The Forgotten God (Table 3) (Inactive)

Game Master Rednal

Harath, God of Dreams and Nightmares
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The Roost
Battle Map


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Ahaha... yes, updates can be quite tricky for this game. ^^ Just let me know when you're done and ready to proceed!


M Humanborn

finishing it up now. some questions:

do i get more mythic points? i dont have the mythic book so im not sure what i get, if anything at all, for leveling up.

what were we doing for HP again? i know i have asked this, eventually ill get the hang of it.

EDIT: done, except HP


HP is Max * 1.5.

Additional mythic power is only gained when you increase in Mythic Tiers, and that's totally separate from Character Level.


M Humanborn

alrighty then, that'll be 15 plus CON, plus two for having taken another [Psionic] feat


Woo, hit points!

Very much a necessary addition in a solo campaign. XD The other players have come perilously close to dropping at times, and in hindsight, I definitely think the added points were a good plan. Ready to put up your summary for review?


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

oh summary of changes? sure i can do that.

i dont feel so bad about HP then, because i feel like i have been far too close for comfort myself.

+19 hp
+1 ref
+1 will
+1 bab
+1/6th of a new dread terror

Aura of Fear (suuuuuper awesome)
Intimidating Strike (situational)
No new Psion abilities
Enhanced Mind Blade (now is a +1 weapon)
Gained one new 1st level dread power
Gained two new 2nd level psion powers
Gained 12 total power points
Gained feat: Psionic Endowment (doesn't do much, but is a prerequisite for Fear Mastery which i will take later)
+13 skill points (kept maxed things maxed, threw remaining points into knowledges to make them trained, and threw some into climb/swim just in case)


Looks good to me. ^^ And this is definitely a game where you'll want to have at least a little training in nearly everything - there's really no telling what'll pop up in modules and adventures.

I would prefer to have the abilities in your alias organized alphabetically, though - they'll be much easier for me to find and reference to find once you really start to be drowning in them. XD


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

Ah, I had them organized by class and level. I guess i can swap them around when i get some time


M Humanborn

Are you waiting on me? Not trying to rush you, just wondering if id forgotten something


Yup - I posted last, after all. ^^


M Humanborn

sorry for the delay, work has thoroughly monopolized my time in the past three days.

awesome last post, very interesting.

1. does the divine fear stemming from that ability stack with mundane fear to induce advanced conditions such as Panicked?

2. Would an item like a Cloak that gives +CHA assist in meeting that prerequisite? Granted, I am 10 away from the necessary CHA, but say I got 6 more CHA on my own and then wore a Cloak of Charisma +4, would that lessen the mythic cost, essentially making it easier to tap into my heritage for the time i wear it?


1) Frightful Presence stacks as normal for fear effects - so, yes, it could combine with any other compatible abilities to induce advanced levels of fear.

2) I usually think about Headbands before Cloaks, but yes - it doesn't really matter how you meet the prerequisite as long as you do.

Note that Divine Abilities are usually planned in ways that prevent them from being instant-winners against boss-types, so don't expect them to solve -every- problem for you. ^^


M Humanborn

yeah i figured it wouldnt be instant-win, but might help some. if i even have 3 MP left by the time i get to a boss fight...


That'll get easier as your tiers go up. XD Of course, I generally try to wear out some of your abilities before you get to boss fights, since they'd be too easy if you got there with full strength... balance is tricky in this game.


M Humanborn

yeah. i always feel like i am behind the power curve, so you must be doing something right, hahaha.


"High Power, High Challenge" is a major theme of the game - in short, the idea is to make you feel like you overcame a real challenge after a big event, rather than simply stomping all over everything in sight. I've also been writing the plot fairly loosely for this bit, but plan to bring in some modules or other adventures after this, so the balance should look better once we get there. ^^


It's my birthday, so everyone gets a boon! You can choose from one of the following:

1) Emergency Heal: As a free action, restore yourself to full HP. One use.
2) Bag of Gold: It jingles and jangles - how much is inside?
3) Additional Power Known: Expand your knowledge and learn something new.


M Humanborn

Definitely #3!

I'll try to update my mythic tier tonight. Some crazy stuff went down at work every day this weekend, and monday is somewhat of a "reckoning day" so it may not happen, however.

Happy Birthday!


Take the time you need. ^^b

(You might wanna add a notation to your additional power citing when you got it, just so you don't accidentally remove it later thinking you added one too many abilities.)


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

So, looking at mythic options. Looks like at Tier 2, I get:

+2 CHA (ability)
+1 Path ability
the mythic initiative ability

do i get a mythic ability other than the path ability from archmage?

for my path ability, i was thinking:

Arcane Endurance (Ex): Treat your caster level as 4 higher when determining the duration of spells you cast.
This doesn't alter any other variable effects of the spell.

it was a little rough on my MP and action economy to cast that acid cloud every 3 rounds, so i figured this would be good for that as well as the mental powers that can always use a longer duration


*Coughs*

Quote:
You gain two Path Abilities at each rank instead of one

Second Tier is Ability Score Increase, Amazing Initiative, and two Path Abilities.

--

Some other abilities worth considering at this point:

Competent Caster: Auto-succeed on concentration checks to manifest a power (except your highest-level powers). Technically applies to magic, but... well, y'know. XD

Coupled Arcana: I might be willing to accept Terrors as an additional option for this ability, as well as other class abilities that look like they fit in with the intent here.

Crafting Mastery: If you feel like making stuff instead of buying it.

Eldritch Breach: Useful for overcoming Power Resistance. May be less helpful in this game, since you're intended to be good in physical combat as well, and the idea is that you can just switch to a different strategy if one plan isn't working. (Versatility = Good in solo games)

Enduring Armor: Well, if you wanted an armor bonus that won't take up an item slot or cost PP to use... the good is that it gets better with time, the bad is that you can't enchant it. (Though I suppose you could always just buy some armor you could enchant and focus on its abilities.) Pretty good choice overall. On the other hand, Inertial Armor is specifically useful against Incorporeal creatures, so it's really up to you.

Shapeshifting Mastery: Looks like it would have excellent synergy with Fear Made Flesh.

Legendary Item: All-time favorite of mine. XD

--

Incidentally, the beta document for the Mythic Mania Spell Compendium just came out. Nothing psionic in it that I saw, but it does mean we're getting closer to the Mythic Mania Hero's Handbook (which should have psionic stuff).


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

hmmm.... not that i am complaining, but i think i may run out of mythic abilities that i both qualify for and that would do anything for me.

I thought about Legendary Item, but i am not sure what it would be? Maybe a cloak or amulet... something that increases my CHA. I didn't think about it too strongly, but looking now i see it doesnt have to be a weapon or armor (which i had forgotten) and the nigh-requirement to take the ability several times plays nicely into the extra path ability per tier....

can a person acquire multiple legendary items? i'm imagining a cloak that can turn me invisible or telepathically warn me of danger it senses, a ring that can cast wizard spells, etc.


Dual Pathing is a fairly good option in this game for that very reason. I won't go as far as saying it's expected, but... being able to support both martial and magical efforts in a solo game does have its uses. XD

You cannot have more than one legendary item - this is explained more in-depth as part of the Mythic Bond ability that Legendary Items have, but the gist is that each character can only have one truly iconic item at any given time.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

Ah, ok. Makes sense.

Dual path specifies tier 1 mythic, so I'd need an exeption to the rules to take that one.

Sorry for not posting yesterday, had to escort a guy to jail. Didnt know until my normal shift was almost over, and that ended up taking 6 more hours. I just ate and went to sleep when i got home.


There's been some discussion both ways on Dual Pathing, but after consideration, I'm willing to let it be taken any time you have a Mythic Feat to spend (though doing it earlier, of course, is probably going to be more helpful in the long run).


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

alrighty, putting digital pen to digital paper now.

regarding additional path abilities (2 per rank instead of 1) would Legendary Weapons also get more abilities? or would that path ability be able to be taken more than 1 per 3 tiers?


Legendary Weapons gain abilities at their standard rate (one per Tier, up to the maximum allowed by your current selection).

...That's not necessarily a bad thing, considering how few options they have to start with. XD; I'm REALLY hoping the Hero's Handbook expands on them.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

Yeah, although all the options presented under the "Intelligent" heading are solid platinum, though many necessitate taking "Intelligent" 2-3 times to meet pre-reqs.

it's a tough choice between spellcasting to get the invisibility spell, or taking animate and shooting for fly later... which do you think would be better?

As for the base item itself, I either need to get my hands on a cloak of charisma or maybe fashion this black pearl (possible focus of powers) into an amulet, unless you've got other ideas. I suppose the best bang for my buck would be to get a psionic staff and use that, but that also isn't cheap.

EDIT: updates for mythic tier 2 are complete.

The divine ability referenced a divine rank for DC calculation. Is that 0 or 1 currently?


Divine Rank = Mythic Tier for all mechanical purposes.

As for legendary items, what I actually suggest is creating an item that can level with you over time. This is where your divine theme should come into play - picture Harath at the height of his power, then ask yourself what kind of item (like Thor's hammer, Zeus's thunderbolt, etc.) would be his iconic godly tool. Then try to find a way to make that mechanically fair, and ask for help if you need it. XD

...

The Hero's Handbook beta might have legendary psionic items, by the way. I'm not totally sure what all they'll be putting out in that part, but if you're not worried about getting your legendary item right now (and you shouldn't be, because you'll have to find it somewhere if you didn't start the game with it), we could work on it once that's out and try to find something you like.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

I guess some sort of handwraps that give a bonus to hit/damage (as a base item) would be the most useful. although every powerful psion should have a staff, he fights more with his hands than anything.


Hmm... handwraps and staves are both possible.

For the handwraps, I suppose we could do a simple enhancement progression - perhaps starting with a +1 enhancement, and increasing by +1 at character level four and every four levels thereafter (hitting +6, and therefore Epic, at Level 20)? Along with the ability to add special abilities as if there were no enhancements already on it, drastically reducing the cost needed to improve it.

For staves, it could be something like a modified version of Camiel's staff, or perhaps an edited psionic one... I'd have to look those up.

My personal view on legendary items as weapons in this campaign is that since it's thematically your weapon as a god, whatever you get should be good enough to be worth using for the entire campaign. XD For balance reasons, that usually means getting stronger over time.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

I agree, heh. I definitely plan on putting effort towards the item being more and more intelligent. The spellcasting ability can help shore up some of what psionics is missing, and getting some good senses will be key because an extra set of eyes and ears never hurt...


Vital Stats:
HP: 280/280, AC: 45/T: 29/FF: 38, Perception +26*(many sense types), Initiative: +8, F: +23*/ R: +25*/ W: +22*, CMB: +20, CMD: 44*, Speed: 30
RETIRED Warforged (Living Construct, Dwarven) (Gestalt) Artificer / Machinesmith 20

Jury duty.... always wondered what that was like.

Regarding options, what leads do i have currently? I tried going the slaver route, but nothing strange really seemed to come of it. This route seemed to be a dead end, but then you put that teaser on there, as If i missed something or hadn't done enough.... hmmmmm


It's probably easier to just come out and say it - you did resolve the thing with the strange dreams when you recovered that fragment of power. That was, incidentally, the only major plot point within the city - there's nothing else that's absolutely critical to do. However, this is a very free-form game, and it's pretty much always possible to go do things you want to do (like, say, try to accomplish a few missions in order to earn gold and experience before on continuing your journey).


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

damnit i keep using that incorrect alias... grrrr

Ah, ok. So I suppose I would have discovered that the dreams stopped after hanging out in the city at least a few more days. I really suspected some nefarious conspiracy behind that dream thing, haha!

I guess the plan would be to stick in town for a bit, handle things as they come up and keep an ear out for things that might be happening elsewhere in the world, especially as pertain to any budding crusades by existing deities.


Well, then, go for it. ^^

(Gathering rumors is usually the best way to learn about new options and plot points.)


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

DAY 1
diplomacy (gather info): 1d20 + 3 ⇒ (7) + 3 = 10 hours: 1d4 ⇒ 4
diplomacy (gather info): 1d20 + 3 ⇒ (12) + 3 = 15 hours: 1d4 ⇒ 1
diplomacy (gather info): 1d20 + 3 ⇒ (12) + 3 = 15 hours: 1d4 ⇒ 3

Know: Local would be higher, not sure if that would apply instead.

Harath rests the night following the incident with the orb, letting the new energy fully settle in his mind. The next day, he spends the better part of the morning and afternoon gathering information around town, frequenting taverns and marketplaces to listen to gossip.


All right! Conveniently, all the psionic stuff from the Hero's handbook is in one chapter. XD There's one new path...

Path of the Overmind:

Manifesters learn to use psionic powers in a variety of different ways. From the raw bursts of emotion from the wilder, to the teamwork oriented manifesting of the tactician, to the deep understanding of the psion, each of these manifesters learns to channel psionic energy into effects that alter themselves or the world around them. The overmind takes this ability to new heights, learning not only to weave psionic energy into a variety of effects, but to do it easily and in ways other manifesters could never achieve.

The overmind is unparalleled in skill manifesting psionic powers, and many of the abilities of the overmind path improve your ability to manifest psionic powers or increase their capacity. In addition, this path offers a variety of options in increasing knowledge of psionics and typical defenses used against psionic powers. Overminds that approach the highest of mythic tiers can affect even the strongest-willed of creatures, while they themselves gain immunity from such effects.

Role: As an overmind, your role in the group is to enhance your manifesting ability and to have the right power for a particular situation. Whether that is improving the coordination over a collective or creating an opening in an enemy’s defenses, you channel psionic energy to overcome challenges and defeat foes. While you gain only limited defensive boosts, your offensive and tactical options prove that the best defense is a good offense.

Classes: The overmind is the primary path for psions, tacticians, vitalists, and wilders, the pure manifesting classes. Cryptics and psychic warriors might find many abilities in the overmind path useful, but could find other paths more appealing to their particular mix of skills and psionics.

Bonus Hit Points: Whenever you gain an overmind tier, you gain 3 bonus hit points. These hit points stack with themselves, and don't affect your overall Hit Dice or other statistics.

...as well as some additional powers for the other paths and, of course, universal abilities. Also feats and, of course, mythic powers galore. XD Anything in particular you want me to check for?


M Humanborn

Sounds interesting...

feats are important, mythic powers that i could conceivably qualify for also.


Powers are mostly gained by taking the psionic version of mythic spellcasting - as long as you know the original and take the power that lets you learn 'em, you qualify. Note that some powers don't have mythic versions.

Let's see, from what you've currently got...

Feats:
Combat Manifestation (Mythic)
You rarely lose concentration in combat.
Prerequisites: Combat Manifestation.
Benefit: The bonus from Combat Manifestation increases to +8. Anytime you fail a concentration check, you do not lose the power points you were attempting to use. You do not manage to manifest the power, but the power points remains available for you to use at a later time. Additionally if you successfully make a check to manifest a power defensively and the power requires a ranged attack roll, that ranged attack does not provoke an attack of opportunity.

Psionic Talent (Mythic)
Your reservoir of psionic power grows more quickly than most.
Prerequisite: Psionic Talent.
Benefit: Double the number of power points gained for each Psionic Talent feat you possess.

Psionic Body (Mythic)
Your psionic training and mythic power toughen your physical form.
Prerequisite: Psionic Body.
Benefit: The number of hit points gained from Psionic Body for each psionic feat you possess increases to 6 per feat.

Psionic Endowment (Mythic)
Enemies have an incredibly difficult time resisting your manifestations.
Prerequisite: Psionic Endowment.
Benefit: When you use Psionic Endowment, double the amount added to the save DC. In addition, you can expend a use of mythic power as a swift action when using Psionic Endowment to force a non-mythic enemy to automatically fail the save.

Mythic Powers:
Biofeedback
Add your tier to the amount of damage reduction received.
Augmented (5th): You can expend two uses of mythic power to have the damage reduction also apply to damage from powers and other effects that deal hit point damage.

Cloud Mind
Mythic cloud mind affects a number of creatures equal to your tier. Targets that succeed on the save instead suffer a 20% miss chance against you for the duration of the effect.
Augmented: If you expend two uses of mythic power, the effect does not break when you attack a creature.

Empathic Connection
You add your mythic tier to Charisma checks to convince the target to act as you command, and the target can understand your commands or suggestions as if you shared a language, though you are not otherwise able to communicate. Add your mythic tier to the Sense Motive DC to discern that a creature is charmed.
Augmented: If you expend two uses of mythic power, the duration is increased to 1 day/level.

Force Screen
Half of the shield bonus (rounded down) from the power also applies against ranged touch attacks.
Augmented: If you expend two uses of mythic power, the effect can also gain one shield special ability with a +1 bonus cost, such as arrow catching.

Inertial Armor
The armor bonus is increased by 50% (rounded down). There is a 50% chance that any critical hit or sneak attack made against the target is negated and treated as a normal hit, as if the target were wearing moderate fortification armor.

Vigor
Double the number of temporary hit points gained. Once during the power’s duration, you can convert the temporary hit points into half that number of hit points of damage healed. Converting temporary hit points in this fashion ends the effect.
Augmented (3rd): If you expend two uses of mythic power, your temporary hit points regenerate at a rate equal to half your tier each round. This only restores the temporary hit points up to the total number of temporary hit points when the power was manifested and does not count as regeneration or fast healing.


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

Oh i meant like the powers you can pick each tier, like path powers

like legendary item, etc


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

yeah some of those look good, and would be a better fit for me than legendary item at this level. i will give them another look or two and suggest an alternate, too tired to pore over mechanics after class today


No rush. ^^ One of the nice things about this game is that you can take your time without worrying about holding up other players. Just glance over it whenever you've got the time.


M Humanborn

man, your gestalt dungeon crawl looks good, but i was leaning towards alchemist as a secondary class (i love bombs).

sure enough, the first several posters i see want alchemist as a secondary. womp womp hahaha

lemme know if another such game of yours opens up! although i am kinda on a "Thunderscape" kick lately, in terms of classes.

EDIT: ugh, just got to Captain Wombat's part. didn't realize he was still around the boards.


Most of those entries are very old. XD It's only the last few posts that are relevant at the moment.


M Humanborn

hmm, would you allow a character from the Thunderscape classes? theyre kinda steampunkish. I see you have a full arcane and a full divine, full psionic and a full melee.

i was thinking of a Golemoid / Steamwright, so basically a fully melee crafter. Golemoid revolves around implants, and Steamwright has inventions, basically magic items that have a limit, and like 2/3 of them he can change during the time a caster would be prepping spells, and the other 1/3 are more important things that he cant change.

Here is one i made at level 5, but he was a stealth archetype of the golemoid, not outright combat like i described above. also that character is gestalt lv5, and is just an example. i would be making a new character, new alias, not retooling an old one.


The proper place for that question is in the recruitment thread for that game. ^^ I think I'd prefer to stick with standard Pathfinder material, though, as opposed to technology and such from other settings.


I won't be posting Friday through Sunday. I plan to pick things up promptly on Monday morning, though!


Active Effects: Human Dread (Fear Made Flesh) // Psychic (Dream) // Soulknife (Deadly Fist) 5 Mythic Overmind Tier 2 ||| HP: 104/104 | AC: 22, T: 14, FF: 20 | Fort: +7, Ref: +10, Will: +9* | BAB: +5, CMB: +7, CMD: 21 | Init: +3, Perception: +9

Alrighty. No problems there, got my IRL game on saturday and a dive on sunday so i will be tiiiiiiired


All right, it's time to create your Legendary Item. ^^ I see in your profile that you've already picked out its legendary abilities, but we also need to come up with the base form.

When it comes to Legendary Items in this game, I believe that scaling tools are the most appropriate, and we have several ways of going about that.

One: Tweak an existing item and make it scaling. (Like Camiel's staff, if you remember her)
Two: Use what I mentioned above for the handwraps.
Three: Create a Legacy weapon with the 3.5 book focusing on them, and forget the stupid parts like HP loss and feat requirements. Psionics are supported, and the item would improve basically every time you gained a Class Level OR a Mythic Tier.

My goal here is to work with you to create something you'll be using throughout the entire campaign. It is your iconic personal item, after all.

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