Ascension - Thieve's Guild (Inactive)

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Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

Hmm, its +1 to hit all the time vs +2 to hit when flanking with you. Problem for me is, alot of the time we probably wont be in a position to get use out of the feat, unless we intentionally stick together for it. And that in itself limits us in what we can do. Im not really sold on the feat.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

I don't know. Vaek will always be looking to flank with one of us and this feat is a win win for him. Granted the possible extra AoO are useless to Sic with his dismal Dex mod but the +4 to hit when flanking could come in handy for all of us.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

How is it useless with your dex? Most rounds the enemy isnt likely to offer an AOO anyway (Most would use Withdraw if caught in a flank.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Good point. Sic would still get at least one AoO.


Male Human Ninja/6 - 17/61
Stats:
Max HP 61, Attack +9, AC 20, Fort +4, Reflex +9, Will +4 (+2 vs Divination): Init: +4. Perception +8, Bluff: +13, Diplomacy +8, Sense Motive: +7, Stealth: +12

I didn't want to appear greedy on the loot. Considering that It was my fault for getting caught and loosing everything. But those items that sorad mentioned, I could obviously use.

I need to go order another Wakzashi to be made since that will take about a week.

I will slowly start working on leveling up as well.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

I got no problems with you taking a larger than equal share to get back to speed Vaek. We're only as strong as our weakest link.

Want that +1 Chainshirt too?


Male Human Ninja/6 - 17/61
Stats:
Max HP 61, Attack +9, AC 20, Fort +4, Reflex +9, Will +4 (+2 vs Divination): Init: +4. Perception +8, Bluff: +13, Diplomacy +8, Sense Motive: +7, Stealth: +12

i could probably use it until I get a leather one. since i believe their is a dex penalty


Male Half Orc L7 Scarred Witch Doctor HP 91/91
Quick Stats:
Init +9 | AC 21 18, t 14, ff 14 | hp 91/91 | Fort +11, Ref +8, Will +8 | Perception +11

Hey guys. Thank you for being patient. I had an unexpected leadership team meeting in the mountains. I had no cell or wifi service. I will be back to normal posting tomorrow. The past two weeks have been overwhelming at work. We had a restructuring. Luckily, I have been retained; but have taken on extra responsibility.


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Male Human Ninja/6 - 17/61
Stats:
Max HP 61, Attack +9, AC 20, Fort +4, Reflex +9, Will +4 (+2 vs Divination): Init: +4. Perception +8, Bluff: +13, Diplomacy +8, Sense Motive: +7, Stealth: +12

Taken extra responsibilities. .. But I'm sure at least they pay you the same


Male Half Orc L7 Scarred Witch Doctor HP 91/91
Quick Stats:
Init +9 | AC 21 18, t 14, ff 14 | hp 91/91 | Fort +11, Ref +8, Will +8 | Perception +11

Checking in. I am enjoying reading along.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Right on Drovic.

Don't forget to level up if you guys haven't done so already.

Loot as it stands now. Make some picks!

Vaek - hat of disguise
Vaek - +1 chain shirt
Vaek - Cloak of Resistance +100gp
Vaek - Ring of protection +100gp

Anthony - lesser rod of extend metamagic

Sic - +1 full plate with armor spikes

Sorad - Amulet of NA +100gp

+1 light xbow
bag of holding type 1
Wand of CLW (50 charges)
Scroll of desecrate
scroll of create food and water
scroll of protection from energy
lesser rod of focused metamagic
headband of vast intellect +2 (fly)
handy haversack
absinthe
antitoxin x3
mwk manacles
+1 Agile Breastplate
Efficient quiver
full plate
Compositve Longbow (Str +4)
+1 bardiche
mwk scimitar
dagger

A crescent moon pendant with a faint transmutation aura of unknown purpose

Cash - 9884.5gp


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

We really need to get that pendant figured out, I dont like having it around. What if it can be tracked like the boots.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Agreed. Seems like we'll need help in that regard though.


Sorry I've been absent--school just started yesterday. I'll give the loot totals after my first classes today.


Hey guys, this has been loads of fun, but it looks like it's time for me to step out. I just don't have good internet frequently enough to stay in.

The current group loot is 2575 gp, plus all the things we just gathered from the mages. Don't know whether GM is gonna let you guys take the stuff I've currently got on Sorad. Probably not; would make sense story-wise.

I'll of course still be lurking around and rooting for ya. :)


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Understandable Sorad. Been good gaming with you. Stay cool.


Anything that he claimed from the existing loot pile can be taken by someone else, but his other gear will remain on him should I need him to make an appearance as an NPC.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

New Loot list.

Vaek - hat of disguise
Vaek - +1 chain shirt
Vaek - Cloak of Resistance +100gp
Vaek - Ring of protection +100gp

Anthony - lesser rod of extend metamagic

Sic - +1 full plate with armor spikes
Sic - lesser rod of focused metamagic

Drovic - ?????

Amulet of NA - w 2000 gp
+1 light xbow - w 2335 gp
bag of holding type 1 - w 2500 gp
Wand of CLW (50 charges) - w 750 gp
Scroll of desecrate - w 150 gp
scroll of create food and water - w 375 gp
scroll of protection from energy - w 375 gp
headband of vast intelligence +2 (fly) - w 4000 gp
handy haversack - w 2000 gp
absinthe - w 3-30 gp ??
antitoxin x3 - w 50 gp/each
mwk manacles - 50 gp
+1 Agile Breastplate - w 1550 gp
Efficient quiver - w 1800 gp
full plate - w 1500 gp
Compositve Longbow (Str +4) - w 500 gp
+1 bardiche - w 2313 gp
mwk scimitar - w 315 gp
dagger - w 2 gp

A crescent moon pendant with a faint transmutation aura of unknown purpose

Cash - 12459.5gp


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Vaek & Drovic - you guys leveled up yet?

and theres still lots of loot to split and/or sell.

Gm Ascension - we going to recruit for a new member?


If anyone has someone in mind, let's go ahead and get a fifth.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

I sent Monkeygod a PM. He was in the original recruitment. If he's a no go then I'll hit up some other dependable posters.


Male Weremonkey Rogue/Ranger/Trickster

Interested. Level and other Character Creation info? I think my original concept was a human Shadow Sorc, maybe?

Would the Advanced Class Guide classes be possible? If not, I may stick with the Sorc, or I might go poison focused Alch, if that's not already covered.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Glad you made it!

we're level 7 now Monkeygod

build specs are as follows with new level in consideration

Build:

Your posted stat block for your character should use this format or something very similar to it. Feel free to copy and paste this into your profile then change it up to match your own character.

Characters will be created using a 20 point buy.

Characters will start at 5th level. You may choose no more than 2 classes (or 3 if the 3rd is a prestige class) to create your character. This also applies when leveling up.

Each character starts with 10,000gp, of which no more than 50% may be spent on a single item. During character creation all items within the given 5000gp or less per item are available.

As you accumulate wealth you can assume anything costing 4000gp or less (assuming it is not an illegal item) are readily available. Anything costing more than 4000gp will require crafting time to have made for you, though anything up to 15000gp can be obtained. Anything above that price may or may not be available. Characters may not start with custom made magic items. You may request to have a custom magic item made – though I'm likely to add a flat cost on top of whatever costs might normally be associated with said items – or may just flat out disallow it.

Slotless magic items that mimic the ability of an existing magic item that normally requires a equipment slot are not allowed.

Magic items that provide +x enhancement bonuses such as cloaks of resistance, rings of protection, belts of physical stats, headbands of mental stats, etc can always be upgraded to a higher level for the cost difference. Also, these items may always be combined with another effect that uses that item slot for the price of the additional magical enhancement + 50%. For example a cloak of resistance +1, cost 1000gp, could be combined with a catching cape, normal cost of 200gp (plus 50% for a cost of 300gp), for a total of 1300gp. Or a ring of protection +1, cost 2000gp, combined with a ring of counterspells, normally 4000gp (plus 50% for a cost of 6000gp), for a total of 8000gp.

Players should select 2 traits using the standard rules.

Depending on which faction you are a member of there are alignment and racial restrictions (see the individual faction recruitment threads for this information).

Because of the nature of this campaign there will be PvP between factions. Players should plan for escape mechanisms from a battle turned against them.

Inter-party PvP will be strongly discouraged. If you wish to engage in PvP with those who should be your allies you must talk to me about it first, and your reasons must be compelling in story character reasons (like your allies endangered your NPC dependent – not something petty or trivial).

All players will get one free true resurrection during the course of the campaign should they die (you may choose to use this to raise a fallen ally). Unless the player's gear can be recovered though, resurrected players will start with one-half their WBL based on their current level. For arcane casters you will get a new spell book with only those spells you would have for your current level, any additional spells will need to be purchased again. If your body can be recovered then normal uses of spells like raise dead are available.

Players get max HP at every level.

Players will level up when I say they do, but this will be roughly following the fast experience track.

I do enforce encumbrance rules, keep this in mind when equipping your character. In general I will not be keeping track of food or normal ammunition (things like arrows made out of special materials will be tracked). If you somehow get yourself trapped in an area though where you could not readily restock these items then these items will be tracked until you can escape the situation. You must still buy 1 quiver (or 2) full of arrows, bolts, sling stones, what have you. At such time as you may become trapped you will have the amount listed on your character and those items will be tracked at that time.

Rule books allowed are Core Rule Book, Advanced Players Guide, Ultimate Magic, Ultimate Combat, Ultimate Equipment, and some portions of the Advanced Race Guide (alternate racial features and archetypes are allowed, as are racial spells and feats, and see faction specific areas for races allowed). Other source books are not allowed.

I recommend all characters train the stealth and disguise skills, but this is not required.


Male Weremonkey Rogue/Ranger/Trickster

As I do not believe the ACG was even announced when recruitment was created for this, that particular question still stands.

Sics told me you guys have a Ninja, Inquisitor, Witch and Summoner. As this is a Thieves' guild, do each of you have particular specialties, so I don't overlap too much?


Male Half Orc L7 Scarred Witch Doctor HP 91/91
Quick Stats:
Init +9 | AC 21 18, t 14, ff 14 | hp 91/91 | Fort +11, Ref +8, Will +8 | Perception +11

Debuff and Save/Suck Witch. You can read the last encounter to get a feel for our tactics. And welcome!


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Drovic has a good point if you want to read our last combat to see how we worked. Starts on Page 38 of Gameplay.

Otherwise Tony is our resident party maximizer and will have good input on the overlap.

a blaster would be handy.


Male Human Oracle 1 / Summoner 6 (Synthesist)
Stats:
HP: 70 + 60 Temporary, Initiative: +2, Perception: + 18, AC: 28 (T: 16, FF: 22), CMD: 22, Fort: 9, Refl: 11, Will: 10

Heh, I try. Truth be told though, Anthony could have been several orders of magnitude more powerful if I really tried ;)


I'm not currently allowing anything from the ACG.

Bump starting cash to 23,500gp. You can list basic items like backpack, pouches, and other common mundane items at no cost. Spellbooks, masterwork items, etc do need to be paid for (I just don't want to count the cost of 5 pieces of chalk, 3 pieces of paper, or other trivial items).

Since they also forgot to mention it, be sure to take cyclopian as a language.


Male Weremonkey Rogue/Ranger/Trickster

Concepts in mind, currently: Shadow Sorcerer, Alchemist focused on poisons(however, I just realized I can not take the PrC I want, Guild Poisoner, as its from Paths of Prestige, which is not allowed) and a Huntress esque character using Urban Ranger.

If we lack an actual thief type, I could do that as well.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

From a strict power potential view, the ranger will likely be the best one, since we lack a sustained ranged attacker. Did you arrange your concepts in order of preference? Thats going to be the most important decider.


Male Weremonkey Rogue/Ranger/Trickster

Nope, just which ones came to me first. My original concept was the Sorc.

Thinking about maybe taking the Skirmisher archetype as well and going with companion bond instead of an animal companion.

Also, since we're 7th level, I was considering taking a level or perhaps two, in Fighter for extra feats, thoughts on this?


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

Id definitely advice getting atleast 6 ranger levels for the ranger feat. Theres almost always an extremely early access bonus no matter what combat style you choose. For archery its Improved Precise shot, normally needing a whooping 11 Bab.

If you go with Skirmisher, there also the fact that you get another trick at 7th level

As for companion bond, I personally favor the animal, simply because its another body on the field who can flank and force ground moving casters to concentrate. Its also good for an archer to simply keep near himself to get in the way of enemy charges.

Depending on how highly you value an extra skirmisher trick, id say to either got Ranger 6 / Fighter 1, or full Ranger.

While im typing, you should definetely consider playing a character with access to spell like abilities, like a half-elf with the drow alternate racial, or a tiefling. Being able to have Arcane Strike based on your character level is pretty sweet.

Id also like to remind you of the Zen Archer monk archetype. I wouldnt say its better than the ranger, but its got different strengths which might be very important, like Will saves. It also has a lot more Feat freedom, since the basic package gives you pretty much everything, including a better Rapid Shot in the form of Flurry.

Something worth considering.

But again, form over function, play what you will enjoy.


Male Weremonkey Rogue/Ranger/Trickster

Thinking it over, I believe I will go Urban Ranger for at least 6 levels. While the Zen Archer is badass, its a little too focused and reliant on his bow, whereas a Ranger can still kick butt if he's disarmed of his main weapon.

Ascension, can I take any of the tricks/purposes found here or must I stick with the ones from the CRB?

If those are allowed, I think I will take a hawk or eagle, and give it the Burglar general purpose and Bombard as well.


I'm fine with any of those tricks.


Male Weremonkey Rogue/Ranger/Trickster

These are my feats, with those from 3rd, 5th and 7th levels not yet chosen. Decided to go Human for the extra feat n skill, plus the +2 to anything. Also, straight 7th level Ranger.

Endurance(b), Raid Reload, Improved Precise Shot(b), Precise Shot(b), Weapon Finesse, Weapon Focus(Light Crossbow)

Thoughts and suggestions??


Just checking to see if you've completed your character yet monkeygod?


Male Weremonkey Rogue/Ranger/Trickster

I will try and get him done tomorrow(the 10th), the last few days have been rather busy for me.


Male Weremonkey Rogue/Ranger/Trickster

Anthony, I sent you a PM regarding feat suggestions.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

Yeah, I started on a reply, the got distracted, then my computer did one of those annoying stealth restarts to update and I kinda forgot. Gonna look into it in a bit.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

going to finish up Sic's level up this evening.

Sent a PM to Drovic too since he's been MIA for a while now


Male Half Orc L7 Scarred Witch Doctor HP 91/91
Quick Stats:
Init +9 | AC 21 18, t 14, ff 14 | hp 91/91 | Fort +11, Ref +8, Will +8 | Perception +11

I'm watching along. I'll post tomorrow.


Male Weremonkey Rogue/Ranger/Trickster

Still waiting on Anthony. Just want some insight to best help the team.

I mean I have some ideas, but I'm wondering if there's anything I might be overlooking.


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

oh boy, been a bit more hectic lately than im used to, ended up forgetting again, woopsie. Just gonna take it here in discussion, I assume thats alright.

First thing first, Crossbow. Its inferior to the bow. Between no potential Strength to damage and the Rapid Reload feat tax, theres no competition. Yes, it sucks, but thats the facts. As always though the final choice is up to you.

You absolutely need deadly aim if you go crossbow, and probably even with a bow. Dealing damage as melee and as an archer is all about the bonus damage, not the weapon dice. For this reason, I also like to go with shortbow, because the damage loss is negligble, but the size difference of the weapons can be crucial from a roleplay perspective.

Another point against the crossbow, is Manyshot. Manyshot is quite frankly amazing, and only gets better when you consider things like a Witchs fortune Hex.

Anyways, feat suggestions. Assuming Precise Shot and Improved Precise shot in both cases.

Bow: Point Blank Shot, Rapid Shot, Manyshot, Deadly Aim, Weapon Focus

Crossbow: Point Blank Shot, Rapid Shot, Rapid Reload, Deadly Aim, Weapon Focus.

In both cases, Ive left out Weapon Finesse. Im of the opinion that you are better served trying to get back to shooting, than beginning to melee. For most opponents, taking a 5-foot step will let you blast him in the face. Ofcourse, things like Step Up and reach weapons complicate matters. For those cases, getting Acrobatics as a class skill through a Trait should let you reliably tumble away.

A note on Improved Precise Shot. Its a great feat, but quite often not needed. So if you are really worried about getting caught in melee, theres always Parting Shot to be considered. It can be taken as a Rangers archery feat from level 6.

Switch hitting is something which is more easily accomplished by fighters, since they have the spare feats for things like quickdraw and power attack to be effective in melee.

Anyway I feel Im rambling now and I could quite honestly keep going, but lets leave it here and see some counter arguments :)


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Level 6 Inquisitor

Revised and completed level up

Inquisitor Level 6

+1 BAB
+1 all Saves
HP: 60 + 1d8 + 2 ⇒ 60 + (6) + 2 = 68

+1 use of Determination (gonna be all over using this ability from now on!)

+1 ~ 2nd level Spells Known ~ TBD
+1 ~ 2nd level Spalls cast per day

+1d6 Channel Energy ~ 4d6

+7 Skill pts (6 class + 1 Favored) Shucks, Acrobatics isnt a Class skill for Sic

+2 Acrobatics ~ 0
+1 Bluff ~ 23
+1 Perception ~ 14
+1 Stealth ~ 8
+2 Spellcraft ~ 8

+1 Feat ~ Additional traits
~ Combat ~ Reckless - +1 Acrobatics & always class skill
~ Race ~ Legacy of Sand - +1 Will saves

2nd level spell - Spiritual Weapon


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Back to splitting loot too

Vaek - hat of disguise
Vaek - +1 chain shirt
Vaek - Cloak of Resistance +100gp
Vaek - Ring of protection +100gp

Anthony - lesser rod of extend metamagic

Sic - +1 full plate with armor spikes
Sic - lesser rod of focused metamagic
Sic - Scroll of desecrate - w 150 gp
scroll of create food and water - w 375 gp
scroll of protection from energy - w 375 gp
antitoxin x1 - w 50 gp/each

Drovic - should take the Headband of vast Intellect +2 (fly) - w 4000 gp

Monkeygod - Efficient quiver - w 1800 gp

still need to split

Amulet of NA - w 2000 gp
+1 light xbow - w 2335 gp
bag of holding type 1 - w 2500 gp
Wand of CLW (50 charges) - w 750 gp
handy haversack - w 2000 gp
absinthe - w 3-30 gp ??
antitoxin x2 - w 50 gp/each
mwk manacles - 50 gp
+1 Agile Breastplate - w 1550 gp
full plate - w 1500 gp
Compositve Longbow (Str +4) - w 500 gp
+1 bardiche - w 2313 gp
mwk scimitar - w 315 gp
dagger - w 2 gp

A crescent moon pendant with a faint transmutation aura of unknown purpose

Cash - 12459.5gp split 4 ways = 3114.75 gp


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

Id suggest Sic grabs the natural armor, to make it more worthwhile to be wearing the fullplate. Also, the wand if he isnt already carrying one.

Why the Acrobatics btw? Curious.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

Sic already has an Amulet and a wand of CLW

I took the Acro to negate the AC penalties in case he needs to jump roof to roof again. Don't think its worth it?


Male Human Oracle 1 / Summoner (Synthesist) 5
Stats:
HP: 60, Initiative: +0, Perception: + 9, AC: 18(T: 16, FF: 12), CMD: 11, Fort: 6, Refl: 8, Will: 7

Ah, I was thinking maybe you were taking if for tumbling because I mentioned it, which would be kinda terrible ;)

For jumping is definitely good, we seem to be doing it alot. Climb is also a worthy consideration if you dont have it already.


Stats:
HP = 70, F +9, R +2, W +12, Init +4; Darkvision 90', Scent; Perc. +14, Bluff +23, SM +16, Stealth +8

good call. I'll swap a rank from Spellcraft to Climb.


Male Half Orc L7 Scarred Witch Doctor HP 91/91
Quick Stats:
Init +9 | AC 21 18, t 14, ff 14 | hp 91/91 | Fort +11, Ref +8, Will +8 | Perception +11

I am struggling to have time to check my games daily. I may need to withdraw from this game to keep from slowing it down. The past two weeks have been brutal at work. When I get home (after 12 hours of work), I have very little creativity.

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