(5) MDT's Revivified Kingmaker (Inactive)

Game Master mdt

Kingdom Map

Wanted Posters:

WOOD DRAKE SIGHTED!
Rumors of a dragon haunting the southern Narlmarches are probably (hopefully) overstated. The evidence indicates that the source of the rumors is merely a forest drake. In any event, it’s killing folks and needs to be put down. One lone eye witness who lived long enough to return with the tale described it as a lumbering beast with wood and leaves for hide. A reward has been offered by House Kalnath.

IN SEARCH OF TROLL BLOOD!
Upon belief and intent, Myrania the Alchemist seeks Troll's Blood for testing as a catalyst in creation of healing potions. A reward, in potions of the choice of the bringer of this rare substance, will be given by Myrania within 30 days of delivery of the blood. At least one wineskin full of troll's blood required for reward.

ANIMAL ATTACKS! HOWLS OF MADNESS?
Rumor of a wolf like creature have long been heard of in the Kamelands. Stories vary as to whether it is a worg, a dire wolf, or something worse. Bandits and hunters have, for years, told of it's madness inducing howls and blood lust. With the increase of citizens into the Greenbelt, it is necessary to root out this beast to make the citizens safe. A reward for the creature's head is offered by House Malvanna.

SHAMBLING SAP NEEDED!
Myrania the Alchemist requires one small cask of shambling mound sap. This will require a fully grown shambling mound to supply. While the shambling mounds are common in Hecktongue Slough, they are rarer in the Greenbelt. A reward of gold and curative potions is offered for the first group to return with a cask of sap.

MAPS

Current Encounter


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Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

The stream is about 2 ft deep. The trees are about 30 ft tall, and the underbrush is not wet, but not dry either. Basically, it probably rained a few days ago here.

The trees offer some cover, but not total cover.


Male Ratfolk
VITALS:
AC: 19, T: 16, FF: 14; HP: 11/11; F:2, R:7, W:3; CMB +0, CMD 15 ; Init: +5; Perc: +9
Gunslinger/Rogue 1
SKILLS:
Acrobatics +9 (+5 to jump), Climb +4, Craft (alchemy) +7, Disable Device +9, Escape Artist +9, K. Engineering +5, Perception +9, Sense Motive +7, Stealth +13, Survival +7, Swim +4

Ruin i think. more solid cover


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Waiting for Wilhelm to respond...


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

I'm inclined towards the triangular spot as long as the river is fairly wide. If it's only 15-20 feet across, I'd prefer to move a bit further into the tree cover as they could set up shots from across the river on the hill. It does protect our flanks fairly well though, but if we decided to run we're a little boxed in.

I think I'm inclined towards the ruins, personally, with no fire and a distraction fire of some sort on the hill overlooking the creek. More hard cover close at hand. The only thing I don't like is the hill overlooking it, but I'm not sure what we can do about that. I've marked where I think we should camp with a cross.

That leaves the count fairly balanced between the two, I think.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Yes, so I need a decision. If it's the ruins, I'll need a day or two to expand the map further out around the ruins. That shouldn't go into your decision, just letting you know I'll need the time.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Unless someone strenuously objects, I think we'll set up in the ruins. :)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Ok, it'll be a couple of days.


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

Cool map, MDT. :)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Basically a Pathfinder map that's been copy/pasted over and over again until it's all but unrecognizable. I rope trees, ground, river, etc and keep overlaying little bits of other bits of the map to make it bigger and bigger. Takes forever, but let's me generate unique maps for what I need.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

New Map

Blech, I hate making maps.

Ok, so, I've put everyone on the map. Put in where you're tying up the horses, where you're camping out, and where you are when on watch...


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Thanks for the work on the map, mdt. It looks great! :)

Quick clarifying question, how high are the walls of the ruins, generally?

I'm thinking we keep our camp in the middle of the ruins with the horses tied up near the entrances to the center of the square. I've moved them to roughly what I was thinking of. Thoughts on this layout?

Edit: As I have it now, Wilhelm and Natalie are on watch and the others are in place to prove they can actually fit. Horses are set up nearby at the main approaches to the sleeping folks. Guards are placed to maximize their field of vision, while staying in decent cover to make them harder to spot. The downside is that they're not next to each other for support if they get snuck up on.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

They vary from 1 foot to 10 feet. The larger L section is 10ft int he corner and goes down at roughly 45 angles to 1ft. The rest of the little sections are 1 to 2 feet high.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

So how do you purpose we stand guard around the ruins? are we focusing more on the open areas and leave the area behind the walls a little on the low?


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

I think defensively, it might make sense to bring Ubagub in a little tighter. Basically between him and the horses, it forces someone to shoot or go through them to get to where the sleeping folks are. If you did want more space, you can move him back.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1
Natalie wrote:
So how do you purpose we stand guard around the ruins? are we focusing more on the open areas and leave the area behind the walls a little on the low?

If I'm understanding your question correctly, then yes. I was thinking we'd focus on the approaches to the ruins (remaining hidden in cover) and then relying on the horses/Ubagub to keep an ear out for anything that might make it past us. Basically just trying to give us reaction time.

Gorruum wrote:
I think defensively, it might make sense to bring Ubagub in a little tighter. Basically between him and the horses, it forces someone to shoot or go through them to get to where the sleeping folks are. If you did want more space, you can move him back.

That seems reasonable to me and his placement seems ok.

Edit: Also, Wilhelm is sleeping in his armor (fatigued in the morning). Just thought it bore mentioning. I will cure my fatigue with 1 use of Lay on Hands when we wake.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

In that case, then please place everyone on the map where they'd be. Don't forget the horses.


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

I think we might be there now. Using horses, Ubagub and walls to create something of a perimeter around the sleepers.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Ok, I'll give everyone the day to post corrections, and go with what's on the map tonight.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

It looks good - still looking good : )

Only thing I would note is that the spots Natalie and Will occupies are probably the generic guard spots. Given which of us that got to roll perception I guess Fhârn and Pruett have those when things go down.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Correct, please put the correct people on watch when things go down.


Male Human | HP 45/45 | AC 21 | Tch 14 | Flat 17 | CMD 21 | Fort+3 | Ref+8 | Will+4 | Init+3 | Bard 7

I did some repositioning. Fhârn, Wilhelm, Natalie, please correct as needed/wanted.


Male Ratfolk
VITALS:
AC: 19, T: 16, FF: 14; HP: 11/11; F:2, R:7, W:3; CMB +0, CMD 15 ; Init: +5; Perc: +9
Gunslinger/Rogue 1
SKILLS:
Acrobatics +9 (+5 to jump), Climb +4, Craft (alchemy) +7, Disable Device +9, Escape Artist +9, K. Engineering +5, Perception +9, Sense Motive +7, Stealth +13, Survival +7, Swim +4

Ikit will stick with Natalie

-Posted with Wayfinder


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Needless to say the screaming horses have woken everyone up this round. Everyone who wasn't on watch can take an action next round. Those on watch have a full action this round.


Status: Blurred (20% miss chance) | Hp 31/31 | AC 24/14/21 | DR 5/magic | CMD 16 | Fort +6; Ref +5; Will +4 | Improved Evasion | Per +10; Darkvision 60 ft.

Fhârn is just heavily invested in that Air-aligned Mephit plan, that is all :P

Also you know if Lumnia is hidden somewhere on the map or should I smack her down?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I couldn't find her on the previous map, figured you'd add her again.


Status: Blurred (20% miss chance) | Hp 31/31 | AC 24/14/21 | DR 5/magic | CMD 16 | Fort +6; Ref +5; Will +4 | Improved Evasion | Per +10; Darkvision 60 ft.

There : )


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

I think they are goblins they clearly hate horses :p


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Just a note, my assumption was the horses broke their tethers in fright. This was mostly the GM wanting to avoid excessive trampling rolls. If they'd been tethered good enough not to break them in a panic, then they'd have been trampling the PCs heavily trying to break free.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Chasing the kobolds in the dark may be annoying...

But on the other hand - odds are slim they had time both to pursue us on horseback while tracking and have time to dig some traps. Fhârn is certainly thinking of activating Fly and using Lumnia to chase down some of them (mainly to discourage future attacks).
__________________

@Horses - This is truly the perfect opportunity for Fhârn to pitch Craft Construct and swing together some mechanical griffons or something :D
__________________

@Triumph - What is his CMD?

Getting prone pretty much means any pursuit is over but being flattened on the other hand sucks too :P

Maybe it is worth the shot to use another Trip AoO ... ^^


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Not sure he can survive a trip if you trip him, he's got 3-4 HP left.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Fairly sure trip does not actually deal damage - but even if it does when dealing with stampeding beasts the magical horse also has his -Con hp left. And this way he would at least be easier for Will to find :P

(Coincidentally if the kingdom treasurer* feels comfortable enough to grant Fhârn sufficient funding [and time/levels] to swing together something more impressive then mechanical mounts we can get some real trampling action! :3)

*"Oh wait that's me! HehehehehehahaHAHAHAHAHAHA!!!"


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Normally it doesn't, but he'd be galloping flat out when you tripped him. Realistically, 2400 lbs of horse flesh tripping and slamming into the ground is going to do some damage.

That's what all those [bad things happen] die rolls are for, to see if the horses step in a hole or trip or something.


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

Well, now you have a slurk for backup...and he's not very happy!


Boggard HP (56/67), Ubagub (87/87)
Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24
Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

Gorruum is in favor of continuing combat. Mostly because this is two times now that the kobolds have hit us and it appears there will be more to come. That said, its going to be tough for us to pick off more than one or two and maybe not even that. And, its not without risk. But, I'd vote yes as long as Fharn can help us find them.


Male Human | HP 45/45 | AC 21 | Tch 14 | Flat 17 | CMD 21 | Fort+3 | Ref+8 | Will+4 | Init+3 | Bard 7

Considering how many humans are in the group, we might wait until daylight and track them to a lair? If that's not a viable choice, then I support continuing the fight. The killing of our horses is a clear tactic to slow us down so that they can harass us as we travel.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1
Fhârn wrote:
@Triumph - What is his CMD?

26 vs trips. He's smart, and will be okish... I hope... and as pointed out is sitting on 5 HP (51 - 30 - 16).

How long til dawn? That should probably weigh in. We're going to have to confront them, but they're probably going to flee then start laying ambushes/traps again. We have 3 who can see in the dark right now and Gorruum isn't the best tracker, meaning they may be difficult to follow tomorrow.

Pruett Lebeda wrote:
The killing of our horses is a clear tactic to slow us down so that they can harass us as we travel.

Agreed.

I think my answer depends on how long til dawn. If its a short way off (less than an hour maybe?), then perhaps we can pursue, but otherwise I'm inclined towards waiting for morning and trying to pursue them a bit then.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

They hit you at the start of Fharn and Pruett's watch, about 15 minutes into it. So it's about 3.5 hours to dawn.


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

I vote we hunt them down and fight them tonight.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

I would like to hunt them down, but in the darkness with them having a head start is going to be diffecult


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

People seem to want to hunt them down, and honestly at this point, that's probaly a more accurate reflection of what Wilhelm would do. So let's be clever and do that. :) Initiative it is.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

I'm a little unclear, should I post again or can I keep the action I posted a (long) while ago?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

GM is buried at work. Do you want to continue with that post? If so, I'll adjudicate it when I can find 10 minutes to breath.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1
mdt wrote:
GM is buried at work. Do you want to continue with that post? If so, I'll adjudicate it when I can find 10 minutes to breath.

No worries, just wanted to make sure I'm still good. :)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Work got so bad I had to cancel my meat game. :( Didn't get to see Pruett's player Sunday, and I'll be in Rochester until the 16th now, so no game before then.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Sorry I haven't been posting, I've been working 50+ hours a week, plus travel, plus being exhausted and/or sick on the weekends from overworking.

Things should start to return to normal again next week.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Sorry everyone, I'm trying to make more time now.

Since it's been so long, would everyone be ok with me telling what happens with the chase? They did have time to set up some traps, so those will slow down purseurs, you can likely kill one or two of them, but that's all you'll be able to get. They know where their traps are and you don't.

I will likely be able to only post a few times a week through the end of July, after that I hope it will slow back down.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

It would be fine with me if we get to some area with roleplay between us.


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

How do they get to set up any traps? They would have had to force march all night just to catch up with us. Sneaking in requires them to move at 1/2 half speed, so more time eaten up there. Building traps is not an activity that can necessarily be done in a stealthy fashion, at any rate. Of course, caltrops are easy to deploy, should be able to drop one as a free action... Which would make a noise. Also caltrops would have to be removed from a container. That's a move action, and they already used all their actions.

At any rate, you've clamped us in a vice, MDT. We have to pursue and engage these kobolds. If we don't, they'll attack in the night again with their automatic surprise and kill more horses. Then us, the PCs, one by one.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

If you have certain pre-made traps (like caltrops) you can put them down ahead of time, rather stealthfully, especially 60 or 100 or 200 ft away from the ones you're chasing. At 50 ft, hearing caltrops being carefully tossed around is a -5 to your perception check, and that's assuming they didn't take extra time to be careful putting them down gaining a bonus to stealth.

I'm not saying they dug pit traps or anything, but setting up some bear traps before closing in on your camp is quiet and easy to do, takes a minute or so. Knowing where they are, they can avoid them, you can't except by luck.

As to clamped in a vice... well, that is the kobold's plan, to keep the pressure on as hard as they can without committing suicide. They know they are outclassed, their only chance is to do hit and run tactics and keep your spellcasters from getting a good night's sleep and tire you out.


Male Ratfolk
VITALS:
AC: 19, T: 16, FF: 14; HP: 11/11; F:2, R:7, W:3; CMB +0, CMD 15 ; Init: +5; Perc: +9
Gunslinger/Rogue 1
SKILLS:
Acrobatics +9 (+5 to jump), Climb +4, Craft (alchemy) +7, Disable Device +9, Escape Artist +9, K. Engineering +5, Perception +9, Sense Motive +7, Stealth +13, Survival +7, Swim +4

MDT is correct. 1 or 2 kobolds are a cake walk. An entire warren? Even a lvl20 fighter will be pushing his luck if he goes into a warren of kobolds alone
=^^=

-Posted with Wayfinder

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