Shadows of the Past (Inactive)

Game Master sunshadow21

A Rise of the Runelords Game

Updated Combat Map


201 to 250 of 276 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

You're well on your way to 3rd level, but not quite there.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

Lesser Metamagic Rod Extend 3000gp 85% chance. Percentile High is Good: 1d100 ⇒ 43

Dark Archive

Male Human Cleric of Asmodeus (Evangelist) 3 AC 19/17/13 / HP 24 / F +6 R +4 W +8 / Init. +2 / Perc. +4)

Sounds Good!

For the Darkwood Shield (1-80 find): 1d100 ⇒ 8
For the Cloak of Resistance +1 (1-95 find) 1d100 ⇒ 65


Male Human Bard 3 (Arcane Duellist); HP: 4/30 AC: 15/11/14; Saves: F +3, R +4, W +1; Init: +1; Per: +4

Pearl of Power lv 1 (1-80 find): 1d100 ⇒ 58


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

Amulet of Might Fists +0 Corrosive High is Good: 1d100 ⇒ 15


Male Human Scholar 3 (HP 18/23, AC 17/16/11, F+1 R+5 W+6 (+1 vs divine), Init +2, Perc +9, +1 to find traps)

Interesting. I thought weapons had to have at least a +1 enchantment before having other qualities. :P


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

An Amulet of Mighty Fists is not a weapon, and its specifically called out in the description. Making them better than weapons at +1 imo, though the price difference swiftly equalizes things.

PFSRD wrote:

Amulet of Mighty Fists

Aura faint evocation; CL 5th

Slot neck; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5); Weight —
Description

This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.

Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as Additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

Anybody want to borrow some coin for something they'll eventually want? Pavro has about 2,700gp and I'm saving up, but I'd rather have the money invested in something that will help the party in the meanwhile.


Male Human Scholar 3 (HP 18/23, AC 17/16/11, F+1 R+5 W+6 (+1 vs divine), Init +2, Perc +9, +1 to find traps)

Ah, thanks for the description link. I guess I thought it was a blanket rule.

Dark Archive

Male Human Cleric of Asmodeus (Evangelist) 3 AC 19/17/13 / HP 24 / F +6 R +4 W +8 / Init. +2 / Perc. +4)

Hey Pavro, would you mind spotting me 257 gp for a Heavy Darkwood Shield? Since its armor check is 0, I can use it with out a shield proficiency and it would give me an AC of 19. I'll get you back after Thistletop, or craft you some scrolls if you like.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

Fine by me, call it 300gp to make things simpler?

Dark Archive

Male Human Cleric of Asmodeus (Evangelist) 3 AC 19/17/13 / HP 24 / F +6 R +4 W +8 / Init. +2 / Perc. +4)

300 sounds good. I'll get you back after Thistletop.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

Great.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

Mithril Chainshirt High is Good: 1d100 ⇒ 37
2nd Darkwood Heavy Shield High is Good: 1d100 ⇒ 15 Dang it!

Dark Archive

Male Human Cleric of Asmodeus (Evangelist) 3 AC 19/17/13 / HP 24 / F +6 R +4 W +8 / Init. +2 / Perc. +4)

Your right Pavro, I though that she was your sister not your aunt. And that roll should have been enough for a Darkwood Shield. 75% for a item below 2,000 gp, +10% for a weapon or armor, +5% for a darkwood item. So you needed a 11-100 to find one.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

Oh excellent, I was assuming it meant subtract 5%, but it looks like you are right, good catch! I thought it was a shame to leave all that cash unspent when it could potentially make a difference.

Hmmm, it has arcane spell failure for a summoner though. I suppose I can always unsling it as a move action.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

Did Aldern just loan us the horses for the hunt? Or did he give them to us? If the former should we purchase them to speed our journey to Thistletop?

VOW wrote:
he would pay a mount and tack if you do not already have one.

Assuming this means he rented them for us?


He bought them for you. Just one of the perks of being a hero.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

Nice!


Male Human Scholar 3 (HP 18/23, AC 17/16/11, F+1 R+5 W+6 (+1 vs divine), Init +2, Perc +9, +1 to find traps)

Purchasing bracers of armor +1 1d100 ⇒ 77


Male Human (Taldan) Paladin 3 (hp 31/31; AC 18, t 11, ff 17; Fort +7/ Ref +4/ Will +6; Init +1; Per +2)

Sorry about the absence. I'll be grabbing some (mostly) mundane gear and jumping back in shortly.


Male Elf (Tower Elf) Magus 3 AC 16/12/14 / HP 30/30 / F +4 R +3 W +2 / Init. +2 / Perc. +0 Arcane Pool 2/5

Sorry I'm rather under the weather currently. I'll try to keep up post but please don't let it hold up the game.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

Did someone make a loot spreadsheet in this campaign or am I getting mixed up? If so would they mind me purloining it for another campaign?


HP is half+1 or roll (reroll a single 1) and the decision is made independently at each level.


One note because you are leveling in the middle of the "dungeon." Prepared casters get their slots, but those slots are not automatically filled; they need to be filled as if they were left empty in the morning. Also, for everyone, you get the increased hp, but it does not automatically heal damage taken, so if you had 10/15 and gain 7 hp, you now have 17/22.

Dark Archive

Male Human Cleric of Asmodeus (Evangelist) 3 AC 19/17/13 / HP 24 / F +6 R +4 W +8 / Init. +2 / Perc. +4)

I'll take the half+1 for my level 3


Male Human (Taldan) Paladin 3 (hp 31/31; AC 18, t 11, ff 17; Fort +7/ Ref +4/ Will +6; Init +1; Per +2)

I'm taking half plus one as well.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

Heck I'll take a roll! Lol and its half +1! And half +1 again, that was very nerve wracking for a gain of butt diddly, lol!

Pavro HP Roll: 1d8 ⇒ 5
Aressa HP Roll: 1d10 ⇒ 1 Rerolling a single 1
Aressa HP Roll: 1d10 ⇒ 6


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

Level up info...

Pavro
+8 hp - 5 roll, 1 con, 1 favored class.
+1 Fort
+1 Reflex
+1 BAB, so +1 to hit and +1 to CMB and CMD.
Feat = Augment Summoning.
Skills = Bluff, Diplomacy, Spellcraft increased by 1 each.
Spells Known = 1 extra 1st and 1 extra cantrip.
Spells Selected = Summon Monster I, and Guidance cantrip.
Spell Slots = 1 extra 1st level.
Class Abilities = Summon Monster II

Aressa
+10 hp - 6 roll, 1 con, 3 toughness feat.
+1 Will
+1 BAB, so +1 to hit and +1 to CMB and CMD.
Feat = Toughness
Skills = Acrobatics, Knowledge the Planes, Perception, Stealth increased by 1 each.
+1 Evolution Point, spent on Improved Natural Armor
+2 natural armor


M Tengu Gunslinger (Pistolero) 3 / HP 20/22, NLD 0, Grit 1/4, AC 17, Touch 15, Flat 12, F +2, R +7, W +5 / Init +6 (+4 if no grit left), Perc +13, low-light vision

Taking half+1, I don't like tempting fate when it comes to HP :)

+6 HP (5+1 base, -1 CON, +1 favored class)
+1 Will
+1 BAB
Feat = Point-Blank Shot
Skills = Acrobatics +1, Fly +2, Perception +1
Class Abilities = Gunslinger's Initiative deed, Pistol-Whip deed, Utility Shot deed
(Gunslinger's Initiative knocks my Initiative up to +6 as long as I have 1 grit left; Pistol-Whip lets me spend 1 grit to make a melée attack with my pistol for 1d6 damage with my gun's enhancement bonuses and a free combat maneuver check on a hit to knock the target prone; Utility Shot lets me shoot locks to break them, scoot unattended objects, or staunch bleeding for 1 grit point)


Male Elf (Tower Elf) Magus 3 AC 16/12/14 / HP 30/30 / F +4 R +3 W +2 / Init. +2 / Perc. +0 Arcane Pool 2/5

Feeling better but going to be away from home for a couple of days.

level stuff
+1 BAB
+1 Reflex save
+2 spells known (will look at latter, not like I can use them now)
Magus Arcana: Close Range
3rd level feat: Toughness
Skills:Intimidate, Spellcraft, Survival, Perception Knoledge History and Arcana
HP: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8 favoured class bonus into HP.

Dark Archive

Male Human Cleric of Asmodeus (Evangelist) 3 AC 19/17/13 / HP 24 / F +6 R +4 W +8 / Init. +2 / Perc. +4)

Well, I am all set up with the exception of my feat. I am considering "craft wonderous items" but I wanted to know how boundshade feels about it first?

Aside from that, I can now channel energy but since we have wands its not a huge bump. Level two spells are nice, but that will come later.


Male Human Scholar 3 (HP 18/23, AC 17/16/11, F+1 R+5 W+6 (+1 vs divine), Init +2, Perc +9, +1 to find traps)

Leveling to Level 3 as a scholar.

1d8 ⇒ 1
Reroll 1 1d8 ⇒ 7

10 Skill Ranks
+1 Skill Rank (favored)

Knowledge (engineering) = 3
Disable Device = 1
Knowledge (arcane) = 1
Knowledge (history) = 1
Knowledge (local) = 1
Perception = 1
Use Magic Device = 1
Heal = 1
Spellcraft = 1

Base Atk: +1
Fortitude: +1

Identify Magic Items
Trap Sense +1

Feats: Martial Weapon Proficiency (Ranseur)

Dark Archive

Male Human Cleric of Asmodeus (Evangelist) 3 AC 19/17/13 / HP 24 / F +6 R +4 W +8 / Init. +2 / Perc. +4)

I forgot we are posting what is added at new levels. One sec..

HP: +5 (+2 for con) = +7
BAB: +1
Reflex: +1
Sermonic Performance: +2 rounds per day
Channel Energy (Su) (negative): 4/day
Level 2 spells: +2 normal, +1 domain (invisibility)
Feat: Undecided

Skills:
Diplomacy +1
Knowledge (religion) +1
Knowledge (nobility) +1
Perception +1
Spellcraft +1
Sense Motive +1

I forgot that a Neutral priest who worships an evil god gets channel negative. Rather sucks because I wanted to help out with healing. I might take the Variant Channeling route if you would allow is Bound Shade?


I've always thought that restriction of negative energy equals evil a bit silly, so if you want to channel positive energy, be my guest, although the variant channeling, from what I've seen, would be fine as well.

Craft Wondrous Items is fine, though this campaign does have a lot of spots that are time sensitive, so crafting the higher end stuff could get tricky time wise at times, and I reserve the right to say that you need to take additional steps on certain items; this will apply mostly at the higher end of things that fall under the major wondrous item chart, although the medium chart also has a few oddballs that might apply as well. This is because some of the stuff after a while can get pretty wild, and the baseline rules don't always work at the higher levels and the odder items, and there are some things that I want to adjust down as well, such as the having the required CL for pearls of power adjust to the level of spell you are trying to apply. In short, I don't mind the feat, but I do want to be part of the process of employing it to ensure that it doesn't create unexpected problems and difficulties.

Just to clarify my view of magic items is very simple; minor wondrous items and any other magic in that rough price range are common enough in both people who can make them and people who can afford to buy them, I don't worry about them all that much, save for things like regional anomalies which I don't worry about in Golarion nearly as much as I do my own world; medium wondrous items can be a challenge to find simply because the market for them is smaller, but the skills and knowledge needed to make them is still abundant enough that it usually just takes a bit of time, either to make it yourself or get someone else to do it for you, and overall range from uncommon to some of the high end being borderline rare; major items generally require going through me because at this point, even knowledge of their existence can sometimes be hard to come by, depending on the item, and even the well known stuff might require finding someone who knows the specifics about it's construction in order to learn how to make it properly without the risk of making a cursed item; these rank from merely rare to literally unique, you'll be lucky to hold even one such item in your hands in your entire life, even at level 20, and because of that range of power involved require more DM control to prevent inadvertent problems. I've also found this maintains the wonder and awe of the truly powerful magic while still largely allowing access to the stuff that the system assumes you're going to have.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

If its okay I'm going to switch up the skills ranks from bluff and spellcraft and put them both in linguistics. Taking Auran and Terran since I've got elementals on my summons list now.


M Tengu Gunslinger (Pistolero) 3 / HP 20/22, NLD 0, Grit 1/4, AC 17, Touch 15, Flat 12, F +2, R +7, W +5 / Init +6 (+4 if no grit left), Perc +13, low-light vision

IMHO, The restriction makes perfect sense to me, as the cleric draws his power from his god, and if his god is a force of harm and evil, then it makes sense that that is the only power his cleric can get. But of course it's your call, GM, and I wouldn't begrudge the group a free source of healing.


My view is that any diety is going to want to sustain his followers and smite his foes, and viewing positive energy and negative energy as tied to specific moralities denies almost over 2/3 of the gods a useful tool to further those goals. To that end, I tend to treat positive and negative energy much the same as I do any of the elemental energies; that is, they are tools, to be used by any who chooses to harness their power. Certain gods certainly favor one over the other, but to say that certain gods can't or won't use the other one because of the whole good/evil thing is a bit much for me.

Dark Archive

Male Human Cleric of Asmodeus (Evangelist) 3 AC 19/17/13 / HP 24 / F +6 R +4 W +8 / Init. +2 / Perc. +4)

*shrug* Asmodeus takes the long route. I recall evening reading about a Paladin of Asmodeus once who focused on the lawbringer aspect. Among all of the evil gods of Pathfinder, Asmodeus is the one that takes the longest view of events. Evangelists of Asmodeus who heal the sick and help the poor, spreading the name of the Lord of the Fallen fits right into his motives. In Isgar churches take in orphans and raise them in the worship of the dark prince. And I gotta tell you guys OOC.. so does Marcoul. He intended to earn the trust of the entire town, convert its worship to the Dark Lord and raise a church. There is more than one way to take power. Personally.. I think it would actually be quiet reasonable for Asmodeus to grant healing to his evangelists knowing full and well they would use it to spread his name and counter the slander of other churches.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

I would like to argue against that ruling on whirlwind VOW.

There are definite advantages to maintaining a whirlwind and these are the only reason being able to maintain it is relevant.

PFSRD wrote:

A creature that can fly is allowed a Reflex save each round on its turn to escape the whirlwind. The creature still takes damage that round but can leave if the save is successful.

So essentially a creature that can maintain its whirlwind can keep creatures with no fly speed trapped inside it automatically with no save, where a creature that can only maintain for a round must try and catch them again each round giving multiple saves, etc.


After reading it over again, I noticed something else about whirlwind; it only works on creatures at least one size smaller than the elemental. So, while you certainly have valid points for larger elementals, who have more HD and thus can hold whirlwind for multiple rounds at a time, for small elementals, it tends to be rather limited in what it can effect anyway. Later on, when you get larger elementals, they will be able to hold the form long enough to do what you suggest, but honestly, a better use of it with small elementals would be to have it touch ground and kick up an area of dust that the shaman would have to move out of in order to see anything. Especially in the tight quarters the shaman is currently in, it would have largely the same effect as trapping him, and in alternate rounds, it can still harass the shaman with it's slam attack.

All in all, while it looks really cool on paper, it's not one that scales down to the small and medium elementals all that well, at least when it comes to it's trapping power; the dust cloud aspect, on the other hand, is really potent even at lower levels, and should probably be the tactic you are looking to take advantage of.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

It says this in the Bestiary 1, but was errattered in the Bestiary II hence it not being in either my newish copy of the the Bestiary or on any of the PF online rules resources.

I had to use the search function to find that out, its mentioned here.

So the only restriction by the rule is that the creature must fit into the whirlwind's volume.

Whirlwind text from PFSRD

Whirlwind text from PRD


The errataed version still has the HD restriction for duration as well. Because it doesn't list a specific number of times per day, I have no problem with it being used as often as it wants, but it still clearly has some kind of cooldown.

One option is it's going to take another standard action to activate, meaning that a creature it is trying to pursue could simply double move and get out of the elemental's range, since the elemental can only take a single move, making it completely useless for a small elemental, but making it much more powerful at higher levels where double movement in that form becomes truly nasty.

I personally prefer either basing it off of the rage cooldown and letting the activation of the ability be a free action, as it allows the smaller elementals a better shot at doing something with the ability rather than just chasing enemies around the field, and reduces the potential brokenness at higher levels enough to keep it in reasonable bounds. It's powerful at all levels with the right tactics, but it's never either outlandishly broken or useless.

In the end, I will go with whatever view the party wants, but with a few caveats. First, there is a break between whirlwinds; if there wasn't, they wouldn't have the HD restriction on duration. That means that while small elementals can potentially move foes around, they cannot create a permanent lock; they simply don't have the size for it. Second, keep in mind that in cases like this, I apply the same ruling to both PCs and NPCs equally, so if you don't want me throwing potentially broken tactics at you, be mindful of your own tactics. Other than those two caveats, I am open to the views of the party as to the best way to handle this.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

Hmmm, its a bit of a pain, and I can definitely see the potential for it being broken with my DM eyes. Fail a reflex save it flies you 100ft up and drops you is potentially devastating and really too powerful for a 2nd level spell equiv.

Its probably easier if we just assume summoned air elementals can't use whirlwind, saves a lot of bother. Its not a tactic I was planning to use I just spotted it in the stat block and thought ooooh!


One of the biggest difficulties I'm seeing with the summoner class in particular and the summoning spells in general as I DM more is that the bestiary is not the most tested material in it's descriptions. When it was just the DM who was primarily looking at it, it wasn't that big of a deal, but with the players needing to be able to read it and understand it, it can be a challenge at times.

Dark Archive

Male Human Cleric of Asmodeus (Evangelist) 3 AC 19/17/13 / HP 24 / F +6 R +4 W +8 / Init. +2 / Perc. +4)

I know I have two rounds worth of actions remaining.. I just need to figure out what I want to do. It seems like we have it well in hand and its not worth using spell casting at this point.. so I suppose I need to use my crossbow.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

Well I don't really see it as a Summoner problem, many characters have access to the same summons list. The problem is that what seems like a perfectly valid tactic is too great for the creatures CR, I'd argue that that would be true even with the old size caveat, since a medium elemental effectively gets a DC 14 reflex death effect against small characters by engulfing them and flying potentially 300ft up with no more saves - of course the character can try to kill it, but that's not exactly a win either!

Its dealt with easily enough by simply side stepping the problem, which I'm happy to do. Sadly things like this are bound to crop up with such an expansive rule set. *shrugs*


Both goblins on the ground are dead, so you don't have a lot of targets at the moment. You have two goblins in the two above, and the shaman currently being chased by the air elemental.

The biggest problem I see with whirlwind is that for small elementals, the only things they can realistically even have a chance of effecting are naturally high dex, and thus high reflex, because of their size; combine that with a low DC to begin with, and it becomes not really worth the effort. On the other end, a huge elemental could potentially pick the entire party up, and kill them all in one round with it. It's a cool ability, but really, really hard to balance. I agree that sidestepping it entirely tends to be the easiest way.


Male Elf (Tower Elf) Magus 3 AC 16/12/14 / HP 30/30 / F +4 R +3 W +2 / Init. +2 / Perc. +0 Arcane Pool 2/5

I had a 10th level (3.5) wizard that a roc tried a similar trick on, it a lesson it'll never forget. round 1: the roc grappled me and I cast something (I forget what) to make myself to stick to it. round 2: roc flys up with me and I cast stoneskin (weight becomes multiplied by 10 I think) round 3: Polymorphed into the heaviest thing I could and roc and I plummetted from the sky (I had more hp than it did and stone skin). There might have been another spell to increase the weight multiplier more, I forget. Sorry side story about past roleplaying. (:


Male Elf (Tower Elf) Magus 3 AC 16/12/14 / HP 30/30 / F +4 R +3 W +2 / Init. +2 / Perc. +0 Arcane Pool 2/5

Just a quick note. I'm moving house this saturday and the ISP says it'll take a week to connect at the new place. I'll have phone and internet at work for that time but posts are likely to be short.

201 to 250 of 276 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Shadows of the Past All Messageboards

Want to post a reply? Sign in.