The 5th Mendevian Crusade (Inactive)

Game Master Brian Minhinnick


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Sorry for the random encounter. I want to tie up loose ends before we move on to the giants.

The ichor-sharks were attracted by the dragon's blood seeping into the sand for the last while. When they came to investigate, they were delighted to find little two legged snacks thumping about their desert.


Re loose ends...it may be more complicated than them dying in an encounter. Realistically, I'm not sure why we wouldn't chip in to resurrect Kenan and Liette. (Tik might not know them long enough to do so, but the others would).

Maybe we'll have them resurrected but they'll decide to convalesce for a long time, or take it as a cue to retire? We can handwave the cost of the spell as something they sell a portion of their gear to pay for.


Well, they're both out of the game. I gave them plenty of chances. Rob might come back later with a different character, but Liette's dead.

If you try to ressurect them, their souls will refuse. They've had enough of this s@+&. They'd rather hang out in heaven than get torn to bits again and again by demons.


Male Human (Brevic) Master Summoner 10

Where do I find how many hitpoints a Masterwork Greatsword would have?


Here

It has 10 hp. Masterwork doesn't affect it.


Moving to Discussion so as not to derail combat...

DM Jelani wrote:
I hate that SR doesn't work against slumber. I think slumber is the most overpowered thing in the game, even worse than synthesist summoners. Unless you're playing Carrion Crown or something with virtually all undead enemies.

I'm kinda starting to agree with you. This is the first witch I've played (or even been in a party with, really) -- and I love Tik's personality, and I'm glad I'll be trying Magic Jar soon -- but an unending amount of Save or Suck supernatural abilities (with no SR, and not even triggering AoOs) seems pretty unbalanced, and it has a weird effect on encounters.

I wonder if it makes sense to either nerf Slumber a bit (maybe just make it a SLA so SR effects it and it triggers AoOs) or maybe I'd actually rebuild Tik somewhat, with less emphasis on Slumber.

I guess the question is does it (a) make encounters less interesting (or make fewer potential encounters viable)? OR (b) is it unsatisfying for the party? I suspect some of both is true, and either might be enough to make a change.

(I wouldn't give up Tik, I think he (and Aroden) are really interesting...but it wouldn't be a big deal to rebuild him some.)

Thoughts (from Jelani or anyone)?


I wasn't even specifically referring to you. The other night the witch in our Way of the Wicked group put the BBGG (big bad good guy paladin) to sleep in the first round of the fight we'd spent the previous three sessions planning and executing. It wasn't a big deal to us, our plan went off perfectly. But I could see our DM wanting to stab himself in the eyes.

I'm considering just making a house rule that it stays an Su, but it is affected by SR because it mimics a spell. That would go a long way to taming it I think, especially for this game since most of the creatures you face at these levels have SR.


I still want Liette out of the way though. If she's not going to die in this fight, then she's going to quit due to mental trauma. I think that fits with her character. She was really upset about losing Sigmund and Faraldur. Since then she's lost Barek and now Kenan (who'd been there since the beginning). So I think she's just going to be a PTSD mess and not fit for duty. She can retire and take care of veggie-Sigmund.


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

IIRC though creatures immune to sleep effects like elves and their ilk aren't effected by Slumber.


Yeah, but how often do good parties fight elves? Undead and constructs are also immune. Maybe a couple other creature types.

Tik, are you cool with the house rule I proposed?


absolutely. from here on out, I'll roll SR.


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20
DM Jelani wrote:

Yeah, but how often do good parties fight elves? Undead and constructs are also immune. Maybe a couple other creature types.

Tik, are you cool with the house rule I proposed?

Maybe I'm weird but I LOVE making goody two shoe races the BBEG. An Evil Dwarf Warlord, or Evil Elven Prince hell bent on putting all the 'lesser' races under their heel can be interesting.

The Elder Scrolls does the best job of dropping Elves in as bad guys, they are long lived, arrogant, and have a mastery of magic that just lends to their eventual insanity and delusions of grandeur.


The choices I see:
A. Thaddeus teleports her back to Kenabres, and then back to us (assuming he has two open 4th level slots. If he has one slot, Tik can burn a scroll for the second)
B. We all teleport back...but now that I think about it, I don't think either Thaddeus or Tiknesr is powerful enough to teleport a Huge companion. (Dusari Sansa counts as 4 medium creatures, and each of us can take 3 passengers / jump). *IF* we have a way to shrink the big kitty, we could do: (1. Thad+Abigail+large kitty; 2: Tik+Crissor+Liette+Viorel). Since Tik doesn't have teleport memorized that'll cost a scroll but it's not a huge deal.
C. We hide Liette somewhere. I don't think any of us have something like Rope Trick, but perhaps we can find find a natural hiding spot?

None of these are great. I suspect B can't work (I don't think any of us have a way to shrink Liette. I can't tell how many 4th level spells Thaddeus has left, but as long as he has at least one, we could do A.

I was initially leaning against giving them a night to prepare for us, but I'm starting to think it's the best option we've got...and it does have the advantage of letting Abigail and Tik adjust our spell memorizations, and get Viorel and Thad back up to full speed.

What do y'all think?


Thaddeus, are you down to 0 4th level spells?


Your chariots can get you back in a few hours if you go around the swamp. However, you would be quite tired by the time you arrived.

I just heard from Abigail via PM that due to time pressure she's no longer going to be able to play with us. I'm going to have to think long and hard about whether I want to continue this game. That puts us down to 4 PCs. What do you four think?


Male Human (Brevic) Master Summoner 10

I am down to 0 4th-level spells. I say we rest, I teleport Liette back and try to return with some help from Kenabres.

I'd like to continue.


How would you guys feel about Wrath of the Righteous? I'm playing in one, but we're going reeeeeeeeeeeeeeeeeeeaaaaaaaaaaaaaaaaallllllllllllllllllllyyyyyyyyyy slow. I could run it for you four, with my character as an NPC in the party. He's essentially a batman clone, so he'll be all dark and silent most of the time anyway. I'd be fine with the same characters, just rebuilt for the AP.


Male Human (Brevic) Master Summoner 10

Ruarc whatshisname?

I'm sceptical about starting an AP; I've been GMing a RotR game that we've been playing for one and a half years, only now edging on the final arc of the first book, and we haven't been playing terribly slowly.


Oy, sorry we're losing Abigail too!

Jelani, can you say more about what you're thinking about WotR? I haven't played it and am open to it. What level are you thinking? Staying at 10th and starting late in the AP, the way we did in your Witchwar campaign? Leveling down and starting from the beginning?

I could see sticking with this campaign or going to WotR. In any event, if we keep going without Abigail and Dusari, our *only* front liners will be summoned creatures, unless Crissor is open to being more of a switch hitter.

...Oh, and in any event I'd be happy to play with Ruarc. I remember him from VotV's recruitment.


Well, this game has been going on since August 2012 and we haven't even built a single wardstone yet. I've burnt through 10 players just in this thread and I'm getting kind of sick of losing people.

I've been running a Carrion Crown game since November 6, 2012 and we're closing in on the end of book 2. Every PBP is a long term commitment unless it's a Pathfinder society scenario or something similarly short. I'd be able to update much more often if I were running an AP rather than making all this up.

Yes, Ruarc Bataar is the character I'm referring to.


gyrfalcon wrote:

Oy, sorry we're losing Abigail too!

Jelani, can you say more about what you're thinking about WotR? I haven't played it and am open to it. What level are you thinking? Staying at 10th and starting late in the AP, the way we did in your Witchwar campaign? Leveling down and starting from the beginning?

I could see sticking with this campaign or going to WotR. In any event, if we keep going without Abigail and Dusari, our *only* front liners will be summoned creatures, unless Crissor is open to being more of a switch hitter.

...Oh, and in any event I'd be happy to play with Ruarc. I remember him from VotV's recruitment.

I was thinking of leveling down and starting from the beginning. I'd be fine with everyone either keeping the character personality/name/basic backstory they have now, or creating a new one at their option. It does use the mythic rules, and you level pretty quickly. I believe it's the only AP that goes all the way from level 1 to level 20.


Male Human (Brevic) Master Summoner 10

Huh, I thought all APs went to twenty.

Can't argue with this game being slow, I suppose it's a matter of perspective; hadn't occurred to me that we might be aiming to plop down wardstones left-right-and-centre, rather than them being the endpoint of the game.

I'd like to join in. I'd probably make a new character; I've been itching to play a magus for awhile.


That works for me if it works for others. It'd be interesting to think about a younger Tiknesr. I'd miss having Aroden around pre-level 7 though. ;0)


I feel like I'd be happier running the AP, but I'd still like to hear from Crissor and Viorel.

In case people don't know about Wrath, here's the blurb:

"The Worldwound tore reality apart at the dawn of the Age of Lost Omens, murdering the nation of Sarkoris and unleashing a ravenous demonic horde upon the world. Only the quick action of several other nations of knights, barbarians, and heroes stemmed the demon army and contained it within lost Sarkoris, and for the next century, crusade after crusade tried to defeat the demons only to fail time and time again. Their greatest success, the line of magical artifacts known as wardstones that stand sentinel along the Worldwound's border, barely manages to contain the demons. So when one of the wardstones is sabotaged, a city falls and the demons within surge out in a massive assault like none before. Even before the Fifth Crusade has begun a city has fallen and some of the crusaders' greatest defenders and heroes are slain. Can anyone rise up against the demon host to prevent the armies of Deskari, the demon lord of the Locust Host, from swallowing the world?"

Player's Guide

If WoTR would have been out when I started this, it would have been WoTR from the beginning.


I would be interested in the AP, I am slightly skeptical of those to be honest, but I trust you to make adjustments when they are needed. I will need to read the players guide properly and think for a bit. But I reckoned I should give feedback soon.

I don't think I will be using Viorel. His backstory is a bit too high level and his personality does have pieces of that. Also specialist sorcerer was ok in a big group not so much in a smaller one.

Anyways I will be back when I have thought things trough after some research.


The Paizo version of Kenabres and the Worldwound is much more detailed and vibrant than my version. A lot more going on. I've played through what I suspect is most of the first book, and so far the adventure is good.


Oh, and I'll say, if we do retire this game...any interest in playing out at least the Magic Jar portion of the encounter?

If not, that's cool...it just seems like a fun thing to have tried, and this is such a perfect chance to do so...though maybe it'll have to be a long range goal for Young Tik in WotR. ;-)


Well, I could play it out just to let you try. I'm not sure I'd want to spend the hours to map it all out first, but if we go with mapless, sure.

Still waiting to hear from Crissor.


Well I thought about it and yeah I am interested in the AP.


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

I'd rather stay with this one tbh, but if you want to gear up for WotR that's fine, it's an AP I haven't played or own any of the books to so it should be fun.


Alright. I know it's not 100% for everyone, but in the end I'm the one who has to run it. So let's do the AP. You guys can start working on characters.

Level 1
Any core or featured races, uncommon by approval only.
Any Paizo class or archetype
20 point buy
300 GP
Max HP at 1st, half HD+1+con after that
Two traits, one campaign trait. You can take a drawback for a third trait.

If you have any other questions just let me know.


Here's a first pass at

Young Tik:
Tiknesr Th'th'th'th'slifp
Male Ratfolk Witch 1
N Small humanoid (ratfolk)
Hero Points 1
Init +7; Senses darkvision 60 ft., scent; Perception +3
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 12 (+1 armor, +3 Dex, +1 size)
hp 8 (1d6+2)
Fort +3, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks hexes (cackle, evil eye)
Witch Spells Prepared (CL 1st; concentration +7):
1st—enlarge person (DC 15), obscuring mist
0 (at will)—dancing lights, daze (DC 14), read magic
--------------------
Statistics
--------------------
Str 9, Dex 16, Con 14, Int 19, Wis 10, Cha 7
Base Atk +0; CMB -2; CMD 11
Feats Extra Hex
Traits highlander (hills or mountains), resilient, riftwarden orphan
Skills Acrobatics +1 (-3 jump), Appraise +2, Bluff -4, Climb -3, Diplomacy -4, Disguise -4, Escape Artist +1, Fly +3, Heal -2, Intimidate -4, Knowledge (arcana) +8, Knowledge (local) +5, Knowledge (planes) +8, Perception +3 (+1 sight and hearing), Ride +1, Sense Motive +0, Spellcraft +8, Stealth +12 (+14 in hilly or rocky areas), Survival -2, Swim -3; Racial Modifiers highlander (hills or mountains), rodent empathy
Languages Aklo, Common, Draconic, Gnoll, Undercommon
SQ ratfolk witch, cornered fury, hero points, meticulous, patron spells (shadow), scent
Combat Gear scroll of ill omen, scroll of protection from evil (3); Other Gear haramaki, 4,464 gp
--------------------
Special Abilities
--------------------
+5 foot range (Evil Eye -2 [7 round[s]]) Add +5 feet to the range of one hex with a range other than "touch."
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 round(s)) (DC 14) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Meticulous -2 on all untrained skill checks
Rodent Empathy Ratfolk gain a +4 bonus on Handle Animal checks made to influence rodents.
Scent -2 on Perception checks based primarily on sight or hearing.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Scroll of ill omen Add this item to create a scroll with spells on it.
Scroll of protection from evil (3) Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

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

Scorpion
Male Scorpion, Greensting
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
hp 4 (1d8)
Fort +2, Ref +3, Will +2
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
Skills Climb +8, Knowledge (arcana) -1, Knowledge (local) -1, Perception +5, Spellcraft -1, Stealth +19; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ hero points, improved evasion
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.

(EDITED)


Looks good. Keep in mind when thinking about your advancement that you'll be getting 10 mythic tiers as well. That changes normal character development quite a bit.


Good point. I haven't looked at the Archmage path at all. I'll have a look before I finalize anything.


I particularly like the tier 3 standard action summons. Never looked at archmage from the perspective of a witch before though.


I will also cry like a baby if you and Thaddeus both end up with the slumber hex. Hexcrafter magus and witch in the same party....erk. We could call you guys the sleeper squad. Enter a building and when you leave everyone are slouched over the tables with their throats slit.


HP:23/23; 1st -2/2; Alter Self 1/1; judgement 1/1
Stats:
AC 21(23)/13/18(20) / F +6 R +5 W +3 / Init. +3/ Perc. +6 / Sense Motive +7

I need to also redo him to a level one version, but this is the DMPC I'll be joining you four with.


Male Human (Brevic) Master Summoner 10

Quick summary of new PC-

Name: Nathaniel Madson
Race: Half-Elf
Class: Summoner (Vanilla)
Alignment: CG
Battle strategy: Two beatsticks, one with support casting

More to come.


I decided to skip Slumber for now, and am considering skipping it altogether. It was fun at first but then it became The One Thing It Always Made Sense To Do, which isn't so interesting.

EDIT: Whoops, corrected typo, thanks Jelani. And yeah, personality-wise I want to get to keep playing/exploring our lovable Rat...but it felt toward the end that mechanically it just always made sense to spam the same attack over and over.


The one thing is always made sense to do?


Male Human (Brevic) Master Summoner 10

Particularly with the ever-disgusting Mythic Hexes archmage ability...


Male Human (Brevic) Master Summoner 10

Name: Nathaniel (Nat) Dorinarl
Race: Male Half-Elf 27
Class: Summoner
Alignment: G
Backstory: Nathaniel was born in Brevoy; the son of an Gaela, an elven armorsmith and his father Thaddeus, an important and powerful member of the nearest Pathfinder chapter. He was raised in a rural village swearing allegiance to House Medvyed. At a young age, Nathaniel's father was crippled with a fatal disease, leaving him wasting away, grey and shriveled. On his deathbed, he attempted to speak through the choking coughs, but failed; a red glow burnt suddenly in his eyes. Through the door appeared a mysterious woman, beautiful and with a well-worn symbol of Desna attached to her belt; his father seemed to recognize her. She bent over, muttered a spell and revealed the true imminent final stage of Thaddeus' disease- turning into a demon. With more words and some herbs she cured him, putting color in his cheeks and letting him draw breath, though still leaving his weak body dying. Finally able to speak, he thanked his healer like an old friend, turned and gave his son his final blessings, also bequeathing onto him his summoned spirit, Bartimaeus; he passed, but left a little of his power with the boy.

Able to summon a fraction of the true spirit into the world, Nathaniel was raised by his mother, helping in the family forge; he developed a strong hand with the blade, aided by his mother's knowledge and the tutelage of his father's old friends who visited his mother on occasion. Between helping his mother, he became one of the town guardsmen. When a small group of demons attacked House Surtova, lord Gurev Medvyed saw an opportunity to increase his political capital; he asked for volunteers from his villagers to be sent together to aid the crusaders in the Worldwound, under the command of his son. Nathaniel volunteered for his village.

Shortly after arriving in the Wound, Gurev's son was slain on an impetuous scouting mission, and most of the Brevan mission returned him. Nathaniel has stayed, entranced by the glory and strangeness of everything, and refuses to return home until he has made at least one accomplishment.

Personality: A young and inexperienced farm boy. Has experienced discrimination and dislike because of his mixed heritage, but under the tutelage from his mother believes that races can generally co-exist; and that fools and monsters are counted among every race. Very uncomfortable around women before he gets to know them, enjoys fighting as a contest of strength and chance to grow, also greatly enjoys reading and learning.

Bartimaeus personality: Very different to Nathaniel, Bartimaeus is significantly older and more experienced; he is quiet, serious and cynical, and also loves the boy deeply.


I think I am gona bow out of the AP. I just can't come up with a character concept that appeals to me. It was fun guys I hope at some point I get the opportunity to play with you again.


Alright, I'm going to make a recruitment thread then. You guys are still guaranteed spots of course, but I'd like to have the party be 4 PCs and my DMPC. So we've got a crowd control/buffing witch, a vanilla summoner, and a stealthy/tanky inquisitor. What are you thinking Crissor? What do you guys want me to advertise for?


Yeah I'm going to have to bow out as well, the month of May is becoming hectic. And keeping the ability to post at least once a day would be strained.


Viorel and Crissor, sorry to see ya go!

Jelani, looks like we have:
a (control/buff/debuff) witch
a summoner + eidolon who both like to hang out on the front lines
a stealth/tank inquisitor, who can presumably heal a bit

It probably wouldn't hurt to have someone with full BAB, and maybe either a divine caster or a bard (for healing / buffing). Does Ruarc do trapfinding (sufficient for the AP)?

In the end, I'm fine with you advertising it however you want, the three of us by ourselves seem to cover a surprising number of bases.


Here is my plan for Ruarc's advancement...

Ruarc Advancement:

Celestial obedience, celestial language, knowledge (religion) 7 ranks, Must have been spiritually awakened by the presence of a celestial being—either by being rescued from the brink of death by a willing good outsider of CR 5 or greater or by being the recipient of a benef icial spell or effect from a celestial being of CR 10 or greater.

1st: Inquisitor (Sin Eater, Heretic); sin eating, judgement, stern gaze, lore of escape, hide tracks, orisons, armor of the pit, favored class (skill point)

2nd: Rogue (Chameleon); sneak attack (1d6), misdirection

3rd: Fighter; Power Attack (Bonus), Celestial Obediance BAB 1

4th: Inquisitor (Sin Eater, Heretic); Cunning initiative, detect alignment, track, favored class (skill point), +1 str

5th:Inquisitor (Sin Eater, Heretic);solo tactics, teamwork feat (Precise Strike), favored class (skill point), Furious Focus

6th/Mythic 1: Inquisitor (Sin Eater, Heretic); Judgement 2/Day, hard to kill,favored class (skill point), mythic power, surge +1d6, Mythic Feat (Power Attack), Champion's strike (Fleet Charge), path ability (impossible speed) BAB 4

7th: Mystery Cultist; blessed, obedience, Improved Initiative

8th/Mythic 2: Mystery Cultist; glorious aura, +1 str, +2 str (mythic), amazing intiative, path ability (armor master)

9th/Mythic 3: Mystery Cultist; celestial boon 1, recuperation, mythic feat (furious focus), path ability (armor master II), improved sunder

10th: Mystery Cultist; brand of healing, summon celestial I

11th/Mythic 4: Mystery Cultist; fervor, Vital Strike, str +2 (mythic), surge +1d8, path ability (aerial assualt) BAB 7

12th/Mythic 5: Mystery Cultist; celestial boon 2, +1 str, mythic feat (Vital Strike), mythic saves, path ability (penetrating damage)

13th: Mystery Cultist; incorruptible, Greater Sunder, BAB 9

14th/Mythic 6: Mystery Cultist; summon celestial 2, +2 str (mythic), force of will, path ability (Legendary item)

15th/Mythic 7: Mystery Cultist; celestial boon 3, Blind Fight, mythic feat (improved sunder), surge +1d10, path ability (Legendary item II) BAB 10

16th: Mystery Cultist; sacred heaven, +1 str

17th/Mythic 8: Inquisitor (Sin Eater, Heretic); Bane, discern lies, Improved Vital Strike, +2 str (mythic), unstoppable, path ability (Legendary Item III) BAB 11

18th/Mythic 9: Inquisitor (Sin Eater, Heretic); speak with dead, mythic feat (blind fight), immortal, path ability (critcal master)

19th: Inquisitor (Sin Eater, Heretic); Judgement 3/Day, Critical Focus (bastard sword) BAB 14

20th/Mythic 10: Inquisitor (Sin Eater, Heretic); second judgement, +1 str, +2 str (mythic), legendary hero, surge +1d12, path ability (critical master II) BAB 15

He should be able to cover traps if needed. I need to go to the dentist in a bit, but then I have the rest of the day off. I'll write the recruitment post when I get home and link it here.


Oh! That makes me think, perhaps the way to recruit is based on Mythic paths.

Ruarc will be a Champion
I'm certain Tik will be an Archmage
Nat, do you have a sense? What's a good fit for a melee summoner? Maybe Guardian, Marshall, or Archmage?
Maybe we want to look for candidates who are interested in Heirophant, Trickster, and/or whichever Nathaniel doesn't want...


Male Human (Brevic) Master Summoner 10

Archmage, Dual-Pathing with either Champion or Trickster. Or possibly vice-versa.

For certain classes and styles, there are very few path abilities that appeal, so I'll dabble quite a bit with dual path.


OK, so perhaps the message is mostly that Archmage and Champion paths are full up then!

I might lean toward a Marshall and a Heirophant, but a compelling Guardian or Trickster would be fine too.

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