The King's Cup


Campaign Journals


The world will be strive to be a mix between dungeon crawl and sandbox. Base on player advancement and interaction with the world, certain choices may be presented that will affect the world and/or the players. A rich character background is not necessary, but if submitted it will be integrated into the story if possible.

This thread is for player discussion between sessions. You can keep track of loot here, talk about the game, discuss strategy/possible paths to follow, ask about information that was not made properly clear, or say whatever comes to mind.

Materials allowed:

  • Core Rule Book
  • Advanced Player's Guide
  • Advanced Race Guide
  • Ultimate Magic
  • Ultimate Combat
  • Other Paizo published peripherals may be used upon request and review by the DM

Character Creation:

  • Level 1
  • 20 Point buy
  • Max HP starting
  • Roll for gold, minimum average
  • 2 Traits
  • 1 Flaw, not from Paize material, but player created
  • Player's get 1 free skill point at level 1 to be used only on a craft or profession. The following professions will be available as well: Gemcrafting, Sagesmith, Savagesmith, Scavenging.


Session 1 Experience.

Zombie x6: 1200
Skeleton x5: 675
Total: 1875
Per Player: 375

People of Interest Met:
The Man
The Woman
Arngrim Stonestrong

Players:
Azravel - Oracle (Battle Domain)
Dahlia - Wizard
Erland - Ranged Fighter
Kanuu Ebonstorm -
Wil Canary - Iquisitor

*MVP*: Kanuu - As mvp you get to ask 1 question about anything that happened in the session? This may be past, present or future. This must be done form Kanuu's point of view.

Note - All players were awarded the experience needed to advance 2. This is based on medium exp track.

Grand Lodge

-Kanuu sits down while the others, along with the Dwarf, meander about. They discuss everything from their next move to their personal interests in foodstuff. Kanuu removes himself from these happenings and closes his yes, seating himself on a jutting piece of wall. He holds the talisman of The King in Rags and Tatters in his palm and closes his eyes, "thinking" as hard as he can at the blackness.

'My liege,' he thinks 'The dual-entity spoke of you being... present at our meeting with it. I assume this means you know of the mission we have been set upon. I humbly request to know more. The being spoke of bringing "Balance to an unbalanced world," and while I accept I am but a small part of your grand plan I must enquire: Once we find this "priest" the dwarf spoke of, what is the most beneficial course of action towards restoring this lost balance? I trust not the words of any follower of any god other then you my lord, so only on your word may I truly trust. Tell me the course me and my group would best follow after finding this man, and I will carry out your desires.-


- Lost in the depths of his thoughts, Kanuu fails to notice the party growing silent as the air around them all seems to grow cold and ominous. The flame of the small campfire that gently warmed the souls of the weary warriors dwindles as if struggling to breath. Just as the flame seems to die, smothered by the vile gust of wind that now envelops the crumbling temple, all the warrior rise with arms at the ready.

Their feelings of dread suddenly replaced with a feeling of uneasiness as the embers of the campfire revive the fire. But through it all, most troubling of all are not the feelings that have come and gone, nor the ones come after. No, the qualms come from the feeling that never comes. After all, who could ever feel at ease after seeing a Minotaur's bloodthirsty grin that seems to scare away even the winds of unbalance.

Little do they know, Kanuu grins not to scare away the unknown, but rather because he welcomes it. All because he has heard a familiar and soothing voice echo in his head, engraving two simple words in his head..."XelFes Ire" -


Session 2 Experience.

Dire Rat x2: 270
Skum x3: 1800
Spider, Giant: 800
Spider, Swarm: 1200
Total: 4070
Per Player: 1018

People of Interest Met:
Kana (Unknown last name) - Halfling (Unknown profession)

Players:
Adondarina - Wizard (Conjuration School)
Azravel - Oracle (Battle Mystery)
Kharn Gorefang - Weapon Master (Bastard Sword Focus)
Wil Canary - Inquisitor

*MVP*: Adondarina - As MVP you get to ask 1 question about anything that happened in the session, or having to do the world. This may be past, present or future.


Adondarina: "How do we access the secret room?"


-Well into the night, the party of brave adventures rest securely inside the walls of a broken support beam. Protection, and more importantly peace of mind, guaranteed by the clever albeit slightly poor construction of a blockade on the only entryway.
It is only now that Adondarina realizes the amount of fatigue that has invaded her body and soul. Firmly believing that her companions will remain alert, she decides to let go and drift into a much needed slumber.
As she opens her eyes, she finds herself puzzled as she sees a man bending over the half empty cocoon attempting to pull out something that shines with a familiar blue hue.
The man shows Adondarina a soul flame that begins to shake as it turns in a male Half-ling. "Thank you for saving my sister, I'm glad she was able to hold out long enough for you to come along. Allow me to repay your kindness by telling you something of value. Before that thing snuck up on me, I was able to translate some of the engravings I found. It seems that the valves are meant to be used for more than just water release purposes. They may very well be the key to everything..."
As the half-ling disappears in a flash of bright light, Adondarina jerks awake only to find no trace of the man or Kana's brother.-


So.. now that we know it has something to do with those valve's... How do you guy's think we can use them to get to the room?


Hello Everyone. It looks like I'll be joining you this Tuesday. I'll be playing a Rouge who Specializes in traps and trapmaking. I'm not sure what I should do here in char to get up to speed though and intro my char to the group.

Scarab Sages

Hey there! Glad to have you! I will be playing our stoic, face-beating Oracle of Battle. We also have a Sword and Board fighter, Inquisitor, and a Wizard thus far. I believe we will be having a 6th join us as well.

The story thus far -

All of our character magically, and without memory, arrived in a chamber covered with a darkness so deep, not even magical light could penetrate it. We fumbled around trying to figure out what occurred when suddenly a pair of figured, male and female, appeared to us. They appeared in different manners to each different character. The spoke to us of being brought to this plane to restore balance. They wouldn't tell us much about it other than that if we can't find the balance, everything will end. After the short and vague briefing of our presence and why we were all pulled from our lives unwillingly, we were then teleported to a dais with a rune etching on top of a mountain. There we found a large temple with a dwarf who was simply trying to repair the place. He has no idea how he got here, what is going on, or what others are up to; he is simply here to repair, and repair he will.

Our original composition was different than we have now. Originally, we had a Minotaur Antipaladin, a Gnoll Wizard, and a Hobgoblin Ranged Fighter. For various reasons(Mostly player non-attendance) we now have in their places, an Orc Fighter, Elf Wizard, and yourself.

We have made our way to the south and into a sewer complex that is starting to appear more and more to be a research complex. After some potentially dangerous encounters, we are resting within the latest cleared chamber.

A couple things to note -

Masks - Withing the chamber that where we first appeared, there were two masks lying on the floor. One had a grin, and the other a frown. (Thalia/Melpomene style.) They seem to be symbolic of the balance we are to maintain. We also found these masks on an altar within the temple. They are still there.

Soulfire - Over some corpses, you may find a floating blue flame. This is known as a soulfire and is representative of a soul that has not yet chosen to move on. By interacting with the flame you can communicate in part with the deceased individual. They seem, thus far, to maintain the personalities and characteristics of their former selves, though it seems to take quite a bit of effort for them to remember any details. Also, they don't particularly like being poked.

If you like to give you character a little bit of backstory, by all means, do so. The DM really likes incorporating them in one way or another. Also, do you have a link to your character sheet? You needn't share it, but I was just curious. Here is mine: http://www.myth-weavers.com/sheetview.php?sheetid=548010

If I've missed anything major, the rest will probably catch it.

Scarab Sages

Mr. Francisco. Meghan would like for me to let you know that she will probably be unavailable for the beginning of today's session. She has a test that could run as late as an hour and a half into play, but she doesn't expect it to take nearly that long.


Joshua Williams 229 wrote:
Mr. Francisco. Meghan would like for me to let you know that she will probably be unavailable for the beginning of today's session. She has a test that could run as late as an hour and a half into play, but she doesn't expect it to take nearly that long.

Thank you for letting me know. I'll go ahead and give control of her character for the time being.


Session 3 Experience.

Squid Tentacles x3: 300
Wall Break: 1000
Mimic: 1200
Total: 2600
Per Player: 520

Players:
Adondarina - Wizard (Conjuration School)
Azravel - Oracle (Battle Mystery)
Chantoku - Fighter/Rogue
Kharn Gorefang - Weapon Master (Bastard Sword Focus)
Wil Canary - Inquisitor

*MVP*: Rizz - As MVP you get to ask 1 question about anything that happened in the session, or having to do the world. This may be past, present or future.

Note: Extra XP was awarded for finding a way past the wall that did not involve traversing the entire sewer system. Also, I will post how the new craft/professions work and what can be done with them, as enough people have finally asked about them.

Scarab Sages

MVP Question: "What is in this coffin?"

Also, guys, I will be playing the roll of party treasurer.

----------Treasurer's Report-------------

Previous Party Funds: 0g

Session 03 Loot Acquired:
- Buffering Cap (2000g) - Wil Canary

Treasure:
- 100 gold pieces
- Hematite (7g)
- Carnelian (50g)

Total = 100g + (57g)

Expenses:
- N/A

Final Party Funds: 0 + 100 + (57) = 157

*Funds gold values displayed in () represent gold value of unsold items.

---Non-wealth items---

Key items found:
- Scroll with Abyssal and some unkown language. - Adondarina

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

I would like to propose this idea of a party fund. Loot that we acquire while we are adventuring will be distributed at need, but treasure, such as gold, or anything we find that will be sold for gold, is put into this party pool.

Now, that isn't to say that everything character specific belongs to the party, but just the stuff that our party finds while adventuring.
Items and gold that you started with are yours, and upon selling your own items, you keep the funds. But say that, for some reason, this cap that Wil now has from our adventuring gets sold, the money doesn't go straight to Wil, but goes into the party fund. It will allow us to worry more about distributing power as is necessary for the party, and less about personal wealth.

That being said, people will still have their own personal wealth. Say someone starts to make money off of a profession or craft they have. That is their money. They can donate to the party as they see fit, but it is still theirs. Adondarina's charging for her Prestidigitation services, for example. They pay with their own money, and any money she makes off of someone for that is hers.

Something we can do to still allocate personal wealth(since everyone does like it) is to take the party fund, and perhaps take a percentage of it to distribute to everyone as personal wealth. This would only be done with new wealth to prevent everyone from merely getting rich while depleting the party fund. So say by the time we get to a town, we find 5000g worth of treasure. We can then cut that in half(work-in-progress) and divide that half up between people. This would allow them to purchase personal effects, such as clothing, scrolls, etc that is something just for them.

Withdrawing from the party fund. An individual character doesn't withdraw from the party fund, but rather, when the time comes to equip people, we can decide, as a party, who gets what. This is useful for, say, a Wizard who comes in and lacks a ring of protection or cloak of resistance, or some other such 'mandatory' item. However, as the money spent on the ring was part of the party fund, the ring is technically still the property of the 'party' for sake of what happens to it if that character dies or sells the ring.

A character who purchases something with their own personal wealth, for all intents and purposes, is the sole owner of that item. If you've enough money that you could buy an item without dipping into the party fund, then do so. The party fund is meant more for outfitting those who desperately need it, and purchasing certain 'valuable to the party' items such as wands of Cure Light/Moderate wounds or the like.

In the event that someone has most of the money for an item they want, they can ask to borrow from the party fund to get the rest, but they then have the amount owed taken out of the personal wealth they would receeve with the next one or more infusions until they are paid up and cannot borrow against again until paid up. The item is then their personal property. If they sell the item before being paid up, or they die, then the party fund receives it's cut of what is owed from that individual.

Items that are part of personal possessions, and personal wealth should NEVER be added to the party fund(unless the character willingly donates.) The reason I say this is because economy inflation WILL kill people, if not the whole party. If new characters come in with valuable items, then die, then we take the items and add the wealth to the party fund, our wealth will rapidly grow out of control. It awesome to be level 6 with a Belt of Giant's Strength +6 and a +3 Keen Nodachi, and the rest of the part have equivalent gear, but prepare for insanely difficult encounters to compensate. And chances are you won't survive them at that level.

These are just some ideas. The idea of a part fundy is really good for the sake of unifying the group. Considering the setting and what we have encountered thus far, I don't think that it is far-fetched for even an Evil creature to understand the value in working together, as opposed to against one another. At the same time, it provides individuals with their own personal wealth so that they won't necessarily have to ask the party ever time they want something, and still gives them resources to do their own thing with.

Any feedback or conversation would be wonderful.


- While everyone seems to be busy inspecting the mimic's insides, Azravel inches closer to the coffin sitting at the end of the room. With every step he takes, his heart pounds ever faster. As exceptional as the coffin is in design and craftsmanship,the only thing that seems to stand out to Azravel are the markings on the side of the coffin.
In all his years of theological study, he wondered if the stories he read could possible be true, it just seemed more of a fable than actual mythology. How could anyone believe that some vampires could grow in power by simply entering a stasis-like deep sleep, while surrounded by a few glyphs. -


I agree that we need a Group Fund. especially for Disposable resources like Wands crafting Supplies and Potions etc. I think however that we should limit it at first. During the first 2-4 Levs when we're not making that much cast we should limit the Group Fund to 10% of each person's total income (totaled between every 3 or 4 game sessions.) that gives each char a bit of a honeypot to spend while keeping the group in rations and Inn fees and all that.

Scarab Sages

Yes, I definitely agree with the small pool in the beginning. I was just throwing out random numbers for the sake of initial example. I wish we had the other players getting on here more often. :P


I like the group fund ideas too =)


New Crafting/Professions
Please find below the tentative rules for the new crafts/professions introduced at the beginning of the campaign. Keep in mind that these are by no means set in stone and are subject to change based on game progression. They are also not meant to replace the current crafts/professions, but rather to add some flavor to the campaign. If I feel that drastic changes need to be any to any of these, I will talk to affected players to compensate or modify current gear, points, feats, etc. Players are not expected to take or use these, and will not be penalized for choosing existing crafts/professions over the ones presented below.

Gemcrafting
Benefit:


  • Allows players to clean, dry, wipe, scrub, brush, smooth, cut, shape, polish, and refine gems.
  • Can use Gemcraft levels as Blacksmith levels for the sake of creating custom settings.
  • Allows players to attach gems to weapons and armor by using custom settings. Gems attached to gear in such a fashion can be easily replaced by simply removing the setting holding the jewel.
  • As a Gemcutter's proficiency grows, they are able to combine their knowledge and battle expertise to allow them to swap gems mid combat to better deal with the situation at hand. This swap can range from full-round to swift action depending on feats.

Handicap:

  • Attaching gems to gear by means of settings limits the amount of power that can be transferred from the gem to the weapon. Most gems seem to cap around 50%. Master Gemcutters however, have been able to achieve up to 70% on rare occasions.

Tools:

  • Without tools, Blacksmith or otherwise, all gemcutting checks will take a -2 penalty.
  • Gemcutter's Kit (50 GP) - All in one bundle, includes all tools necessary for performing all actions mentioned above. Any checks made while using the kit will not be subjected to penalties.
  • Gemcutter's Kit (MW - 150 GP) - Same as above, with tools of greater quality. All gemcutting checks receive a +2 bonus.

Sagesmith
Benefit:


  • Allows players to create sockets on weapons and armor. The process involves an advanced form of spellcraft that seems to have evolved from mending.
  • Gems fused onto gear via sockets will enable the gem to release its full potential without need of enhancements or extra work.
  • A single piece of gear can have multiple sockets mended onto it at the same time, or by means of upgrade processes.
  • Master Sagesmithers have been known to device ways to create special sockets that can enhance the power of gems beyond their original capabilities.

Handicap:

  • Gems that have been fused onto gear by means of sagesmithing become part of the gear as if they had been there from the moment the gear was created. This makes gem removal a very complex and intricate procedure that could render useless anything from the gem, socket, or gear all together. This includes other sockets and/or gems currently in the piece of gear as well.
  • Attempting to place more than one socket on an item places strain on the integrity of the item. As more sockets are created, the chances of the item exploding increase significantly.

Tools:

  • Without tools, all sagesmithing checks will take a -2 penalty.
  • Sagesmith's Kit (25 GP) - All in one bundle, includes all tools necessary for performing all socketing (this refers to both creating sockets and fusing gems to gear by means of sockets). Any checks made while using the kit will not be subjected to penalties.
  • Sagesmith's Lab (200 GP) - Includes an altar that has been specially manufactured to increase the flow as well as stability of magical abilities used in the process of sagesmithing. All sagesmithing checks receive a +2 bonus.

Savagesmith
Benefit:


  • Allows players to create weapons and/or armor by using materials harvested from fallen enemies.
  • Armors and weapons crafted by means of savagesmithing may retain some of the creature's base properties (i.e. Natural armor, DR, resistances, SR, etc.).
  • Players with the Craft Magic Arms and Armor feat can create arms and armor that not only retain base properties, but may also retain a creature's special abilities (i.e. Poisons, auras, immunities, ability damage, etc.).
  • Magic gear crafted in this fashion will be considered equivalent to having a +1 enchantment level.
  • Existing gear can be adapted by savagesmiths without the need to be have a +1 enchantment level on it. However, item must be of MW quality at least.
  • Master Savagesmiths have been know to create arms and armor of such quality, that they appear to be almost sentient. When several of these items are equipped at the same time, they seem to resonate and provide an enhancement bonus.

Handicap:

  • Players must have have 1, 2, or 3 ranks in craft armor to savagesmith light, medium, or heavy armor respectively.
  • Players must have have 1, 2, or 3 ranks in craft weapons to savagesmith simple, martial, or exotic weapons respectively.
  • Must choose weapon or armor focus when selecting craft. Though both can be taken up by a Savagesmith, the crafts must be ranked up individually.
  • Must take feat Craft Magic Arms and Armor to be able to create gear that retains properties of the beast from which the materials originated. (e.g. A suit of armor that make the user invulnerability to fire because it was forged from red dragon hide/scales.)
  • Without the proper crafting rank, players will take a -2 penalty while crafting for every step difference between their current rank and the gear being created. (e.g. A player trying to craft and exotic weapon with only one rank in craft weapon will take a -4 penalty.)

**Note: Craft armor/weapon ranks do not stack with savagesmith ranks. They reflect the fact that the player has worked with enough materials and armor/weapon types to be able to understand how they work, and how to effectively create armor/weapons from unconventional materials without hindering the gear's performance.
Tools:

  • Without tools, all savagesmithing checks will take a -2 penalty.
  • Savagesmith's Kit (60 GP) - All in one bundle, includes all tools necessary for performing all necessary cleaning, cutting, fixing, polishing, shaping and sharpening. Any checks made while using the kit will not be subjected to penalties.
  • Savagesmith's Kit (MW - 200 GP) - Same as above, with tools of greater quality. All savagesmith checks receive a +2 bonus.

Scavengers
Benefit:


  • Allows players to efficiently collect materials from fallen enemies.
  • When harvesting, Scavengers are considered adept at properly handling the remains any dead creature whose hit die are less than or equal to the Scavengers rank. This proficiency prevents them from hurting themselves in any way, shape, or from when handling the corpse.
  • Survival will give players a +2 circumstance bonus. At rank 10 survival, the bonus is increased to +4.

Handicap:

  • None at this point in time. May change as the system evolves.

Tools:

  • Without tools, all scavenging checks will take a -2 penalty.
  • Scavenger's Kit (30 GP) - All in one bundle, includes all tools necessary for cutting, opening, removing, storing, etc. Any checks made while using the kit will not be subjected to penalties.
  • Scavenger's Kit (MW - 100 GP) - Same as above, with tools of greater quality. All scavenging checks receive a +2 bonus.


Session 4 Experience.

Vampire: 6400
Festrog x5: 2000
Saving Demitri: 900
Total: 9300
Per Player: 3100

People of Interest Met
Demitri Gastarov - Cleric of Mirikai

Items of Interest Found
Vampire's Journal

Players:
Azravel - Oracle (Battle Mystery)
Chantoku - Fighter/Rogue
Wil Canary - Inquisitor

*MVP*: Chantoku - As MVP you get to ask 1 question about anything that happened in the session, or pertaining to the world. This may be past, present or future.

Scarab Sages

----------Treasurer's Report-------------

Previous Party Funds: 100 + (57) = 157

-----Loot-----

Session 04 Loot Acquired:
- Ring of Protection +2 (8000g) - Azravel
- Cloak of Resistance +3 (9000g) - Azravel

Loot Currently Possessed:
- Buffering Cap (2000g) - Wil
- Ring of Protection +2 (8000g) - Azravel
- Cloak of Resistance +3 (9000g) - Azravel

Liquidation Value Gain: (8500g)

-----Treasure-----

Treasure Gained:
- Ruby x6 (200g)

Treasure Currently Possessed:
- 100 gold pieces
- Hematite (7g)
- Carnelian (50g)
- Ruby x6 (200g)

Total Treasure Value Gain: 0g + (200g)

-----Expenses and Liquidation-----

Expenses:
- N/A

Total Expenses: 0

Liquidated:
-N/A

Total Liquidated: 0

-----Final Totals-----

Current Party Funds: 100g +(257g) = 357g

Liquidation Potential: (9500g)

*Funds gold values displayed in () represent gold value of unsold items.
** Liquidation Potential shows the potential party gold that could be gained by selling all the used equipment currently belonging to the party.

----Non-Wealth Items----

Vampire Journal in Abyssal - Azravel


Session 5 Experience.
Adherer: 800
Per Player: 200 *Not including Kharn*
Goblins x6: 810
Per Player: 162 *Including Kharn*

People of Interest Met
N/A

Items of Interest Found
Botanist's Notes
Rare Hybrid Plant

Players:
Adondarina - Wizard (Conjuration School)
Azravel - Oracle (Battle Mystery)
Chantoku - Fighter/Rogue
Kharn Gorefang - Weapon Master (Bastard Sword Focus)
Wil Canary - Inquisitor

*MVP*: Adondarina - As MVP you get to ask 1 question about anything that happened in the session, or pertaining to the world. This may be past, present or future.

Scarab Sages

----------Treasurer's Report-------------

Previous Party Funds: 100g +(257g) = 357g

-----Loot-----

Session 05 Loot Acquired:
- Pearl of Power 1st (1000g)- Adondarina
- Unguent of Time - Adondarina

Loot Currently Possessed:
- Buffering Cap (2000g) - Wil
- Ring of Protection +2 (8000g) - Adondarina
- Cloak of Resistance +3 (9000g) - Azravel
- Pearl of Power 1st (1000g) - Adondarina

Liquidation Value Gain: (500g)

-----Treasure-----

Treasure Gained:
- N/A

Treasure Currently Possessed:
- 100 gold pieces
- Hematite (7g)
- Carnelian (50g)
- Ruby x6 (200g)

Total Treasure Value Gain: 0g

-----Expenses and Liquidation-----

Expenses:
- N/A

Total Expenses: 0

Liquidated:
-N/A

Total Liquidated: 0

-----Final Totals-----

Current Party Funds: 100g +(257g) = 357g

Liquidation Potential: (10,000g)

*Funds gold values displayed in () represent gold value of unsold items.
** Liquidation Potential shows the potential party gold that could be gained by selling all the used equipment currently belonging to the party.

----Non-Wealth Items----

Key Items:
- Scroll with Abyssal and some unknown language. - Adondarina
- Vampire's Journal in Abyssal - Azravel
- Botanist's Journal in Aklo - Chantoku


How do we get passed the barrier surrounding the secret room?


Vereladaine wrote:
How do we get passed the barrier surrounding the secret room?

You should try turning all 4 valves at the same time. This is just a random thought about life, nothing specific to any situation.


Session 6 Experience.
Goblin Genocide: 1000 (per player *sigh*)
---
Tripurasura: 600
Vampiric Mist: 800
Total: 1400
Per player: 350 *Not including Wil Canary*

People of Interest Met
Sti-hiv the Goblin - Kharn's almost snack. Also, the only known survivor of his tribe.
Lysha - Monk, guardian of the goblins.

Items of Interest Found
N/A

Players:
Adondarina - Wizard (Conjuration School)
Azravel - Oracle (Battle Mystery)
Chantoku - Fighter/Rogue
Kharn Gorefang - Weapon Master (Bastard Sword Focus)
Wil Canary - Inquisitor

*MVP*: Azravel - As MVP you get to ask 1 question about anything that happened in the session, or pertaining to the world. This may be past, present or future.


Adondarina sits down, leaning against the wall. She is exhausted after the days journey. She looks at her robe and frowns, "I miss being clean." She sighs to herself and thinks about how nice a soft bed at an Inn would be right now. Adondarina begins to smile as she imagines herself slipping into a nice warm bath, scented with lavender. Adondarina opens her eyes to the dirty room around her. She grumbles to herself, "We had better find a real town soon..."

*preferably one that we've obliterated*.. *cough* *cough* ;P

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