Ascension - Mageocracy

Game Master bbangerter

Pit


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Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

I purposefully designed Serelina to not have the Slumber hex so I wasn't just spamming slumber all the time... now I find myself spamming misfortune thought. Hmm...


M Humanborn

back


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Incidentally, I now realize that Sleet Storm would have been great to cast into the flaming room before the one-armed-man escaped. 20/20 and all that.


Apologies for the delay. Last week of our project and working a lot these last three days. The good news is we are done now. I will get things moving again Saturday.

If any are curious we (my company) did the Smartglass experience for Ryse: Sone of Rome on Xbox One.


cool :D

Sczarni

Hoping to get an Xbox One for Xmas. Can't beleive they don't have an ad campaign surrounding Xbox and Xmas...


M Humanborn

how did it go?

i have no plans to get an xbox one until the price drops. i usually wait for a year for every console anyway haha


It went pretty smooth from our end. We mostly sat around at work in case something came up, though we also fixed half a dozen minor bugs that were uncovered after launch.


HP 37/48 KILLED IN ACTION Human Undead Lord 6

Yeah I have no spell to deal with a structure fire


@Serelina, here is the post breakdown of attacks against you.

Sun, Nov 17, 2013, 10:15 PM
Attacks d20 + mods = 26, 19, bite d20 + mods = 13. Can't remember if you cast Mage Armor or not Serelina? If not the bite also hits.
Damage 1d4 + mods = 3, 4. Bite d4 + mods = 3
(then posted in the next post to account for mirror image and mage armor)
Mirror image hits. A 1 is always the correct target.
1d4 ⇒ 1
1d4 ⇒ 4
So 1 hit, 1 image removed, 1 near hit which is close enough to remove a 2nd image.

Total damage so far 3.

Mon, Nov 18, 2013, 11:34 PM
Attack d20 + mods = 21, mirror image d2 = 1, damage d4 + mods = 6

Total damage so far 9.

Wed, Nov 20, 2013, 12:29 AM
vs Serelina d20 + mods = 18, 14, 16. 50% miss chance 63, 83. Because there is no vision the remaining mirror image doesn't interfere with attacks, nor does it get used up. Damage d4 + mods = 4, 4

Total damage so far 17.

Sun, Nov 24, 2013, 12:18 AM
Attack d20 + mods = 24, 24, 19, 21. Miss chance from total concealment d100 = 35, 32, 74, 96, the second two attacks hit.
Damage d4 + mods = 5, 6

Total damage so far 28.

Wed, Nov 27, 2013, 01:28 AM (repost of an eaten post)
Don't remember the rolls, but it was 4 hits, 3 then missed due to concealment, damage 5.

Total damage so far 33.

Sunday, 05:55 PM
Attacks d20 + mods = 20, 24, 19, 19, 16, 18. Concealment d100 = 24, 89, 93, 52, 25, 10. Damage d4 + mods = 7, 6, 4

Total damage so far 50, putting Serelina at -2.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Sorry I lost track. Thanks!


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

BTW - sorry to all for the tactical error that could have made this more smooth. I had the opportunity to sleet storm the room with the fire in it and focused on the leopards instead. Still figuring out a new character (who will hopefully survive).


With the holidays just around the corner I'm not expecting everyone to post frequently, and won't be myself till after new years, though I do expect to get on a few times to respond.


M Humanborn

Wont be on for a bit, having my birthday dinner with some friends and likely to be fairly tired, if not hung over, for a portion of tomorrow.


I hope everyone enjoyed their holidays like I did.

Sczarni

Sure did. Happy new year to all!


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@GM: In the scrying we did on Hezek's Wares before heading there, the group we scryed on was discussing some item with Hezek. It was clearly something one of the others wanted Hezek to get. Given that we saw this occur, and it was very recent, I'm not sure why he wouldn't recall it. Should I best interpret this as Hezek being a very good liar?


Nope. He is genuinely confused about the question regarding an item.


M Humanborn

Just wanted to say I am still here and paying attention. Just nothing for tavrus to really say.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@GM: Quoting from Main Thread: "The Wailing Spirits however rings a loud bell in your mind. That was near the location where the drow Maklo, now being kept at the western gates, was taken prisoner."

I think we don't know that the drow captive is Maklo Roath, if it is the same drow we've questioned twice. He's told us is name is Zov (1st time), or Zov Kiveriss (2nd time). The first time you told us that Zov was certainly not his real name. The second time we weren't told anything about his veracity. Am I wrong about this? FWIW...I've suspected "Zov" really was Maklo Roath....

@All: Somewhat related....I've sometimes found it hard to keep up with all the info we have, leads to follow, places and faces. So I'm working on cliff notes of a sort to help keep track. I'll post a list of leads to follow once I'm done. If anyone is interest in the full notes (it's getting kind of long...like 19 pages) I can e-mail it.


Ha, oops, error on my part. Scratch that name from your memories :).

Also, if you send me your info sheet I can paste in into the campaign info tab.


M Humanborn

wow that is a long list, thank you very much for compiling such a monstrosity! i'd certainly be interested in looking at it


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

I'll try to get it to final form tonight. The GM has offered to post it in the Campaign Info tab, so I'll send it to him to do that. I'm happy to e-mail it to anyone else that wants it too. I hope to keep it up to date as we discover more.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@All: I sent the GM my notes on the game so far, if for some reason he can't get it into the campaign tab I'll send it to whomever wants it. In some places I was a little more thorough than others. I tried to include page references (where on the IC thread I found the info) when possible.

I found in looking through everything that I at least missed a number of clues, as well as a number of additional items to follow up on. Based on what I saw, it looks like we have 4 main quests to work on:
1)Find, detain and/or neutralize "The Criminals" (the group the merchant's fought before) to determine their role in the gang war in the city and their crime links. 2)Get to the bottom of the pesh trade in the city, especially why it has increased of late. 3)Seek and destroy Radgar the Butcher. 4)Find who killed Master Torenest and bring them to justice. These are in chronological order of when they were given to us. No one has really said which is more of a priority.

Here is the list of clues/leads I found going through the posts so far. I can elaborate on any if something is confusing. Most deal with one or more of the quest above:

1) Go back to the sewer escape route under Hezek's wares and retrieve the body we found. Is it Master Torenest?? Description sounds like fine robes, which have spell components on it but no pouch (that was found already) and one hand looked calloused from weapon-swinging (he was a magus).

2) More closely examine the books and trinkets given to us by the Mithril Rose related to Radgar: Several books stacked together, a jewelry box, a faded robe in the fashion of tower apprentices, and a glass figurine of a couple dancing (pg 19). One of the books was Ellen's spellbook but has a "Book Ward" spell on it. The other two appear to be a journal and notes about the slave trade in Coran in a woman's (Ellen's?) handwriting. A Ring of Arcane Signets.

3) Confiscate any items Hezek had, including any papers he took from the shop prior to his capture (seems from post like he took some before setting the place on fire)

4) Find and interrogate Rosuc. Multiple leads (Ian's info and note Merchant's found at Drusu house) suggest he is deep in the pesh business. Might be at the Silver Spirits tonight.

5) Re-interrogate Hezek to find out who his contact is, "who had their own reasons". Also ask him regarding the note found in the abandoned tower chest (i.e. "Arrived in Coran. Met with F and H. Be prepared for a pickup in eight days.""Head to the hold and make further arrangements with D there."). Is Hezek "H"? Can also ask him whom and where the others he was imprisoned with are.

6) Interrogate Hezek's shopkeeper (the guy we knocked unconscious) if he survived the burning-down of Hezek's wares.

7) Talk to the Fizzwinkles (Gnomes in Tiny Town) regarding why they were targets (and escaped) the night of the 27 deaths and drow-capture. This is from a lead the merchants gave us that I totally failed to pass on.

8) Check out the old chapel "Zov" mentioned in the 1st interrogation, talk to the old priest there for a lead on where to find Anthony Krast, the leader of the Criminals.

9) Interrogate Talor, the business manager at the deceased Drail Banden's warehouse, for more information about Draev Banden and possible pesh moving through the warehouse. Zov mentioned Drail as a pesh point of contact and Draev may very well have been Vaek in disguise. If so, whole warehouse might be in Criminal's hands.

10) Talk to Idmech Daniay about attack on the caravan he was guarding. This attack was mentioned in the public meeting, sounds like more than brigands. Could give us better info on Criminals group or Hezek's group.

11) Re-interrogate "Vaek" for more info on the Criminals (and possibly Hezek's group, who stayed at The Crow at the same time the Criminals did) by threatening Mael's sister, whom Vaek is sworn to protect.

12) See if Master Isul has come up with anything after she was supposed to check on guard reports of disruption activities in the city (which is what Hezek's group is supposed to be doing)

13) See what leads the Masters come up with looking through military records about Lt Banmor, one of Hezek's group's contacts.

14) Ask Master Veray what he found out in Gumlat

15) Find the “lair below the streets” the drow and their allies have. We know very little about its location though. No other specific clues, though could explore the tunnels off of Hezek's Wares escape route more. Could lead to the Criminals group.

16) Talk to the Barren Mermaid barmaid about where to find "Jared" or "Jacob", an alias for Bannali

17) Start questing pesh dealers for more info on trade. Zov offered leads for this, but Ian's might be as good.

18) Decide how best to use the 75 paladins the Mithril Rose Order leader offered related to Radgar

19) Figure out a good use for the Tracker Wands (that allow us to follow someone through the city)

20) Track down descendants of Merchant House Seris for more info on the crimes that got Hezek banished and perhaps the others sent with him (or maybe the Masters know?)

21) Decide what we want to do about/with our alliance with the Merchant mercenaries. Valdr already essentially cemented something with them. Do we use it?

22) See if the Merchants looked into the case of the Missing Cinnamon. It might have pesh links.

23) Figure out who Dether really is.....

That ought to hold us for a while! That said, we'll probably get more faster than we can work though these. I've listed these leads in (my opinion) order. The ones listed first seem to be more time sensitive, greater relevancy, more likely to bear fruit, etc.

If others have differing opinions or think I missed something we can always change things. I'm hoping to keep my "cliff notes" up to date too as we go along.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

wow, nice


Tomlin's notes are now in the campaign tab. I did some very minor reorganizing to group a couple of people under certain headings (moved 2 or 3 people is all). That's quite the comprehensive list he has put together.


M Humanborn

it is currently 11pm on Thursday where I am.

I'm going to sleep now, and tomorrow I am going to work early and working straight through 36hrs or so. I may be in in the mean time, but it is not a certainty.

I will be back on about 42 hours from this post.

Please "bot" me as necessary.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@Tavrus: Did you put ranks into both Bluff and Diplomacy? I couldn't tell looking at your character sheet, but it looks like you did. This is really redundant as the GM uses just one skill for all Bluff/Diplo/Intimidate checks.

Tavrus is actually a solid "face" character by stats (esp if you could move a couple of skill points off Diplomacy and add it to Sense Motive). With the hat of disguise, Tavrus could do most everything Tomlin does as far as covert actions aside from Stealth. Obviously that's up to you if Tavrus is the type to be more socially engaged, but you have about the same shot as Tomlin to succeed.


M Humanborn

Yeah I wasn't thinking of that when I did his points. I originally did his skills that way to help him cover up his necromancy. And magical folks are common enough here that I don't put a lot of stock in my hat. But he could support.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Tavrus: think we are waiting on Ian. Can you give him a heads-up?

@GM: probably OK for you to roll his initiative to keep things moving, yes?. He very likely will not beat a 20.


M Humanborn

shot him a facebook message. he didnt respond to one i sent the other day so i am not sure if he is doing something like camping or something or maybe they lost power.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Apologies. I moved to a new apartment, and thought I'd have internet the same day I moved. That went to hell and I just now today got internet 8 days later.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Ugh....8 days without internet....that might qualify you for humanitarian aid!


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Pretty much scrawling urls and usernames with feces on my walls.

All better now.


HP 37/48 KILLED IN ACTION Human Undead Lord 6

hah yeah. no internet = EUUUGGGHH


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

I envision Serelina casting unseen servant at the beginning of each day and just having it casually take care of simple things because she is that arrogant and enjoys showing off her magic. The only issue I see is the base 15' move. My take on this in the past has been that since it can keep up easily if it runs on occasion and Serelina won't be moving her full move every single round (especially with Tomlin around) it shouldn't be an issue. Wanted to make sure this is the case.

Let me know


That is fine Serelina.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Limited internet access at the moment. Will try to get a post up tonight.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Any specific areas of inquiry for the interrogations?


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

Dealing with the pesh trade in the city is one of our major assigned quests. Per Jori Banest: "There is one more thing you may want to start looking in to. The guard reports indicate there has been an increase in the flow of pesh the last couple of weeks. It may be nothing... but there are few real coincidences when it comes to crime."

The pesh trade probably relates in some way to the criminals group/Anthony's Gang. Ian found evidence of pesh in boxes taken from criminal's rooms in The Crow. Pesh, and the note that led us to Rosuc, was found in the Drusu's home after they were killed.

From Serelina's info gathering (pg 15): It is believed most of the pesh that flows into the city comes either from Issust Hold or the port (some deliveries to the port are also from Issust Hold, so it could be one and the same). Rumors suggest at least some of the merchant houses are involved in the trade. The southwest districts of the city hold many of the poorer citizens and the density of dealers and users in that area are much higher than elsewhere. This area includes the slums and tiny town, but does not include the beggar's road. The trade of pesh is a pretty loose organization, so while dealers are commonly caught on the streets, connecting them to suppliers has never proven very successful.

All that info was in the FAQ-type thing I put together, but re-stated here for ease of access. As for specific questions, it's hard to know how deep these two are in. I suspect Rosuc is a fairly high-level dealer, and he may know why the supply has increased. We'd like to know his suppliers and how to get a hold of them. As long as we get some leads as to who to go after next to clip the pesh trade I'd think we are on the right track.


Sorry for the delay. Had some internet connection issues and we had some layoffs at work yesterday.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

For the Speak with Dead spell, I'm wondering if our resources would be better spent using it on the corpse of the barmaid found behind the crow (assuming we have access to that body) rather than the half-elf. If Tavrus can spare two Speak with Deads we could do both bodies, but we stand a good chance of getting less out of the half-elf. If Tavrus uses the half-elf's corpse as the new Edric, then we could always cast the spell later as well.

Here's my reasoning: corpses who would have opposed you in life (half-elf certainly qualifies, barmaid likely not since we are trying to locate her killer) get a Will save to avoid answering questions or to bluff us. Tavrus' spell would be a DC 16 Will save. The half-elf cast 4th Lv spells at us, meaning he is probably about a 7th Lv equivalent spellcaster. I'm ball-parking the half-elf's Will save at about +8. That would mean the spell has a 50/50 to fail.

I'm fine either way though; it really is Tavrus' decision how his spell is used. Here's some possible questions for each corpse.

Q's to ask the half-elf: 1)"Do you know Hezek?", 2)"Where did you get your powers?" and 3)"Where does Bannali reside?"

Q's to ask the barmaid: 1)"Who killed you?", 2)"Why were you killed?" and 3)"Where can we find your killer?"


HP 37/48 KILLED IN ACTION Human Undead Lord 6

I'll prepare two, also cannot speak with dead once the corpse has been animated. So gotta do that tonight. Where is the barmaid's corpse?


The location of the barmaids corpse is unknown, though contacting the guard near the The Crow would provide that info.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

I'm up for suggestions on how to proceed with this interrogation...


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

I'm on a combo work trip/vacation now so posting will be a bit more limited this week. As for interrogation ideas, maybe the location(s) of the contacts she mentioned as well as more info about the Murdochs (plural? Is the whole family involved? Whose the primary?). Interestingly, the Alkinov family is known to us. One of our former party members (ostensibly a LG fighter) was from this family. We may also want to think about the next steps with Rosuc. We may not need to offer him any kind of deal since Else is apparently singing like a bird. We could come back to him with all the info we have gotten from Else, let him know that since she talked we won't need him, and see what he does.


If anyone has extra time on their hands they are wanting to burn, there is a game I'm a player in that lost two players to real life.

If you are interested post in that games discussion thread.

Current players are myself a magus 5/rogue 3, an Oracle 8 (with the wrecker curse), and a cleric (merciful healer) 8.

It is the published module Cult of the Ebon Destroyers. Initial recruitment post was the following:

So I've decided that I can manage one more PbP, I think, and I wanted to try something higher level (since APs take seemingly forever to get into the midlevels, let alone anything higher). As a result, I'm opening up recruitment for a PbP of Cult of the Ebon Destroyers. I'm looking for 5 players, no more, and will be choosing on the basis of player enthusiasm, party balance, interesting roleplaying and character background (that list's pretty much in order). Submissions should include race, class(es) and levels (including archetypes or prestige classes), alignment and general character concept, but need not be full builds.

Your characters cannot be native to Jalmeray (they can be from pretty much anywhere else, however), but should have some reason to be sailing on the Fare Winds, a merchant vessel sailing to Niswan, the capital of Jalmeray, from Absalom (and before it, Katapesh) and scheduled to put into port just in time for Niswan's famous Festival of Colors.

Here are my usual chargen rules for PbPs, modified for this particular game:

* 20 pt buy (with level advancements as usual, of course)
* Standard core rules races
* Any classes/racial traits/archetypes from core, APG, Ultimate Magic and Ultimate Combat, plus the ARG (3PP material potentially allowed - I don't have a lot of it, though, so it's by approval only). Archetypes from basically any Paizo (and potentially 3PP, as I said) sources are permitted; prestige classes from non-core sources are likely to be approved, but I reserve the right to veto anything I feel doesn't fit the story
* Feats and spells from any Paizo-produced Pathfinder RPG source (with stuff from the 3.5 Pathfinder era potentially allowed - I'm mostly thinking of the spells from Gods and Magic that haven't been converted yet)
* Two Traits
* 33,000 in starting gold, with no single item costing more than 10,000 gp
* PFS-style hit points advancement by level (d6 classes gain 4+Con mod hit points each level after the first, d8 classes gain 5+Con mod each level, d10 classes gain 6+Con mod, and d12 ones get 7+Con mod)

I am not automatically opposed to non-standard races, but I tend to lean a little harder on them than most other rules options. Consider them by-approval-only, but please feel free to ask. Of course, as noted above, archetypes from the Advanced Race Guide are fair game for any race I choose to allow in the game. Ultimate Equipment is also open for use essentially without restriction.


M Humanborn

hmm, i might consider it. i am in two recruitments right now, so i need to see how those pan out before i apply to another.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Sorry, had company in town while dealing with home repairs and a tree service that destroyed my lawn. Back to normal schedule now.


AC 19, Hp:44/60, Ki Points Left: 1/7, Poison Doses Left: 3 Initiative+6, Fort+5, Ref+11, Will+6 (add +2 vs. Fear), CMD 17 Att: +9/+9 with swords (1d4/18-20x2) or +11 Sword, Shuriken +11 (1/x2)

@Tenro: I responded to your question

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