Dawn of Legends playtest scenarios (Inactive)

Game Master JamZilla

LINK TO FINAL CAMPAIGN DOC


51 to 97 of 97 << first < prev | 1 | 2 | next > last >>

aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

All good LL, hope things settle down for you soon :)

Ok JZ, understand about the ballistic AC now, have changed the stats to reflect it. Now also get how worrying firearms might be :s

Was half tempted to rebuild towards anti-firearms, maximise dodge bonuses etc, however this is supposed to be a test so we'll just go 'out of the box'!

Thanks Ictoo :D Looking forward to seeing a PF:DoL version of Mr Stark!

Scenario-wise:

I'll start the ball rolling as something we can banter around whilst we wait for the PCs to be statted and the scene to be set. I suggest we each take a turn stating something about the team (and yes I'm presuming all heros are in a team so we don't have to all meet at the Superhero pub...!) Anyone ever watch 'No Heroics'?!

Anyway...

So the first true fact about the (so far unnamed...) team: Their headquarters is in a disused bowling alley one of them inherited. It has electricity and a tiny garage attached. The group hang out and bowl together, play the arcade machines or sit around the bar when they aren't off fighting crime.

Next!


Venture-Agent, Play-by-Post

^ I think you already win the thread with the bowling alley hideout :3 Also, once I can get around to properly focusing on making a character they'll definitely be human or one of the 'standard' mutants so as to provide a good test run, hehe. I don't have the imagination or creativity to make up my own races.


I can see firearms being deadly early on but quite quickly tailing off unless the person using it invests in your standard archery stuff like deadly aim.

Also, in the campaign I'm writing I think there is an element of "this thing happens... Do you want to team up?" when it comes to forming a group (for which you will obviously have to have a name!)


He's Iron Man inspired :P I'm still unsure of how he'll perform in combat. But i'll bring a lot to the team with some spells and skills.

Brilliant hideout, if its really run down over time and with fame points we can fix it up into some high tech base of operations.

JZ would it be something like the start of wrath of the righteous starts? We're all about and just want to help, it does buck the trend of us all meeting up in the hero pub :P

Below is my suit blaster guy, It's as is on herolabs with little tweaks. I'm sure there will be a problem or two, his armor class is going to have to come from spells and he'll be getting fly from the suits evolutions points at 5/6. ALSO devastating infusion keeps showing up as melee, he's going to be 90% ranged taking all the feats.

Crimson lvl1

Basics:

Crimson lvl1
Male human pyrokineticist 1/summoner (synthesist) 1/gestalt 1
CG Medium humanoid (human)
Init +4; Senses Perception +5

Defense:

--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 13 (1d8+5)
Fort +6, Ref +6, Will +3

Offense:

--------------------
Offense
--------------------
Speed 30 ft., climb 5 ft.
Melee devastating infusion +1 (1d8+4)
Ranged devastating infusion +5 (1d8+4)
Special Attacks kinetic blast
Summoner Spell-Like Abilities (CL 1st; concentration +4)
6/day—summon monster I
Summoner (Synthesist) Spells Known (CL 1st; concentration +4)
1st (2/day)— mage armor , shield
0 (at will)— detect magic , light, message, read magic
Kineticist Wild Talents Known
Defense—searing flesh
Infusions—devastating infusion(1d8+4)
Blasts—fire blast (1d6+3 fire)

Stat block:

--------------------
Statistics
--------------------
Str 11, Dex 18, Con 18, Int 12, Wis 12, Cha 16
Base Atk +0; CMB +0; CMD 14
Feats Point-Blank Shot, Precise Shot
Skills Acrobatics +8, Climb +8, Knowledge (engineering) +5, Knowledge (local) +5, Knowledge (planes) +5, Linguistics +5, Perception +5, Spellcraft +5, Use Magic Device +7
Languages Common, Dwarven, Elven
SQ burn (1 point/round, max 7), devastating infusion, fused eidolon, fused link, gather power

Special Abilities:

--------------------
Special Abilities
--------------------
—————
Fire Blast (Sp) Level 0; Burn 0
Burn 1/round (1 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Climbing (5 feet) You have a Climb speed.
Devastating Infusion 1d8+4 Shoot blast at target within 30 feet, or make melee attack as kinetic blade.
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrificeany number of his own hit points.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Summon Monster I (6/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.



Crimson lvl6
Basics:

Crimson lvl6
Male human pyrokineticist 6/summoner (synthesist) 6/gestalt
CG Medium humanoid (human)
Init +4; Senses Perception +10

Defense:

--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 12 (+1 deflection, +4 Dex, +1 enhancement)
hp 64 (6d8+30)
Fort +10, Ref +10, Will +7

Offense:

--------------------
Offense
--------------------
Speed 30 ft., fly 5 ft. (perfect)
Melee devastating infusion +12/+7 (1d8+6)
Special Attacks kinetic blast, metakinesis (empower)
Summoner Spell-Like Abilities (CL 6th; concentration +10)
7/day—summon monster III
Summoner (Synthesist) Spells Known (CL 6th; concentration +10)
2nd (4/day)— barkskin, blur, cat's grace , lesser evolution surge APG (DC 16)
1st (5/day)— ant haul APG (DC 15), grease, mage armor , shield
0 (at will)— detect magic , light, mending, message, open/close (DC 14), read magic
Kineticist Wild Talents Known
Defense—searing flesh
Infusions—devastating infusion, extended range, flurry of blasts
Blasts—fire blast (3d6+7 fire),

Stat block:

--------------------
Statistics
--------------------
Str 11, Dex 18, Con 19, Int 12, Wis 12, Cha 18
Base Atk +4; CMB +4; CMD 19
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus
Skills Acrobatics +8, Climb +1, Fly +21, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +9, Knowledge (geography) +6, Knowledge (history) +9, Knowledge (local) +10, Knowledge (planes) +10, Perception +10, Spellcraft +6, Use Magic Device +13
Languages Common, Custom Language
SQ burn (2 points/round, max 7), devastating infusion, elemental overflow +2, ever-present threat, flurry of devastation, fused eidolon, fused link, gather power, infusion specialization 1, internal buffer 1, maker's jump, shielded meld

Special Abilities:

--------------------
Special Abilities
--------------------
—————
Fire Blast (Sp) Level 3; Burn 0
Burn 2/round (6 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Devastating Infusion 1d8+5 Shoot blast at target within 30 feet, or make melee attack as kinetic blade.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Ever-Present Threat (Su) You threaten all foes within your natural reach.
Extended Range Kinetic blast has range of 120ft.
Flight (5 feet, Perfect) You can fly!
Flurry of Blasts Multiple blasts, each dealing reduced damage
Flurry of Devastation (Su) For 3 burn, make full attack of devasting infusions against targets within 120 feet.
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Infusion Specialization 1 (Ex) Reduce burn cost of blasts with infusions by 1
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Maker's Jump (1/day) (Sp) At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this abi
Metakinesis (1 burn: Empower) (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shielded Meld (Ex) At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield
ally. At 12th level, whenever the synthesist is fused wit
Summon Monster III (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.


Crimson lvl11
Basics:

Crimson lvl11
Male human pyrokineticist 11/summoner (synthesist) 11/gestalt 11
CG Medium humanoid (human)
Init +4; Senses Perception +15
[spoiler=Defense]
--------------------
Defense
--------------------
AC 19, touch 18, flat-footed 15 (+2 deflection, +4 Dex, +2 enhancement, +1 natural)
hp 147 (11d8+88)
Fort +16, Ref +14, Will +11

Offense:

--------------------
Offense
--------------------
Speed 30 ft., fly 5 ft. (perfect)
Melee devastating infusion +23/+18/+13/+8 (1d8+10) or
devastating infusion +21/+16/+11/+6 (1d8+8)
Special Attacks kinetic blast, metakinesis (empower, maximize)
Summoner Spell-Like Abilities (CL 11th; concentration +15)
7/day—summon monster VI
Summoner (Synthesist) Spells Known (CL 11th; concentration +15)
4th (3/day)— acid pit APG (DC 18), teleport, wall of stone
3rd (5/day)— dimension door , displacement, heroism, greater invisibility
2nd (5/day)— barkskin, blur, cat's grace , lesser evolution surge APG (DC 16), slow (DC 16)
1st (6/day)— ant haul APG (DC 15), endure elements , feather fall , grease, mage armor , shield
0 (at will)— detect magic , light, mending, message, open/close (DC 14), read magic
Kineticist Wild Talents Known
Defense—searing flesh
Infusions—devastating infusion, eruption (DC 19), extended range, extreme range, flurry of blasts, unraveling infusion
Blasts—blue flame blast (12d6+10 fire), fire blast (6d6+10 fire)

Stat block:

--------------------
Statistics
--------------------
Str 11, Dex 18, Con 22, Int 14, Wis 12, Cha 18
Base Atk +8; CMB +8; CMD 24
Feats Clustered Shots UC, Deadly Aim, Improved Precise Shot, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Toughness, Weapon Focus (elemental blast), Weapon Specialization (elemental blast)
Skills Acrobatics +18, Climb +1, Fly +21, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +16, Knowledge (nobility) +11, Knowledge (planes) +13, Perception +15, Spellcraft +13, Use Magic Device +13
Languages Common, Custom Language
SQ burn (3 points/round, max 9), devastating infusion, elemental overflow +3, ever-present threat, expanded element (fire), flurry of devastation, fused eidolon, fused link, gather power, infusion specialization 3, internal buffer 2, maker's jump, no breath, shielded meld, supercharge

Special Abilities:

--------------------
Special Abilities
--------------------
—————
Blue Flame Blast (Sp) Level 5; Burn 2
Fire Blast (Sp) Level 5; Burn 0
Burn 3/round (11 nonlethal/burn, 9/day) Burn HP to gain greater effects on your wild talents.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Devastating Infusion 1d8+8 Shoot blast at target within 30 feet, or make melee attack as kinetic blade.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Eruption (DC 19) Blast becomes a 10' r, 40' tall cylinder
Ever-Present Threat (Su) You threaten all foes within your natural reach.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Extended Range Kinetic blast has range of 120ft.
Extreme Range Kinetic blast has range of 480ft.
Flight (5 feet, Perfect) You can fly!
Flurry of Blasts Multiple blasts, each dealing reduced damage
Flurry of Devastation (Su) For 3 burn, make full attack of devasting infusions against targets within 120 feet.
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total
cover/concealment.
Infusion Specialization 3 (Ex) Reduce burn cost of blasts with infusions by 3
Internal Buffer 2 (Su) Store burn for use later
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Maker's Jump (1/day) (Sp) At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this abi
Manyshot You can shoot two arrows as the first attack of a full attack action.
Metakinesis (1 burn: Empower) (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shielded Meld (Ex) At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield ally. At 12th level, whenever the synthesist is fused wit
Summon Monster VI (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Supercharge (Su) Increase effectiveness of gather power by 1.
Unraveling Infusion Blast also dispels effects on the target


Ictoo, I'm just looking at level 1 at the moment.

So without buffs:

AC=14, touch 14, flat-footed 10 (+4 Dex)
Ballistic AC=14, touch 14, flat-footed 10

Blast +4 1d8+4 fire damge

Correct?

We talked about changing the Synthesist so that the armour was always on but instead of using the eidolon's stats it provided a +4 bonus to a physical stat.


That's sort of right, with AC that's all from DEX. I dont think theres any other way right now to get more armor other than spells(Thats why i have shield and mage armor)

My blast is Ranged devastating infusion +5 (1d8+4) - Im treated as full base for the blast and I'm not 100% sure if that blast is to touch AC either.

That was the plan to balance it out and as i said i think it's a fair and simple way of balancing it.


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Hrm, was looking over my custom race and realised Auroran resistances were a holdover from when Melania was a fire kineticist with a different idea of what her planet Aurora was like... anyway long story short I was looking over what else was available in the race builder and found this:

Race Builder wrote:

Defensive Training, Lesser (1 RP)

Prerequisites: None.
Benefit: Choose one subtype of humanoid. Members of this race gain a +4 dodge bonus to AC against humanoids of the chosen subtype

Kind of way unbalancing if you selected say... humanoid(Human)! Only aliens and mutants wouldn't be affected. Whilst supers are bound to run in to lots of other mutants, not sure +4 AC v the majority of the planet is entirely fair for 1 RP :p


I agree Melania, that is crazily powerful in this setting. I'd probably look to lower that to a +1 bonus which is still pretty good for 1RP


Holy crap, I am so pumped to play something superhero related after watching Civil War. Let's make this game work guys!


Civil war was brilliant! As i was watching it I was thinking about this game and how cool its going to be.


In the campaign doc I shared it talks about getting another benefit from advancement - either a spell from any list equal to the highest spell you can already cast, or a stance, boost or strike from Path of War.

I don't think anyone has factored that in to their characters so my question is shall I just take that out? The PoW stuff just seem particularly relevant in this type of game but I don't really like the classes very much, I'd rather just give you a big toybox to play in.


Inactive

Huh. Something tells me that Razor and Concussion may be rather opposite each other in a lot of ways :3

Also, I like the fact that since we're all known and consistent posters to each other that it's not a huge deal if one or two of us miss a day or something.


aka Razor

Ah now! Whilst we've hardly seen anything of each other yet, I agree, the whole 'Merciful combatant' versus 'raised as an assassin' sort of sets that off quite nicely :)

I'd be interested in Concussion's backstory if you get time to write it LL :)


Well when we get the game rolling in a couple of weeks you will have a couple of characters to choose from to make up the team :)

Also will eventually need a team name although you won't know eachother at the start


Ebon is all about taking people alive, doing nonlethal whenever he can. But I must say Razor is pretty freaky :P


Venture-Agent, Play-by-Post

Hehe, I'll definitely be thinking a little more about C's background over the next week or two yes! Though as JZ said, there'll be some options to pick from when we actually get a proper start...

OOH! Like a team roster! Then if anyone bites it and doesn't come back for whatever (in or out of game reason) then everyone has other characters to bring in instead?

Even if the above doesn't turn out to be the case, I'm probably going to give my other character Nixie another look and quite possibly overhaul or scrap her entirely. Peeking in at some of the gestalt combos I've seen in recent recruitment threads has given me some more ideas on things that might be fun to play.


retired (playtest completed)

I'm hoping to catch up on this tonight folks - I changed jobs last week and it has been a doozy of a transition. Before, I had all the time in the world to post during the day but was limited due to our internet filter to a single hour long window to do so.

Now, I have all the access I could ever want but it's been so crazy I've hardly had a chance!


*Shakes fist* if there's one thing I hate it's responsibilities >:E


You all play in at least one of my other games so you know I like to have nice maps for combat.

Because the entire thing is bespoke, I'm creating my own from scratch and for the most part they will look like the one we are using now.

Is that ok by everyone? They aren't the prettiest but they should be functional, especially if I annotate them as I have in this case.


aka Razor

Your maps are good, heck I do mine in Excel so you're head and shoulders above me ;)


Venture-Agent, Play-by-Post

Hey, I'm just happy that we've got maps!

LL doesn't care much for 'theater of the mind' except for little peon battles... -_-


No I'm with you on that LL, I like to see what I'm doing.


Maps brilliant as L said I really appreciate the effort put in with the maps jam.


Away for the weekend guys. Will be able to update but most likely it'll be tomorrow night


Venture-Agent, Play-by-Post

Enjoy the weekend!


retired (playtest completed)

Finally got a moment to open up the map in a setting where it renders properly and I'll echo the earlier sentiments that they're very well done, JZ. Mapmaking is the part of GMing I struggle with the most (because it takes me ages and I'm not particularly good at it either), so I appreciate what you're bringing to our proverbial table with these!


I'm away again this weekend guys, will try to update at least once though


So I was thinking I might get the game proper rolling fairly soon so perhaps people could think about the characters they might want to play through this path?


retired (playtest completed)

I can say I did find Brock a lot more fun to play than Wurt. I think I'm pretty likely to gravitate back toward that kind of character archetype when we kick this off.


Cool, entirely up to you dude we've had a few different character types now and Brock did at least have some ranged capability


Inactive

Concussion is fun, though I do wonder if maybe I should ultimately go with a more versatile build and/or one that can heal or self-heal a bit better. Also I promise I'm not ignoring gameplay, rather I'm working the graveyard shift and don't have access to HL which I use to keep track of C's ongoing effects and modifiers and such. I will absolutely get a post when I get home in the morning!


aka Razor

I think I might retool Midnight a little actually, focus on the ranged and some skills rather than trying to be ranged and melee.

Plus whilst this is meant to be gritty, I think Laura's story would be a bit harder going to work through than I want to do right now!

Right, on to gameplay :)


I'm really enjoying Ebon, Although I feel like we might need to balance? the team a little more.

I will need to look at some healing too.


Venture-Agent, Play-by-Post

Having thought about it a little more, I might actually go for a Paladin/Oracle or a Bard/Oracle mashup. Either one would offer healing; the Oradin could stand in melee and the Boracle could do some melee/support stuff.

(I really like Oracles, btw.)

Any thoughts?


I think a gestalt Paladin/Oracle would be terrifying. That would scare me a little as a GM I think but that's fine, things can be ramped up or down on the fly as needed :)


Venture-Agent, Play-by-Post

Hah! I could always go for Boracle then, especially if Brock and Midnight are going to return and Ebon gets some adjustments. I ain't picky :)


retired (playtest completed)

Quick question: The gunner who just lit Ebon up like a Christmas tree, was that a readied action he used to open fire?

If so, I think Ebon would have only suffered one packet of damage instead of two, since the focused-fire-on-one-target bit is a full-round action, yeah?

---
Unrelated: I'm on the road this weekend and won't be able to post in all likelihood. Just so's ya know!


Yes it was and we had that discussion offline. He couldn't really have done it in hindsight but I wanted to try the rules so..... <shrug>

This is still a test scenario so I was happy to go with it. Ebon wasn't.


retired (playtest completed)

rofl
sounds about right =P

Oh how different it would have been if we'd only switched doors!


Venture-Agent, Play-by-Post

So I was noodling ideas around at work the other night and came up with an idea for a Bard (Sound Striker)/Apocalypse Oracle...then wondered if that would be a good idea since I realized I'd basically be making a version of the Metalocalypse guys except with a lot less death and other general violence...


LL, if it's a concept you'd enjoy playing I say go for it!


I haven't seen metalocalypse in years


Kind of sounds like Dazzler. I can't link on my phone but she is a perhaps lesser known xman who has the ability to transform music into light and energy including blinding effects, laser beams and the like. I suppose a bard/sorcerer would be a perfect fit for that concept

And it's a pretty cool concept now that I think about it.....


retired (playtest completed)

Just so long as it's Dazzler we're talking about and not Jubilee. Man alive did I ever hate Jubilee.


Whatever is wrong with Jubilation Lee?


retired (playtest completed)

Mind you, my revulsion is born from the 90's X-Men cartoon, in which Jubilee was a main character. And in that medium, she looked dumb, sounded dumb, whined a lot, had the doofiest looking fireworks shoot out of her stupid hands, and she NEVER MADE A GOOD DECISION.

I think Skin would have been a better choice, and he's horrible!


Argh, 3rd laptop to die on me this year!

*rages*

Apparently the motherboard has filed a restraining order against the hard drive's partition table

*sighs*

Should be able to borrow one tomo :s

51 to 97 of 97 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Dawn of Legends playtest scenarios Discussion All Messageboards

Want to post a reply? Sign in.