wrote:
Since you are the one that would be most effected by burny enemies

I think Sir Godfrey earns that honor. I have +12 Reflex and evasion.


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You guys may choose what ever path you like, I am merely the guy narrating your story and operating the oogies (dummies/NPCs).

I have not looked at the scenario yet. But I think the first set of choices are earth water and fire. I may be wrong.

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

My preference would be earth. I have resist energy if we encounter elemental damage.

Grand Lodge

Now that I'm reading through the scenario, I'm also leaning toward earth.

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

I'm fine going anywhere, Godfrey has decent saves all around, a sword that ignores all metal DR, and a reckless tendency to just go take on any enemies in the face. He's still level 9, I just need to make a couple purchases on him I'll post later!

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Player Handle: Andrew
Character Name: Alvin
#: 43439-50
Faction: Dark Archives
Day Job: Craft (Alchemy) (Ragnar Bonus): 1d20 + 27 + 3 ⇒ (1) + 27 + 3 = 31 - LOL... may end up using my reroll at the end on this. We'll see.

Additional Notes:

Have the Dark Archive final faction boon, so can get up to 1,000 gp worth of alchemical items/scrolls at the beginning of scenario that go away if not used by the end of the scenario. These will all be in the Haversack. Going to get:
  • Scrolls of Major Image
  • Scroll of Remove Curse
  • Antiplague (unlocked on a chronicle)

Both Alvin and Riddywipple have a Necklace of Adaptation.

Tactics: Alvin is a general wizard, but his spell list tends to focus on practical applications of spells, so lots of area spells in his level 3 slots (for swarms), Dispel Magic, Magic Missile, Dimension Door, etc. He's also an illusionist, so he likes to use those to his advantage, although he's more big on the tangible effects (shadow spells and stuff like Mirror Image) than the figment spells. Riddywipple also sometimes flies around and helps with wands and scrolls, as well as applicable use of Silent Image.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Player Name Edward McGee
Character NameRagnar Sorvino
PFS #145373-9
Faction The Exchange
Day Job Profession Merchant: 1d20 + 28 ⇒ (17) + 28 = 45

Note: Ragnar grants allies +3 to Day Job rolls.

Ragnar is a former smugg... I mean Importer/Exporter for those lovable scamps the Sczarni. Currently he is big deal in The Exchange and helps out his fellow Pathfinders with financial advice when he's not busy wading over piles of corpses.
He is an expert archer who is more at home in cities and sewers. His cute buddy Hugsy (with his even cuter hat) travels with him and is sometimes useful in a fight.

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

Player Name: Daniel
Character Name: Sir Godfrey
PFS #:104845-14
Faction: Scarab Sages
Day Job: Perform(Dance): 1d28 + 14 + 3 ⇒ (18) + 14 + 3 = 35

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

You need to reroll your day job sir Godfrey. You rolled 1d28.

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

We haven't started yet, but I think it's important to note I'll be in convention organizer mode until Tuesday May 30th.

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

Woops!

Perform(Dance): 1d20 + 14 + 3 ⇒ (18) + 14 + 3 = 35

Almost bloody did it again. I'm not sure why my fingers believe in d28s right now. But it was destined to be, either way. =D

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Player Handle: Andrew
Character Name: Logan Gallonica
PFS #: 44523-11
Faction: Grand Lodge
Day Job: Perform Oratory: 1d20 + 12 + 3 ⇒ (8) + 12 + 3 = 23

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

We lack facility with traps and depend on wands for healing but we have plenty of frontliners, damage dealing, utility spells, And we have a face in case this special actually has a use for social skills. It is new so it might.

Could be worse. Reduce Animal isn't a Ranger spell so odds are Hugsy will be playing rear-guard as usual. Seriously considering switching him for an alligator.

Actually, I have enough ranks to fully train a new animal companion. A medium animal companion is more use then what is effectively no animal companion.

Worth it?

Grand Lodge

Reduce Animal is a 3rd-level ranger or 2nd-level druid spell. 2 PP will get you five castings, and we both have a good chance of activating it. I fail on a 2 and you only fail on a 1. And I think Logan can auto-UMD it.

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

I would stick with the snake.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Ah. Wasn't showing up on the Ranger 2 list so thought it wasn't an option. The scroll is a good option. 50 minutes might be long enough for a dungeon crawl. Thanks for the idea. I'll use 2 PP for a scroll of Reduce Animal before we start.

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

I played Logan in a scenario today and he has made a few purchases, character sheet is updated.

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Alvin is all good to go! Excitement!

Dark Archive

Faerie Dragon Familiar | HP 66/51 | AC 27* | T 16 (20 incorporeal)* | FF 23* | CMD 15 | F +7 | R +9 | W +12 | improved evasion | Init +3 | Perc +16 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 6/6 | Active Spells: False Life (15 temps), Mage Armor (*)

"I'm excited too, boss!"

And yes, Riddywipple counts as a level 3 sorcerer so can use wands just fine and scrolls with a caster level check. He also has Use Magic Device for things not covered by his sorcerer levels.


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I am playing in a scenario with riddywipple. Too bad my unchained barbarian can not use him.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

I think any class can technically just like any class can have a fully leveled animal companion. It just requires the right feats.

Wouldn't
Skill Focus Knowledge - Eldritch Heritage (Arcane) - Improved Familiar work?

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

As long as you have the charisma for it. :p

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

So did we officially decide on a path? I think most of us chose Earth.

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Think Earth is our path until we decide otherwise.

The special. It approaches.


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Game Play is open. Start getting into character.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Where are we at the start. Absalom again?

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Yes, Absalom

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Where/What Spire of Nex?

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Its a siege castle just outside of Absalom.

Spire of Nex


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Just FYI. I didn't realize what time zone we were working off of until this morning. So the next post will be coming around 1900 UTC on the today June 9th.

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Just a note on time zones, I am based in the UK so will probably be posting at weird times compared to everyone else.


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I am East Coast US.

Yet another reason I like PBP. Connects people from all over the world.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Do we have to pay extra prestige for animal companions or familiars?


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Yes, if you want them to have the same protection.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Alright, 2 PP it is. Hopefully Hugsy can survive without the items.

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