Ascension - Merchant's Guild

Game Master bbangerter

Cliff Face


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Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

yes they are except for : Keep watch. i had it since it was at the moment only the two of us. Usually i would have something else in that slot depending on the situation

Cormick unfortunately your blur spell would'nt work

reread this:

This armor allows a spellcaster to store a single touch spell of up to 3rd level in it. Anytime a creature hits the wearer with a melee attack or melee touch attack, the armor can cast the spell on that creature (ie the attacker) as a swift action if the wearer desires. Once the spell has been cast from the armor, a spellcaster can cast any other targeted touch spell of up to 3rd level into it.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

lol... well while Blur could be cast onto the armor, I agree after reading it again, I would not be the recipient of the spell. Yep, we don't want our enemy getting a benefit from attacking me. They may try to do that multiple time in a single fight. A very bad idea.

So yes, please have cast a Shocking Grasp to store in the armor. Glad you saw that before we got into a fight.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

already did. I am a sucker for Heroism spell anyway..


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

I found a few other spells that may also be fun for a spell storing item. I may have to get a wand or scroll of some of these. * denotes spells I like most.

Chill Touch, Mag 1, Sor/Wiz 1, Wit 1
Corrosive Touch, Mag 1, Sor/Wiz 1, Sum 1
Inflict Light Wounds, Clr/Ora 1, Inq 1, Wit 1
Shocking Grasp*, Mag 1, Sor/Wiz 1

Accelerate Poison, Drd 2, Rgr 2, Sor/Wiz 2
Disfiguring Touch, Clr 2, Sor/Wiz 2, Wit 2
Frigid Touch, Drd 2, Mag 2, Sor/Wiz 2
Inflict Moderate Wounds, Clr/Ora 2, Inq 2, Wit 2
Pernicious Poison*, Drd 2, Sor/Wiz 2, Wit 2
Touch of Idiocy*, Sor/Wiz 2, Wit 2

Bestow Curse*, Clr/Ora 3, Sor/Wiz 4, Wit 3
Contagion: Blinding Sickness, Clr/Ora 3, Drd 3, Sor/Wiz 4
Contagion: Bubonic Plague, Clr/Ora 3, Drd 3, Sor/Wiz 4
Excruciating Deformation, Sor/Wiz 3, Wit 3
Force Punch, Mag 3, Sor/Wiz 3
Fungal Infestation, Drd 3
Healing Thief*, Sor/Wiz 3, Wit 3
Inflict Serious Wounds, Clr/Ora 3, Inq 3, Wit 4
Jester's Taunt*, Bard 3
Poison, Clr/Ora 4, Drd 3, Wit 4


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Touch of Idiocy* is of very limiter use since most of the time those who will attack you aren't caster based (unless they are magus)


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

just checking a point also:

Familiar are still 1/2 master hp correct or did the DM house rule this ?

( Familiar Hp Rule: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.


Cormick Egerton wrote:

@GM Ascension, my interpretation/understanding of the Secret Message portion of the Bluff skill, is that Cormick needs to make a Bluff check to successfully pass a message to his intended target(s). As he is attempting many aspects in his messages, I am assuming that these are complex messages and would require Cormick to make DC 20 Bluff skill checks. No check is required from the intended target(s).

If any other individuals receives the message, the can attempt to decipher the message with an opposed Sense Motive check against the DC Cormick made with his Bluff.

If I understand what Cormick is seeing, below him in the caravan are 13 individuals (Humans, Ifrit, and Tieflings) and a large cat (although I didn't see the cat on the map). I am making an assumption that Cormick knows at least some basics of the guild members that are accompanying the caravan, like Name, Race, Gender, Class.
Amon - Male Undine Inquisitor with Big Cat
Vayga - Female Dwarven Barbarian
Cindy - Female Half-orc Witch

I am also making the assumption that we know what the caravan, atleast in part, is transporting Bars of Smelted Ore. I would think this would be on record with the Mechants Guild. If not I need to have a talk with the Guild on my return, we are loosing a lot of money not knowing what is being traded. ;)

With no one meeting the requirements of race, Cormick choose 6 targets interspersed through the caravan in the hopes of targeting a guild member.

Are these assumptions of what we know about the other members we were sent to assist incorrect? Also do we know what is being hauled? If these assumptions are correct, I'll try one more Secret Message.

Correct on this.


@Cormick, character looks good except it looks you have more skill points to spend.

SP: 6 + int (based on 14 int before headband) + 1 for human + 1 fast learner = 10 per level. You've only spent 45 according to my breakdown.

Acrobatics +9 (5),
Bluff +18 (oratory),
Climb -1 (0),
Disable Device +10 (5),
Disguise +13 (6),
Escape Artist +7 (0),
Knowledge (arcana) +7 (1),
Knowledge (dungeoneering) +7 (1),
Knowledge (local) +7 (1),
Knowledge (nature) +7 (1),
Knowledge (nobility) +7 (1),
Knowledge (religion) +7 (1),
Perception +9 (5),
Perform (oratory) +15 (5),
Perform (sing) +10 (3),
Profession (merchant) +5 (1),
Ride +1 (0),
Sense Motive +10 (sing),
Spellcraft +12 (headband),
Stealth +11 (4),
Swim -1 (0),
Use Magic Device +12 (5)

Numbers in parenthesis are the actual ranks spent (assuming I've calculated everything right).

Also a note on your 4 languages, one of those should be tied to the headband (its not formal RAW that a headband even grants an extra language, but it should in the say way it maxes one of your skills). If you could please note which language is tied to it in case of loss of the headband.

@Aerin familiar HP follows the normal rules, so half your HP. Going through your character now.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

got it DM. i was checking since skyfire (aria's) familiar has full hp for it HD and not 1/2 caster hp.


Hmm, you are right it did, I remember telling her to do so - wasn't even thinking about the 1/2 HP rule on familiars at the time. Take full HP on the familiar (based on its HD).


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

will do DM...


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

I just realize that i have a common other game with 3 of you... :)


@Aerin, looks like you've only done a 17 points buy, leaving 3 points still to be spent.

Str 10 (0 points)
Dex 16 (10 pts) +2 elf +2 belt = 20
Con 12 (2 pts) -2 elf = 10
Int 15 (7 pts) +2 elf +1 level 4 bonus +2 headband = 20
Wis 8 (-2 pts)
Cha 10 (0 pts)

You've spent 36 skill points (which is what you have) but have not assigned a skill to your headband.

Favored class bonuses I'm assuming are going towards an extra arcana, given you've selected three of them.

You have listed as Magus Arcana: Arcane Accuracy, Familiar, Spell Bending (Mage Armor, Disguise Self)

What is spell bending?

Everything else looks good other than you still have a little short of 8k gold to spend. Assuming you are still working on that.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

The 8K of gold is a +1 Spellstoring weapon

----

Spell Blending (Ex)
Benefit: When a magus selects this arcana, he must select one spell from the wizard spell list that is of a magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell of its wizard spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast.

The selected spells = Mage armor / disguise self (included in char sheet)

Fav class bonus did indeed go into having an Extra Arcana

the extra Headband skill points where added: +1 Spellcraft, +1 Stealth, +1 Kn Local, +1 Acrobatics, +1 Alchemy, +1 Intimidate

-------

Base starting stat:
Int 16 +2 racial +2 Item
Dex 16 +2 Racial +2 Item +1 Level

(i forgot to add the +1 level to dex that is all)


The headband is always associated with a specific skill and gives you max ranks for your level in that skill (so say acrobatics for example, giving you 6 free ranks in acrobatics).

The skill breakdown I have for you is:
Magus 2 + int (base 18) = 6 per level. The headband then gives you an additional 6 skill points that are associated with the chosen skill for a total of 42 skill points.
Acrobatics +11 (6)
Craft (alchemy) +14 (6)
Bluff/Intimidate/Diplomacy +9 (6)
Knowledge (arcana) +9 (1)
Knowledge (dungeoneering) +9 (1)
Knowledge (local) +11 (3) - I'd only counted 1 skill rank the first time I looked at this
Knowledge (planes) +9 (1)
Linguistics +6 (1)
Perception +7 (6)
Spellcraft +10 (2) [Identify properties of magic items +12]
Stealth +11 (6)
Total points = 38.

If I've calculated those numbers correctly, and with the headband associated with one of the skills you have 6 ranks in, you've got 4 more skill points to spend.

I'd spaced the spell storing weapon, so cash is good.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

@GM Ascension, Thank you for the review. I chose two alternate racial traits from the ARG, Focused Study and Silver Tongue. These two racial traits replace the standard racial traits of Bonus Feat and Skilled respectively. Then I choose as my first level feat Fast Learner, which gives me both HP and Skill Points for favored class. This results in SP: 6 + int (based on 14 int before headband) + 1 fast learner = 9 per level, and spending 54 sp for 6th level.

I did see one mistake I made, as I did not go back after choosing my instrument. Perform: sing should be perform: wind, no change in modifier.

Acrobatics +9 (5),
Bluff +21 (SP 6)(Silver Tongue +2)(Deceitful +2)(Fast Talker +1)(Chr +4)(Class Skill +3)(Class Feature Master of Deception +3),
Climb -1 (0),
Disable Device +10 (5),
Disguise +13 (SP 4) (Deceitful +2) (Chr +4)(Class Skill +3),
Escape Artist +7 (0),
Knowledge (arcana) +7 (1),
Knowledge (dungeoneering) +7 (1),
Knowledge (local) +7 (1),
Knowledge (nature) +7 (1),
Knowledge (nobility) +7 (1),
Knowledge (religion) +7 (1),
Perception +9 (5),
Perform (oratory) +15 (5), {Used for Performance: Distraction}
Perform (wind) +10 (3), {Used for Performance: Countersong}
Profession (merchant) +5 (1),
Ride +1 (0),
Sense Motive +9 (SP 5)(Wis +1)(Class Skill +3),
Spellcraft +12 (headband [6]),
Stealth +11 (SP 4) (Class Feature Master of Deception +3)(Dex+2)(Class Skill +3)(Armor -1),
Swim -1 (0),
Use Magic Device +12 (5)

The language associated with the Headband is Elven.

Also the Sandman archtype gives up the versatile performance ability, so I will not be using my performance skills to replace any other skills. This works out will in the long game for the prestige class I am looking at. It requires actual ranks in the skills that the versatile performance would have overlapped on.

Please let me know if there are any other concerns with the character.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Kn Local isn't a class skill so its costing me 6 skill points.

i am changing tough some skill points around in order to get some disable device.

Btw i took thassilonian with a linguistic point does it exist in your world?


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

btw cormick i know you want to go master spy but it would be a shame to lose baric spellcasting....


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

I'll see as we play, it wouldn't be for a couple more levels anyway. Would have 3rd level bard spells before I would take the prestige class anyway.


Aerin Starsong wrote:

Kn Local isn't a class skill so its costing me 6 skill points.

i am changing tough some skill points around in order to get some disable device.

Btw i took thassilonian with a linguistic point does it exist in your world?

Ah, my second mistake, for some reason registered it as a class skill.

Thassilonian exists, but it will be extremely unlikely for you to run into someone else who speaks - whether you consider that a good thing or a bad thing... feel free to change it if you wish.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

It took it for the scolar of old magic flavor. It it serves the same purpose here then i'll keep it


Human Air Elementalist 8 HP 56/56, AC 17 | T 13 | FF 14 | CMD 17 (19 vs sunder) | Fort +4 | Ref +5 | Will +8 (+1 vs fear) | Init +4 | Perc +8 (Awareness Familiar)

My apologies, everyone. Work has been completely insane the past few weeks, I've been pulling double shifts since they refused to hire someone for their new department.

I completely understand that you need a replacement, but hopefully I can retire Aria officially and bring her back in for a week or so if you should need her in the future (another player needs a break, for example). There's a lot I need to learn still about strategic gameplay.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Hey Aria. I understand for sure. Thanks for checking in. I hate it when players just disappear, not saying good by or anything.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Well if you need a bit of time off from the game sure. we can handle things here for a few weeks if you think you can come back

if not i can always ask around some of the peeps i play with if they would be interested.


Aria Stellar wrote:

My apologies, everyone. Work has been completely insane the past few weeks, I've been pulling double shifts since they refused to hire someone for their new department.

I completely understand that you need a replacement, but hopefully I can retire Aria officially and bring her back in for a week or so if you should need her in the future (another player needs a break, for example). There's a lot I need to learn still about strategic gameplay.

Aria, currently the group is out in the mountains, but if you want I can notify you when they are back in Coran if you want to make a short appearance. Likewise if we need a replacement due to death or dismemberment :) I'll send you a PM if you are interested.


Human Air Elementalist 8 HP 56/56, AC 17 | T 13 | FF 14 | CMD 17 (19 vs sunder) | Fort +4 | Ref +5 | Will +8 (+1 vs fear) | Init +4 | Perc +8 (Awareness Familiar)

Sure... Though I haven't had much time for Paizo gaming lately, I hope I will in the future. :)


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

:)


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

well cormick i hope you have your armor well polished there is little by way of in combat healing :)


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

@Aerin I am pretty sure Amon can heal, and if nothing else I can Stealspell a Cure Moderate Wounds from Amon. And I think I saw a happy stick listed on someone character block, can't remember who though. Finally, I got Cure Light Wounds as a known spell. So I think we are ok.

That is the nice thing about Spellsteal, I can take a spell memorized/known and use my spell slots to cast it. Then I stop performing and the user get their spell back and it has not been consumed. They just temporarily loose access to it. It may not be the most efficient means of casting, but it does open up the potential selection of spells.

As Amon and I are both spontaneous casters, I can take his spells more often. Whereas Cindy Lu's spells I need to take before she casts her spells.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I like not this talk of taking my spells.... :P


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

@Cormick i know we do have some potential for after combat healing. I am just worried a bit about in combat healing and AoE damage :)
(especially if we are up against the others teams...)


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

@Cindy Lu Cormick will only do it once he has talked with you about it, or if you are knocked out/dying. That is why Cormick is having to watch what spells are being cast as he does not know what all spells you have.

I guess there is not a reason Cormick could not talk with Cindy Lu now, as we wait for these tracker/scouts to find something interesting.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

@Aerin Well I guess I need to Vanish quickly, get up to thier caster, and Stealspell thier AoEs. :) [

I see the potential problem to raise, but we hopefully have some time to work on out group combat techniques on these goblins and what everelse we come across.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

not that worried about the goblins etc but more about Negative Energy Channel :( (and enemy player group for the other 3 games)


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

as far as group combat and tactics: The archer should ready against spellcaster, if more then one cindy also. While you slumber their BdF and Rogue and our barbarian assisted by the big cat charge the squishes and i mop up.

Vs big Melee guys High dam / Ac i am the best to deal with it but being low hp i am fairly vulnerable to magic damage...(heroism can help me make my save for 1/2 damage)


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

and i look like a caster myself with no visible weapon / armor :) so i make a juicy target for fighter (and sadly rogues too)


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

From the previous melee I was most worried about their synth summoner. He seemed to have good saves, hasted his group, and had AC out the wazang - even touch AC iirc. I had him, their cleric, and their fighter mostly shut down with the stinking cloud for a lot of the fight, so did not get to see them using group tactics at their best, but the synth summoner was good solo - played smart and brave. Seems like half their group was invisible at one time or another too.

I do not recall if their cleric channeled negative or positive energy, but I'm betting negative. Seems like most of them are evil.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Aerin is build for melee and can take down targets with High AC/HP/saves. so i am not worried about Synth summoner @28-30 AC.

you and the inquisitor have see invis :)


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Right now my understanding that the caravan is waiting for us at the site of the ambush who is also the natural resting point before they go inside the pass.

The idea was that we go up very early to go investigate the track since the caravan won't be ready to leave for a good 2 hours.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

My understanding is that the caravan camped south of the canyon last night and this morning they have headed into the canyon so they could reach thier previous camp/ambush site during the day.

Cormick and Aerin where sent to the ambush site to investigate and meet up with the caravan. This is where we started with me standing up to recast a spell, revealing myself to the caravan that was just coming to a halt at the old camp/ambush site.

So dialog went back-n-forth, and some individuals looked for tracks or hiding places for the goblins. Tracks and broken gear were discovered, some members had various memory recalls on goblins, wolves and barghests, and a small cave entrance was revealed.

So if all this is correct, and I have reread the posts a few times again,
1) The caravan is at the old camp/ambush site and it is approximately 7:30am
2) The caravan is already assembled for travel, no reason they can't move in the next 5 minutes
3) The guards are some of or all of the previous guards that could not defend against the goblins last time
4) We have a Caravan to protect
5) We have a ambush site to investigate, not track the goblins back to a lair

We are members of a Merchants Guild, be it Mercenaries or Merchants, so our first priority should be to the safety of the caravan. Next would be stopping any further ambushes in the area, most likely through the removal of the lair and it's inhabitants. If the caravan was not here, I would be all in for finding the lair and attempting to use diplomacy to come to a peaceful solution with them.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

well since the panther isn't able to get inside the rabbit hole, we can send it to the caravan master with a message to delay departure for an hour or two giving us time to investigate.

I'd rather ambush the goblin then the otherway around . Especially with the upcoming canyon were we would be at a very bad advantage.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Lets get going doing something. :)

I think we can take a few moments to see if this is going to lead somewhere.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

well Aerin has "normally" set up a rope bridge helping the less acrobatic member to cross.

The panther can head back toward the caravan with the message i detailed on the prior post :)


Aima and the caravan is currently waiting at the entrance to the long canyon. They will move on ahead if instructed, but otherwise are waiting for you here to do your investigation of the area.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Hehe almost just what i said :)


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Dm, i am the only one on the battle map?

Well i guess we are going into combat


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

DM if you want to speed up thing for the beginning of combat you can roll my initiative :)


Sorry! Busy week and a half. I will make sure to check daily.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

glad to hear, cormick and i ere anxious to get hings moving at a faster pace :)


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

cindy: daze only works on humanoid...

----

Daze
School enchantment (compulsion) [mind-affecting]; Level bard 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0

CASTING
Casting Time 1 standard action
Components V, S, M (a pinch of wool or similar substance)

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature of 4 HD or less
Duration 1 round
Saving Throw Will negates; Spell Resistance yes

This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.
DESCRIPTION
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

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