GM Zimmer's Rise of the Runelords - Anniversary Edition (Inactive)

Game Master zimmerwald1915


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Seasons be greeting! (^_^)

*Bounces around happily and hugs as many people as possible*


Christopher Rowe wrote:


Thanks so much, Spectrum!

No problem. PBP can have a bit of a steep learning curve, but it's really rewarding once you get used to it. Especially if you have a whole group of gifted storytellers.

Good luck with your submission. :)


i know i withdrew, but um...the GM has not been around the recruitment thread for a week...unless I missed on, which I have been known to do. I took a look and he did a vanishing act on another PBP that he was running, at least one of the last discussion thread posts was along the lines of where did the DM go.

I am NOT saying that he has, or will again, but that is why I withdrew. I really hope that it is not happening but I know how frustrating it is when it happens.

@ GM if you are around just reading then I apologize. Truly truly apologize


I think I'm going to withdraw also, for the same reason Vachordi withdrew.

Shadow Lodge

I really should have known better than to start a recruitment thread around Christmas. I should have known I wouldn't have as much time as I'd like. Be that as it may, I am here, have been reading submissions, and will have a party in mind by January 1.


I thought something like that was the case. It is unfortunate others could not be patient enough to wait out the holidays.


Glad to hear from you Zimmer. If there is anything you need from me to flesh Davorik out let me know.

Must say I am anxious to see who gets in as I have been wanting to play RotRL since friends of mine have been playing it in RL. To busy to sit down every other Saturday for a whole day to play Pathfinder. PBP works best IMHO.


I will continue to stick around until the finalized party has been announced.


Still here and willing to be patient. I'm running another game as well and I know how slow things can get this time of year.


@GM glad I was wrong

@ Jin it has nothing to do with patience. It was a valid observation and based on having had dedicated hours to creating characters for 5 other PbP games that had GM's just stop posting. I am not alone in that either.

I hope you wind up with a long and successful game


Well, I for one am glad for the delay...it gave me a chance to put my character together properly.

Please consider for your game Teobold Valdemar, Priest of Abadar, a devout man with big plans. You’ll find a complete background and mechanics in his profile. Thanks.


happy St. Stephen's Day, everyone! I understand the deal with disappearing GMs, as I have had that happen...but I'm glad to see you, Zimmer! I have noticed that the best parties are the carefully considered ones, rather than the hastily assembled.

Contributor

I've downloaded the Player's Guide for the Anniversary Edition of Rise of the Runelords and begun work on the background and mechanics of Alys Kindletrick, gnome sorceress. I'll post her tomorrow!


Lou here is still interested I will be taking the Family Ties trait (disregard the crush trait as that was from a Jade Regent application)

the ties, while not exactly as written (storywise) in the trait description will still have the same game mechanic effect.

Lou's link to the Sczarni is actually through his sister (which I also provided a link to that character's alias and linking backstory in Lou's alias.)


Presenting Alys Kindletrick! Character sheet info is in her profile.

Background:
Alys Kindletrick was born just over half a century ago in the gnomish town of Whistledown on the western shore of Varisia's Lake Syrantula, where the Yondabakari River forms. From an early age, she was fascinated—overly fascinated even some gnome elders said—with two things, magic and history.

These two pursuits dovetailed nicely into her seeking apprenticeship with one of the town's human residents, a retired adventuring wizard named Talia Sortiz. This stern Chelish woman had spent much of her career exploring the ancient Thassilonian ruins that dot Varisia, and she made the study of that ancient empire as much a part of the ad hoc curriculum she and Alys developed together as the learning of wizardly magic. Their shared passion for the subject was such that Alys had been serving as Talia's apprentice for almost a decade before either of them noticed that Alys had not learned to cast so much as a cantrip.

There followed an anguished period of testing and experimenting, which eventually proved to neither woman's satisfaction that Alys had no wizardly aptitude whatsoever. Alys, always excitable and frenetic even when bent over the outsized tomes of ancient lore Talia lent her, was heartbroken. Pitying her, Talia allowed her to stay on to continue her studies of history and the Thassilonian language, and it was on a rainy autumn afternoon that the wizard observed Alys absent-mindedly gesturing over a particularly dense volume in the poorly-lit room that served as the cottage's library. A bright light magically appeared, shining forth from the ink pot at Alys's elbow, and the gnome nodded at the improvement and contentedly settled back to her reading.

Alys Kindletrick's fascination with magic was thus revealed as perfectly natural. She might never be a wizard, but she was a spellcaster, a sorceress in fact.

Alys and Talia had, at some point in their relationship, set aside their mistress and apprentice roles in favor of being friends, so the wizard was able to overcome her instinctive distaste for the wild and untamed form of magic that now proved to be Alys's true vocation. With the help of a few treatises sent for from Korvosa, Talia was able to point Alys in the right direction, and the gnome quickly developed her sorcerous skills.

Among the first things Alys learned to do was attract a familiar. This was no difficult task, because it simply meant magically expanding her already close relationship with her beloved pet, a snow white weasel named Lenore. Unusually lazy for a weasel, Lenore is usually to be found curled around Alys's neck like a living stole.

Soon after the revelation of her sorcerous powers, Alys began to develop the wanderlust characteristic of her people. She had read every book to be found in Whistledown on the subject of ancient Thassilon, and grew anxious to see some of the remnants of Varisia's precursor civilization for herself. With the blessings of her kin and of her former mistress, Talia, Alys took passage on a boat heading downriver to Magnimar, the City of Monuments.

Alys spent days wandering the city in amazement. The buildings, the crowds, and the enormity of the ancient ruined bridge known as the Irespan were all completely outside of her experience. She quickly came to realize that as much as there was to learn in the metropolis, she would be better off beginning her career as an itinerant scholar in a smaller place, where she would not be jostling elbows with dozens of others seekers after secrets.

Browsing a volume in a bookstall that purported to list all of the historical ruins in western Varisia, Alys came across mention of the Old Light, a ruined lighthouse of ancient provenance that had been little studied despite the fact that it was only a day or two's journey from Magnimar.

Taking ship once again, this time to sea, Alys has made the short journey up the coast, seeking knowledge and adventure.

And so she finds herself in Sandpoint…


Tolfdir; Still here.


Is there still room in this? I'd like to join up if so.

Shadow Lodge

Make a character, I'll consider it with all the others. Again, the party will be chosen on January 1.


Ok then. I submit Tunder Stonepeak the Foe-Killer, Dwarven Ranger.

Some dwarves hate goblins. Other dwarves love to hate goblins. Tunder Stonepeak loves killing goblins. In his own words, “There’s no such thing as a good goblin, but the best ones are dead.” Some dwarves hate giants. Other dwarves love to hate giants....
Tunder recently finished his apprenticeship as a Foe-Killer. He's come to Sandpoint to settle with some kin. The little frontier town is known to have goblin problems and, lately there's word of giants in the area. This is better than the Janderhoff Mountains where he'd have competition for the killing the things.

Grand Lodge

Ok.
I´ll submit my PC also:

aka:
Wulfgars Valisson
Human Two-weapon-fighter (dogslicers)

He is from Trollheim , Land of Linnorm Kings

Wulfgars left his home with his family,when he´s father asked them to met him in Absalom. The caravan was attacked by strange goblins , and everyone except him was killed. Using the skills learned in his homeland and neighbouring ones, paied by his father´s money , he chased down the attackers and killed the one that murdered his mother. He know wears those same Dogslicers as his signature mark weapons.In grief,he started drinking a lot, and getting jobs in caravans, until he arrived in Absalom. Then came the day when Cayden Cailean intervined, and he,during a hangover outside a Inn, saved a Venture-Captain of the Pathfinder Society. It was an old friend of his father, and that men , and the God Cayden Cailean saved his life that day, with him getting into the PFS, where he has been for the last two years....

As Wulfgars,I´m at the forefront of the batlle , and i take the lead in combat, doing a prayer of thanks to Cayden Cailean, and singing a Ulfen battle song while i rush unto them with my Dogslicers in hand, defending my comrades...

Me as a player:

I abide by the rules Always, as i GM myself ( and Venture-Captain) , i don´t like when someone upsets the game i´m running, and spoils mine , and everyones hard-earned "immersion", just to do something out of the rules. So why would i even consider not doing the same?!

I´m currently not playing any PBP game , so my commitment is total , and so is my free schedule.

I have never played RofRL so i´m eager to do it.

I have the backstory with more detail,and can post it if i get into the Campaign.
The PC is also already made if you want it posted.


Checking back in and crossing my fingers.

Some good looking applications here.


Repeating Tolfdir's list for easy viewing. Making this post to help further submitters see what is already out there before deciding on what they want to post.

Martial
Findylnaur - CG Elf Rogue
Kuluinyavynuar - CG Half-Elf Rogue
Caerwyn - NG Half-Elf Rogue
Sunny - CG Elf Monk
Jin - CG Human Fighter
Graeme - NG Human Ranger
Tolfdir - CG Dwarf Barbarian
Wit - LN Halfling Monk

Arcane
Arduino - NG Human Sorcerer
Silverpaw - CG Catfolk Sorcerer
Hasteinn - LN Elf Wizard
Vachordi - NG Human Bard Withdrawn
Spectrum - N Elf Wizard

Divine
Kyranda - CN Human Cleric
Kendric - NG Half-Elf Inquisitor
Bomilcar - LG Human Paladin Withdrawn

Additions to Tolfdir's list:

Marital

Lou - LN Human Monk
Davorik- NG Human Fighter
Tunder - NG Dwarf Ranger
Wulfgars - ?? Human Fighter (Alignment might be CG but did not find it.)

Arcane

Hufsa - NG Dwarf Bard
Timor - CG Half-Elf Bard
Alys - NG Gnome Sorcerer

Divine

Occa - NG - Human Cleric
Urgag - NN Half-Orc Inquistor
Fram - LG Dwarf Paladin
Ettir - CG Dwarf Cleric
Teobold - LG Human Cleric

Findylnaur and Kuluinyavynuar are submitted by the same poster, and so are Fram and Ettir.
Note that many characters are unusual in their builds.

Thanks again for offering to GM, looking forward to Jan 1.


This really is an enormous load of players. Dusty economics class memories are compelling me to start drawing demand/supply graphs...


*Bounces around happily to show continued interest* (^_^)


*Waits with patience and dignity, idly wondering about the sanity of the hyperactive woman with the grin* -.-


Arduino the Lesser wrote:
This really is an enormous load of players. Dusty economics class memories are compelling me to start drawing demand/supply graphs...

Five opening for this many applicants does lead to a lot of options for group dynamic. It's good to see this many variant applicants though. It's good to see that the Pathfinder staff keeps coming out with new rules that people find interesting and wanting to try.


Excuse me I overlooked one.

Divine
Amoonrann - LN Vanaras Druid


The level of interest in this game is extraordinary, and heartwarming. Best of luck to all!


Good to see you're still taking submissions! I'd like to posit the somewhat insane Terrence Badulo Muckfumble Jr.!

Backstory:
Terrence was always a little... strange. The child of a backwoods farmboy and his Varisian girlfriend, Terrence’s father (Terrence Badulo Muckfumble Sr.) insisted that his entire name live on in his son’s legacy.

Gaunt and asocial, Terrence was an extremely atypical child for a Varisian caravan to tote around. He didn’t like to dance or sing, but ate up every piece of literature that the camp owned. Whenever the caravan arrived in a town, Terrence would spend the pocket money that the other children used for sweets on books and scrolls. His parents were worried, but were sure it was just a phase. That’s where they were wrong.

Terrence began talking to himself. In public. Often. He would mumble strange words during the night and walk in his sleep. Finally, his parents discovered he was keeping a scorpion on his person at all times. Every time that they tried to take it from him, they fell asleep. Every time. Terrence’s parents began to fear him. What had they brought into this world? These strange behaviors and voracious appetite for learning had not actually harmed anyone, but Terrence was growing more alien to the members of the caravan each day.

One day, his parents reached an agreement. When they reached Magnimar, they would leave Terrence behind with enough for him to make it on his own. But this did not go as planned. Before reaching the city, the caravan was attacked by highwaymen. It was much to everyone’s surprise when Terrence came out of his wagon, extended his hands, and then one by one the bandits fell to the ground unconscious. Then Terrence began laughing, and he didn’t stop. He didn’t stop laughing until the rest of the caravan had taken the bandits own belongings and tied them up. Then when Terrence tried to return to the wagon, he found his way blocked by his father.

“Terrence,” he said, “We’re going to give you a a few provisions, and then you should set out on your own. Magnimar ain’t far, so you’ll reach it by evening. We don’t want no trouble, and you... you just ain’t normal no-more.” With that, Terrence was left on the side of the road, abandoned after what he perceived as an act of heroism. Confused, but not quite alone, he and Pinch set out for the metropolis of Magnimar.

But Magnimar was far too busy, too urban for Terrence. His gaunt looks, messy hair, and shifty tendencies made people aloof and mistreat him. Terrence just wanted to be left alone. Even the Irespan, the giant bridge from leftover Thassilon, was too overwhelming. It still fascinated him, though, and he wanted nothing more than to study such relics... in a different setting. Terrence set off along the coast, searching for such a place, but had yet to find it.

Then, he stumbled upon Sandpoint. There was something about this place... it seemed to pull at him. There was something happening here but Terrence wasn’t sure what. He knew that Pinch could feel it too. Some form of magic was affecting this place, something ancient and powerful, maybe even Thassilonian. This could be what Terrence was looking for. This town might finally give him the fulfillment he craved.

Stats:

Terrence Muckfumble
Human Witch 1 

CG Medium Humanoid (human) 

Init +6 


Perception +0

-------------------- 

Defense

-------------------- 

Defense AC 12 (+2 Dex), flat-footed 10. Touch 12. 

hp 10 (1d6+3 Con+1 favored class)

Fort +3, Ref +2, Will +0
-------------------- 

Offense 

-------------------- 

Speed 30 ft.

Melee: Sickle -2 (1d6-2) 

Ranged: Light Crossbow +2 (1d8)
Special Attacks 

None 

-------------------- 

Statistics

-------------------- 

Str 7 Dex 14 
Con 16 
Int 20 
Wis 7 
Cha 7

Base Atk +0 
CMB +0 
CMD 10

Feats: 
Extra Hex: Cackle, Accursed Hex

Traits 
World Traveler: +1 to Kn: Local and is a Class Skill
Scholar of the Ancients: +1 to Kn: Arcana and History and fluent in Thassilonian

Skills 
Appraise +5, 
Bluff -2, 
Climb -2, 
Craft: Alchemy +9, 
Diplomacy -2, 
Intimidate -2 
Kn: Arcana +10, Kn: History +10, 
Kn: Planes +9, Kn: Nature +9, 
Perception +0, Sense Motive +0, 
Use Magic Device +2
Languages: Common, Elven, Celestial, Necril
Other Gear 
Sickle 
Light Crossbow 
Crossbow Bolts
-------------------- 

Spells

-------------------- 


Cantrips: Daze, Mending, Stabilize

1st level (3/day): Cure Light Wounds, Ear-Piercing Scream, Mage Armor, Frostbite, Charm Person, Chill Touch, Enlarge Person, Obscuring Mist

-------------------- 

Special Abilities 

--------------------
Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Accursed Hex
You can make a second attempt at failed hexes.
Prerequisites: Hex class feature
Benefit: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day.
Normal: You can only target a creature with these hexes once per day.

Pinch
Greensting Scorpion Familiar
Init +3 


Perception +4
-------------------- 

Defense

-------------------- 

Defense AC 19, flat-footed 10. Touch 12. 
( +3, +4 Natural, +2 Size)
hp 5 (Half of Terrence's)

Fort +2, Ref +5, Will +0
-------------------- 

Offense 

-------------------- 

Speed 30 ft.

Melee: Sting +5 (1d2-4 plus Poison)

Special Attacks 

Poison: Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
-------------------- 

Statistics

-------------------- 

Str 3 Dex 16 
Con 10 
Int 6 
Wis 10 
Cha 2

Base Atk +0 
CMB -6 
CMD 7 (19 vs. Trip)

Skills: Climb +7, Kn:Arcana -1, Kn: History -1, Kn: Planes -1, Kn: Nature -1, Kn: Local -1, Perception +4, Spellcraft: -1 Stealth +15


Eagerly awaiting the end of the recruitment phase.

Grand Lodge

Wulfgars is TRUE NEUTRAL

Wulfgars Stats:

Wulfgars Valisson
Male Human (Ulfen) Fighter 1
N Medium Humanoid (human)
Hero Points 1
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 13 (1d10+2)
Fort +4, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +5 (1d4+4/x2) and
Dagger +5 (1d4+4/19-20/x2) and
Dogslicer +4 (1d6+4/19-20/x2) and
Dogslicer +4 (1d6+4/19-20/x2) and
Gauntlet (from Armor) +5 (1d3+4/x2) and
Javelin +1 (1d6+4/x2) and
Morningstar +5 (1d8+4/x2) and
Unarmed strike +5 (1d3+4/x2)
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 14, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Double Slice, Two-weapon Fighting, Weapon Focus (Dogslicer)
Traits Defender of the Society, Monster Hunter
Skills Acrobatics -3 (-7 jump), Climb +3, Escape Artist -3, Fly -3, Perception +1, Profession (soldier) +4, Ride -3, Stealth -3, Swim -1
Languages Common, Skald
SQ hero points
Other Gear Four-mirror armor, Heavy wooden shield, Dagger, Dogslicer, Dogslicer, Javelin, Morningstar, Backpack (16 @ 34 lbs), Bedroll, Belt pouch (7 @ 19.9 lbs), Blanket, winter, Bread, Crowbar, Flint and steel, Grappling hook, Linnorm mead (per mug), Mug/tankard, Oil (2), Pole, Rope, Signal horn, Torch (2), Trail rations (5), Waterskin, Weapon cord, Weapon cord, Whetstone, 31 GP, 9 SP, 5 CP
--------------------
TRACKED RESOURCES
--------------------
Dagger - 0/1
Javelin - 0/1
Torch - 0/2
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Monster Hunter +1 attack & damage against aberrations & magical beasts.
Weapon cord Attached weapon can be recovered as a swift action.
Weapon cord Attached weapon can be recovered as a swift action.

--------------------


Interesting build Raul...what are the odds of both of us making it with two-weapon fighters? If so we have the melee combat handled. Get a life oracle or cleric to heal us and we are good to go.

Where is the trait and the armor from? Curious as that trait could come in useful.


Okay...adding a 'final' post here to say character is near enough done that she's ready for a proper looky at and comments appreciated. Due to me being in a different time zone and working bad hours, I probably won't get to post again till after the Dm's cut off time.

Her first level is basically going to be a lot of running and tumbling about and not actually being able to hit anything...:P

Am hoping the later levels add some punch to her.

Very much best cheers and good wishes to every one into the new year! (^_^)

*Bounces around and continues to hug peoplz as they all wait the coming new year*

Grand Lodge

Davorik wrote:

Interesting build Raul...what are the odds of both of us making it with two-weapon fighters? If so we have the melee combat handled. Get a life oracle or cleric to heal us and we are good to go.

Where is the trait and the armor from? Curious as that trait could come in useful.

It´s in Shattered Star Player Guide and in Ultimate Equipment.


I think you have to be a pathfinder to take any of the "of the society traits"

Grand Lodge

Yes you have , and my character is one , at least in the backstory , it will depend on the GM to let him be one in fact , or not.


Just in case it's still open, here's a Magus for consideration....


Wow, just looked at the stats for 4-mirror armor. Why would anyone ever take Chainmail or any other starting armor other than 4-mirror. 45gp for a 6 armor. Am I missing something to off set the low price?


Still here, ready to swing the wrath of the Gods


Davorik-

It has to do with availability. Yes, four-mirror is better, assuming you are from a place that has it. The same can be said for a lot of other eastern equipment.

It works vice versa too. Imagine playing in an eastern-themed game and having someone say "wow, Iron Lamellar armor sucks. Why would anyone take that over Half Plate?"

So you are correct, some armors are flat out inferior to others. No big deal really. Just means that starting martial characters finally have a good defensive option that doesn't leave them with nothing to attack their enemies with but sticks and rocks.

Contributor

Davorik wrote:
Wow, just looked at the stats for 4-mirror armor. Why would anyone ever take Chainmail or any other starting armor other than 4-mirror. 45gp for a 6 armor. Am I missing something to off set the low price?

It's very heavy, and has the lowest max dex bonus of any medium armor, I think. For me personally, there's also the possibly difficult story element of explaining an "eastern armor," though of course there's a not insignificant Tien presence in some of Varisia's cities.


Thanks for the info on the armor. Still going with the basic scale for now though.


Christopher Rowe wrote:
though of course there's a not insignificant Tien presence in some of Varisia's cities.

Hush now! No spoilers! Jade Regent doesn't happen for a while.


when was the deadline again?

anyway Lou still here hopfully will know the selections soon.


Looking at the amount of excellent characters submitted, I'm going to withdraw Husfa from selection. DMZ thanks for the opportunity :)

Good hunting one and all - and best wishes for 2013.


Given that GM Zimmer said he planned to choose Jan 1, 2013, I'll make this list to aid any last minute entries.

Repeating Tolfdir's list for easy viewing. Making this post to help further submitters see what is already out there before deciding on what they want to post.

Martial
Findylnaur - CG Elf Rogue
Kuluinyavynuar - CG Half-Elf Rogue
Caerwyn - NG Half-Elf Rogue
Sunny - CG Elf Monk
Jin - CG Human Fighter
Graeme - NG Human Ranger
Tolfdir - CG Dwarf Barbarian
Wit - LN Halfling Monk

Arcane
Arduino - NG Human Sorcerer
Silverpaw - CG Catfolk Sorcerer
Hasteinn - LN Elf Wizard
Vachordi - NG Human Bard Withdrawn
Spectrum - N Elf Wizard

Divine
Kyranda - CN Human Cleric
Kendric - NG Half-Elf Inquisitor
Bomilcar - LG Human Paladin Withdrawn

Additions to Tolfdir's list:

Marital

Lou - LN Human Monk
Davorik- NG Human Fighter
Tunder - NG Dwarf Ranger
Wulfgars - NN Human Fighter

Arcane

Hufsa - NG Dwarf Bard Withdrawn
Timor - CG Half-Elf Bard
Alys - NG Gnome Sorcerer
Terrence - CG Human Witch
Soval - NG Human Magus

Divine

Occa - NG - Human Cleric
Urgag - NN Half-Orc Inquistor
Fram - LG Dwarf Paladin
Ettir - CG Dwarf Cleric
Teobold - LG Human Cleric
Amoonrann - LN Vanaras Druid

Findylnaur and Kuluinyavynuar are submitted by the same poster, and so are Fram and Ettir.

28 Active Characters submitted by 26 players, I think, and three withdraws.

Good luck and Happy New Year everyone!


Aye! (^_^)

Indeed, a merry Christmas and a happy new year to all!

*Also, Sunny's alignment be Neutral Good. (^_~)


Mod to list.

Sunny - NG Elf Monk

Sorry, that was the earlier list, problem with listing on these boards can't really do editing right.

For those that are in the New Year, hope it's started well, for those like me that have yet to see the New Year hope it will start well.

Bye and good luck.


Same to you all


Aye, wishing every one a very happy new year! (^_^)

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