Pariahs in the Age of Serpents (Inactive)

Game Master Dave Young 992

Humans dominate the world of Golarion today. Before the time of metal and powerful magic, that wasn't so. They were primitive. Everything was.


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I will organize and post a comprehensive rules and info thing here in recruitment for reference. Mine, as well as yours.

Pardon my being all over the place, but I got excited about the idea before I thought it through. There are a lot of aspects to being the forebears of the people who will shape the world long after you're forgotten. I wish people today would think more about what they're leaving for future generations.

For now, it's about survival.

My most successful campaign was running a group of goblins from We Be Goblins up to lvl 8. People get frustrated and walk, or get bored and leave. I learned some lessons.

The key to playing a PbP is to stay interested. This is a pretty simple one. You're prehistoric cavefolk. Survival is a reward in itself.

When you feel lost, ask some questions or roll some skill checks, or PM me. There's always a way out. Log in and stay involved. You just gotta poke around.

You're a party. Act more like a tribe, and you'll be fine.

Magic of Ancient Golarion:
Golarion, like Earth, is a few billion years old. Unlike Earth, it is infused with magic.

The very rock that forms its crust has, in places, magical properties. You might find a gem or crystal that radiates magic, or can be fashioned into some sort of magic item. You may drink from a stream that, unknown to you, could heal a few hit points or grant you a minor bonus (or curse, in the wrong place) for the next day or 2. The next day, it may do nothing.

A tree or plant could be fed by an underground spring that makes it grow fast, or imbues its wood or leaves with properties that make it more useful to you than others of its kind. You just never know, here in Ringo's world. It's unpredickable.


Gurk definitely doesn't need a specific trait to be an outcast.

As a note, I changed Gurk's Improved Two-Weapon Fighting feat to Weapon Finesse since I realized that it requires +6 BAB. I'll also probably add a few items to him at some point before we start since he hasn't really even gotten close to his starting wealth in items when I put him together. There aren't many useful items that would have actually existed, something that will no doubt make things interesting...


Yes, it's a little odd, isn't it? This will be a different experience for all of us. Let's just play and see how it goes. If encumbrance is a problem, you can get some sort of animal to carry stuff. There should be something functionally equivalent to a donkey for 8 gp. What, though?

Cavemen, if you have Netflix.

This really, really is the final draft, as promised. Warriors got a couple more goodies:

Pathfinder Primitive Rules:2 traits, 20pt. buy. No evil alignments. Start at 3rd level.

Races allowed: Human, Half Elf, Half Orc, Halfling

Races:
]The other PC races exist, but are not generally friendly to humans. You may meet elves, dwarves, etc., but like any tribal group in these dangerous lands, they aren't very trusting of strangers. Note that gnomes have not yet left the 1st world, so you're not likely to see one.

Half elves are rare, though not unheard of. Whether raised by humans or elves, they are often rejected by their tribes when they reach adulthood, or leave on their own due to feeling like they don't “fit in,” and strike out on their own to find their place in the world.

Half elves may choose two extra racial traits that fit their background. They may choose human or elf racial traits.

Half orcs are less rare, but due to their fearsome appearance and traumatic conception, they are often killed at birth by human tribes. Among orc tribes, they are often abused due to their smaller size and greater intellect, and leave their tribes in search of a better life.

Half orcs are proficient with greataxes and greatclubs, They receive the Toothy racial trait, and one other racial trait that fits their background. They may choose human or orc racial traits.

Halflings enjoy tight-knit tribal and family relations, though some fall afoul of strict taboos, and are sometimes rejected for being too different. They are faster than their descendants, since they don't live as luxuriously, and have plenty more things to run away from than modern halflings.

Halflings are proficient with the halfling sling staff. They are naturally nimble, and receive a +2 racial bonus to Stealth and Sleight of Hand checks. They gain the Fleet of Foot racial trait, and one other racial trait that fits their background.

Humans exhibit all the ambition and variety found in modern humans. While they are not yet close to being the dominant race they will eventually become on the surface world, they're already on the rise.

Humans may choose two extra racial traits that fit their backgrounds.

Note that some racial traits don't make sense in this caveman setting. Drow-related traits, for example, won't work, since drow don't yet exist.


Classes allowed: Expert, Warrior, Shaman (Adept).

All characters have climb, knowledge (nature), perception, ride, survival and swim as class skills. You live off the land, so these things are natural to you.

All characters are proficient with simple weapons that can be made without metal, and short bows. Crossbows don't exist.

Classes:
Shamans (Adepts) are as written, with the following changes:

Shamans (like magic itself,) are rare and unique in this world. You must have a minimum of 15 wisdom and 14 intelligence to take a level of shaman.

Shamans gain the Brew Potion feat at 3rd level, and bonus metamagic or item creation feats at 5th, 10th, 15th and 20th levels, as wizards.

Shamans gain 0 level spells per day as sorcerers. A 4th level adept can prepare 6 orisons per day, rather than 3.

Several spells have been added to the adept's spell list, so take note:

0 Level: acid splash, create water, detect magic, detect poison, ghost sound, guidance, light, mending, message,  purify food and drink, read magic, stabilize, touch of fatigue, spark.
1st Level: bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, goodberry,  obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, shield of faith, sleep, snowball, speak with animals, vanish.
2nd Level: aid, animal trance, augury, bear's endurance, bull's strength, cat's grace, cure moderate wounds, darkness, delay poison, invisibility, mirror image, resist energy, remove paralysis, restoration, lesser, scorching ray, see invisibility, speak with plants, spider climb, web.
3rd Level: animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, plant growth, remove blindness/deafness,  remove curse, remove disease, searing light, stone shape, tongues, water breathing.
4th Level: air walk, cone of cold, cure critical wounds, minor creation, polymorph, restoration, scrying, stoneskin, wall of fire, wall of thorns.
5th Level: baleful polymorph, break enchantment, breath of life, chain lightning, commune, heal, major creation, raise dead, tree stride, true seeing, wall of stone.

Their spells per day have been increased, also:

Shm 0 1 2 3 4 5 
1st: 3 1 
2nd: 4 1 
3rd: 5 2 
4th: 6 2 0 
5th: 6 2 1 
6th: 6 2 1 0 
7th: 6 3 1 0 
8th: 6 3 2 1 0 
9th: 6 3 2 1 0 
10th 6 3 2 2 0 0 
11th 6 3 3 2 0 0 
12th 6 4 3 3 1 0 
13th 6 4 3 2 1 0 
14th 6 4 3 3 2 1 
15th 6 4 3 3 2 1 
16th 6 4 4 3 2 2 
17th 6 4 4 3 3 2 
18th 6 4 4 4 3 3 
19th 6 4 4 4 4 3 
20th 6 4 4 4 4 4

Experts are as written, but they gain Rogue talents as a rogue of ½ their level, and may choose 4 traits at 1st level. They gain 1d6 sneak attack at 1st, 4th, and every 3 levels after that. I'm not trying to force them to try to be like rogues (your concept may be very different), just more fun in combat.

Warriors are as written, but gain d12 hit dice. They are proficient with martial weapons not made of metal, medium armor not made of metal and wooden shields. They gain the Track ability (like Rangers), and Acrobatics as a class skill. They can choose fighter-only feats, and begin play with Weapon Focus as a bonus feat. They receive Endurance as a bonus feat at 4th level.

Warriors also get rage powers at 1st, 4th, and every 3 levels after that. Since they don't rage, the powers work as described for combat and “high alert” situations. Again, this is just to help your warrior be a little different from all the other warriors, and add a little fun.

Shamans start play with 70 gp worth of stuff and a complete healer's kit.

Experts get 140 gp worth of stuff and a masterwork item of their choice.

Warriors get 175 gp worth of stuff, and a masterwork item of their choice.

Be aware that some items can't be made in a primitive setting. There are no complex locks, though some wood or stone tools can still be used to disarm traps.


Are there any analogues to Alchemist Fire or Acid? If not, then I hope we don't run into many swarms, otherwise our Adepts are going to need to memorize burning hands everyday. :)


I'm trying to think how there could be, but I got nothing. I could see flammable oil, maybe. Soak the target, then light it.

Also,

Blask and Mourntel:
Blask: 3d4 ⇒ (2, 1, 1) = 4
Mourntel: 3d4 ⇒ (1, 4, 1) = 6
That's how many potions/oils you each have.


What options do we have for the potions/oils? All 1st levels available?


Yes. Any spell on your list that you can cast on one or more targets. You can make 2 0-level potions in place of one 1st level spell, too. Self-only spells don't work, but Shield of Faith isn't a self-only spell, so you could make a potion of that.


Done!! Finally... let me know if you see anything missing or spot any errors.


The gameplay thread is open. We've got 3 players so far. I'd like all 6, but 1 or 2 more will do. Please post your character there if you want to play.


Looks like we still have some openings. Please look at the rules on the previous page and make a character, if you like. We have 2 warriors and a shaman so far. An expert would fit in nicely, or whatever floats your boat.


Just wanted to make sure I have the classes up to speed.

Pathfinder Primitive Rules:2 traits, 20pt. buy. No evil alignments. Start at 3rd level.

Races allowed: Human, Half Elf, Half Orc, Halfling

Races:
]The other PC races exist, but are not generally friendly to humans. You may meet elves, dwarves, etc., but like any tribal group in these dangerous lands, they aren't very trusting of strangers. Note that gnomes have not yet left the 1st world, so you're not likely to see one.

Half elves are rare, though not unheard of. Whether raised by humans or elves, they are often rejected by their tribes when they reach adulthood, or leave on their own due to feeling like they don't “fit in,” and strike out on their own to find their place in the world.

Half elves may choose two extra racial traits that fit their background.

Half orcs are less rare, but due to their fearsome appearance and traumatic conception, they are often killed at birth by human tribes. Among orc tribes, they are often abused due to their smaller size and greater intellect, and leave their tribes in search of a better life.

Half orcs are proficient with greataxes and greatclubs, They receive the Toothy racial trait, and one other racial trait that fits their background.

Halflings enjoy tight-knit tribal and family relations, though some fall afoul of strict taboos, and are sometimes rejected for being too different. They are faster than their descendants, since they don't live as luxuriously, and have plenty more things to run away from than modern halflings.

Halflings have low-light vision. They are proficient with the halfling sling staff. They are naturally nimble, and receive a +2 racial bonus to Stealth and Sleight of Hand checks. They gain the Fleet of Foot racial trait, and one other racial trait that fits their background.

Humans exhibit all the ambition and variety found in modern humans. While they are not yet close to being the dominant race they will eventually become on the surface world, they're already on the rise.

Humans may choose two extra racial traits that fit their backgrounds.

Note that some racial traits don't make sense in this caveman setting. Drow-related traits, for example, won't work, since drow don't yet exist.


Classes allowed: Adept, Expert, Warrior.

All characters have climb, knowledge (nature), perception, ride, survival and swim as class skills. You live off the land, so these things are natural to you.

All characters are proficient with simple weapons that can be made without metal, and short bows. Crossbows don't exist.

Classes:
Shamans (Adepts) are as written, with the following changes:

Shamans (like magic itself,) are rare and unique in this world. You must have a minimum of 15 wisdom and 13 intelligence to take a level of shaman.

Shamans gain the Brew Potion feat at 3rd level, and bonus metamagic or item creation feats at 5th, 10th, 15th and 20th levels, as wizards.

Shamans gain 0 level spells per day as sorcerers. A 4th level shaman can prepare 6 orisons per day, rather than 3.

Several spells have been added to the adept's spell list, so take note:

0 Level: acid splash, create water, detect magic, detect poison, ghost sound, guidance, light, mending, message,  purify food and drink, read magic, resistance, stabilize, touch of fatigue, spark. 15

1st Level: bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, goodberry,  obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, shield of faith, sleep, snowball, speak with animals, vanish. 22
2nd Level: aid, animal trance, augury, bear's endurance, bull's strength, cat's grace, cure moderate wounds, darkness, delay poison, gentle repose, invisibility, mirror image, resist energy, remove paralysis, restoration, lesser,  scorching ray, see invisibility, speak with plants, spider climb, web. 21
3rd Level: animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, dispel magic, lightning bolt, neutralize poison, plant growth, remove blindness/deafness,  remove curse, remove disease, searing light, stone shape, tongues, water breathing. 18
4th Level: air walk, cone of cold, commune with nature, cure critical wounds, cure light wounds, mass, divination, invisibility, greater, minor creation, polymorph, restoration, scrying,  sending, stoneskin, wall of fire, wall of ice, wall of thorns. 16
5th Level: baleful polymorph, break enchantment, breath of life, chain lightning,  cleanse, commune, cure moderate wounds, mass, find the path,  heal, major creation, raise dead, stone tell, tree stride, true seeing, wall of stone. 15

Their spells per day have been increased, also:

Shm 0 1 2 3 4 5 
1st: 3 1 
2nd: 4 1 
3rd: 5 2 
4th: 6 2 0 
5th: 6 2 1 
6th: 6 2 1 0 
7th: 6 3 1 0 
8th: 6 3 2 1 0 
9th: 6 3 2 1 0 
10th 6 3 2 2 0 0 
11th 6 3 3 2 0 0 
12th 6 4 3 3 1 0 
13th 6 4 3 2 1 0 
14th 6 4 3 3 2 1 
15th 6 4 3 3 2 1 
16th 6 4 4 3 2 2 
17th 6 4 4 3 3 2 
18th 6 4 4 4 3 3 
19th 6 4 4 4 4 3 
20th 6 4 4 4 4 4

Experts are as written, but they gain Rogue talents as a rogue of ½ their level, and may choose 4 traits at 1st level. They gain 1d6 sneak attack at 1st, 4th, and every 3 levels after that. I'm not trying to force them to try to be like rogues (your concept may be very different), just more fun in combat.

Warriors are as written, but gain d12 hit dice. They are proficient with martial weapons not made of metal, medium armor not made of metal and wooden shields. They gain the Track ability (like Rangers), and can choose fighter-only feats, and begin play with Weapon Focus as a bonus feat. They also receive Endurance as a bonus feat at 4th level. Acrobatics is a class skill for warriors.

Warriors also get rage powers at 1st, 4th, and every 3 levels after that. Since they don't rage, the powers work as described for combat and “high alert” situations. Again, this is just to help your warrior be a little different from all the other warriors, and add a little fun.

Adepts start play with 70 gp worth of stuff and a complete healer's kit.
Experts get 140 gp worth of stuff and a masterwork item of their choice.
Warriors get 175 gp worth of stuff, and a masterwork item of their choice.

Be aware that some items can't be made in a primitive setting. There are no complex locks, though some wood or stone tools can still be used to disarm traps.[/spoiler]


Recruiting reopened. We have 2 warriors and an adept (shaman).

Would like an expert, maybe more. Please be available.


Really. A halfling expert would be fun. We started with one, but he bailed. Too bad. He was very effective.

They're hobbits. Fast (30') and agile, with low light vision, and sneak attack like a rogue. You get lots of class skills just playing this game, and can pick 10 more.

You're even proficient with the staff sling. What's not to like in a low-magic, primitive setting?


Dot : )

I'm in a tinsy bit of hurry right now - but I shall return and take a closer look at this!

From what I read on the first post, this does seem like fun. And I have an old halfling PC I'd like to give another shot (personality wise!) - Linky, if you want to get a feel for whom she is.

Initially, I was thinking adept (since I do enjoy a touch of magic!) but perhaps an expert can work. Or perhaps a multi-class : )

As I said, I'll be back soon-ish and read up a bit more!

Cheers //Lessah/Lima


There, I'm back : ) And I looked trough most of your gameplay thread - it looks most tempting!

So, as I said, I was thinking of bringing the personality of an previous PC into this. My go-happy halfling Leila to be precise - for anyone curious about how she acts, feel free to click the linky in my previous post and read up on some of her gameplay posts : )

As for class, I was thinking perhaps Expert 1/Adept 3 for a tricksy little magic user. I assumed level four would be the starting point. If not, feel free to clarify.

Now, that beckons some questions - what starter kit should I use (expert or adept?). Will she get 4 traits ?

And - perhaps a bit daring - would it be possible to be a Cha based adept instead of Wisdom based? I glanced at the characters still in play, and no-one seemed too charismatic. And she would have a very slim chance indeed to compete with Blasks wiseness ... : )

Dark Archive

I'd be interested in playing a Warrior, although I tend to have the same problems rolling as Kraull.


Lessah wrote:

There, I'm back : ) And I looked trough most of your gameplay thread - it looks most tempting!

So, as I said, I was thinking of bringing the personality of an previous PC into this. My go-happy halfling Leila to be precise - for anyone curious about how she acts, feel free to click the linky in my previous post and read up on some of her gameplay posts : )

As for class, I was thinking perhaps Expert 1/Adept 3 for a tricksy little magic user. I assumed level four would be the starting point. If not, feel free to clarify.

Now, that beckons some questions - what starter kit should I use (expert or adept?). Will she get 4 traits ?

And - perhaps a bit daring - would it be possible to be a Cha based adept instead of Wisdom based? I glanced at the characters still in play, and no-one seemed too charismatic. And she would have a very slim chance indeed to compete with Blasks wiseness ... : )

Yes, a level of expert will give you 4 traits, along with the 2 racial traits (30' move and another of your choice), for a total of 6.

I'm also OK with Leila being cha based, if Blask doesn't mind. We could use a charismatic character. Bear in mind that shamans don't get a lot of spells, but a little magic would add to the fun, since there's not much magic going on to begin with.


Cr500cricket wrote:
I'd be interested in playing a Warrior, although I tend to have the same problems rolling as Kraull.

LOL

Another warrior would be great, since we're down to 2. We've got an archery-focused one and a frontliner. Another brute would be cool.


i am not cha based, but rather int based so go for it :)

The more the merrier :)


I take that as an 'ok' then Blask : )

And I shall get right to it!

Adaptable Luck, Jinx, Ingratiating, Practicality and Wanderlust are all very nice - so I'll have to think a bit on which one to pick.

And it doesn't take much magic to do something fun =)


Hello : )

I made an alias, and as you can see, some progress as well : )

Question1: I picked up the trait Two World Magic - which lets me add a cantrip from a different spell list to my own. I picked Prestidigitation. I hope this little spell-list shenanigan is ok :)

Question2: Is written language developed yet (runes?)? Or perhaps just pictograms? Can one put points in the 'Linguistics' skill to learn more languages?

Question3: I picked an feat from Advanced Class Guide that gives my familiar a small perk (it can fly at the speed of 5 ft. and it's body accurately reflects the stars on the night sky). Are feats from this source okay?

Edit: Will the skill 'Use Magic Device' have a chance to be useful, considering that most ordinary spellcasters share a single list :)?


1: OK

2: Lots of languages. Humanoids haven't developed much in the way of written language, but there are runes and pictograms here and there. If you speak Abyssal, then you can read it, too, for some reason.

3: OK

Edit: You won't need it. If I were playing a straight expert, I'd probably take it, but for a shaman, it doesn't matter.

Some monsters, like dragons, can cast spells from the big boy list, but they're not likely to craft magic items, so finding a wand of some sorcerer spell isn't going to happen.


Another update - and another round of questions ^^

The crunchy parts are nearly done, then I'll only need to get the description and a piece of prehistoric backstory down.

Question5 (I'll count the edited one on the previous post as 4!): What gear should Leila start with? Will she have a few tonics/potions - perhaps less since she is a multi class.

Question6: How do you handle hitpoints? I just took rounded average each level (1d6 -> 3.5 -> 4). Is that okay or do you run differently : )?

Question7: I have a trait that lets me cast Light a few times a day - according to paizo that would let me qualify for 'casting Arcane spells'. I was thinking of having the Arcane Strike feat and then picking up Riving Strike later. While Leila can't take advantage of it for a long time (need quickened spells first :P) it offers some support for Blask. Is this okay (since I know the arcane/divine SLA faq can be a debated point)?

Note: I was also planning on picking up Battle Cry later for some martial buffs. So I really think I'll manage to turn Leila into a really helpful little halfling : )

Dark Archive

For gear, shall I assume primitive materials from UC/UE?


@Big Cricket - I believe they noted earlier that they were not going to use (not using since this thread is old) the primitive materials. IE your dagger may be made out of bone, but it works just as fine as a steel dagger in 'normal' pathfinder : )


Still 175gp+ one Mwk.?

Scarab Sages Contributor

Question, because I may have interest - would you accept the Primitive Human as an applicable race? The download to its stats can be found riiight...here.


Leila Greentistle wrote:

Another update - and another round of questions ^^

The crunchy parts are nearly done, then I'll only need to get the description and a piece of prehistoric backstory down.

Question5 (I'll count the edited one on the previous post as 4!): What gear should Leila start with? Will she have a few tonics/potions - perhaps less since she is a multi class.

Question6: How do you handle hitpoints? I just took rounded average each level (1d6 -> 3.5 -> 4). Is that okay or do you run differently : )?

Question7: I have a trait that lets me cast Light a few times a day - according to paizo that would let me qualify for 'casting Arcane spells'. I was thinking of having the Arcane Strike feat and then picking up Riving Strike later. While Leila can't take advantage of it for a long time (need quickened spells first :P) it offers some support for Blask. Is this okay (since I know the arcane/divine SLA faq can be a debated point)?

Note: I was also planning on picking up Battle Cry later for some martial buffs. So I really think I'll manage to turn Leila into a really helpful little halfling : )

5: What it says plus [dice]1d6{/dice] potions that she made of her choice.

6: Yeah, half hit dice plus one, or you can roll if you're feeling lucky. I don't feel that lucky...

7: Let's just say you can in this game.


Hargrev wrote:
Still 175gp+ one Mwk.?

Yeah.


GM Goblin King wrote:
UllarWarlord wrote:
Question, because I may have interest - would you accept the Primitive Human as an applicable race? The download to its stats can be found riiight...here.

Never saw that before. I'm cool with it. You could play a Neanderthal!


Sorry, Leila. Roll your own.


Potions: 1d6 ⇒ 2 -> 2

I'll finish up asap then :)

Scarab Sages Contributor

Another question or two, before I make Fuh the firebug. I was hoping to make him have a primal connection to the element of fire - there would be two main ways I would like to proceed with that. Note that this would be an adept/warrior multiclass.

1. Taking Lesser Elemental Blood rage power. This essentially lets me use a swift action 3/day to treat my weapon as flaming for a round.

2. Taking Improved Familiar (along with Boon Companion to speed it up) at level 5 to get a Small Fire Elemental.

This would all tie into his backstory of surviving when his village suffered from a wildfire. In any case, what are your thoughts on this?


UllarWarlord wrote:

Another question or two, before I make Fuh the firebug. I was hoping to make him have a primal connection to the element of fire - there would be two main ways I would like to proceed with that. Note that this would be an adept/warrior multiclass.

1. Taking Lesser Elemental Blood rage power. This essentially lets me use a swift action 3/day to treat my weapon as flaming for a round.

2. Taking Improved Familiar (along with Boon Companion to speed it up) at level 5 to get a Small Fire Elemental.

This would all tie into his backstory of surviving when his village suffered from a wildfire. In any case, what are your thoughts on this?

OK, but you'd need 5 caster levels. Stick around, and you might get them!

Scarab Sages Contributor

I disagree, and believe Boon Companion should work by letting me substitute warrior levels for adept levels, but I won't push my luck. ;P Character being crafted now!


Posting as alias, just to make sure things are alright with my statblock.


There!

Finally got some paragraphs of backstory and description done. Feel free to review and comment if you want : )

Is there anything more to be done, or shall I head over to the discussion thread (provided she is approved, of course!)?

ps - Will there perhaps be a way in game or out of game to expand the list of spells available - and do you take suggestions? Was thinking along the lines of Magic Stone and Beast Shape, for example .. :)


I forgot about boon companion. You'll be fine with that. Fuhr looks good, but he gets 2 human racial traits on top of the regular 2, for a total of 4. Any human trait from any book.

Leila looks good, too. As for gaining new spells, I think it will happen eventually. Since we don't really deal in money, there will be other rewards as we go on. I almost added Magic Stone when I was expanding the original spell list. Not sure why I didn't, but it's not overpowered at all. Consider it added.

Go on over to the discussion thread and introduce yourselves, you two. You'll be in game very shortly.

Dark Archive

Good luck you two.


Edited and ready to go!

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