Emerald Kingdoms (Inactive)

Game Master Kevin O'Rourke 440

Emerald Spire Second Floor-The Cellar
Accursed Halls
Loot Sheet
Side Jobs
Stolen Lands Encounters

***The Greenbelt***
Capital
Kingdom Stats/Log


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Edict Phase
Treasury 17BP
Claim hex 0702 (Bokken's Hut). +1 Consumption +1 Kingdom DC - 1BP

Farm -2 Consumption 2BP

Road in 0603 1BP -Ye didn't say it but it's cheap on the plains and might as well be built. Currently only two terrain improvements a turn after all!

Town hall - 11 BP
Kingdom Economy +1, Loyalty +1, Stability +1
Discount Barracks, Cistern, Dump, Jail, Watchtower
Settlement Law +1

Current Treasury: 2BP

Income Phase
Income: 1d20 + 23 ⇒ (9) + 23 = 32 10BP+3+2=15BP

Event Phase
25% Chance of an Event: 1d100 ⇒ 82

Month 11
Upkeep Phase
Stability Check DC28: 1d20 + 20 ⇒ (9) + 20 = 29 Pass so +1BP

Edict Phase
15BP to spend.

Note the jail is currently a steal at 7BP for +2 Loyalty and +2 Stability.
Plenty of room for quarries or mines still of course!


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Road in 0702 - 1 bp

Quarry - 6 bp

Jail in D6 - 7 bp


Have to say, Amadeen is proving to be a good queen when it comes to kingdom planning. Plus, the more I think about it, a witch really is a great ruler class. Besides for a bard, who else can take opponents down doing nothing but staring and using their voice?


Month 11
Edict Phase
Road in 0702 - 1 bp
Quarry - 6 bp
Stability +1, earn +1 BP per turn when collecting taxes during the Income Phase.
Jail in D6 - 7 bp
Kingdom Loyalty +2, Stability +2, Unrest –2. Settlement Crime –1, Law +1
Current Treasury 1BP

Income Phase
Income: 1d20 + 23 ⇒ (19) + 23 = 42 13+4+1=18BP

Event Phase
75% Event Chance: 1d100 ⇒ 68
Event: 1d100 ⇒ 27
Dangerous Event: 1d100 ⇒ 91
Public Scandal: One of your leaders is implicated in a crime or an embarrassing situation, such as an affair with another leader’s spouse. Infamy increases by 1. Attempt a Loyalty check. If you fail, Unrest increases by 2 and you take a –4 penalty on all Loyalty checks until the next Event Phase.
Loyalty DC28: 1d20 + 26 ⇒ (8) + 26 = 34

Unknown to our heroes as they search the ruins beneath Thornkeep a rumor begins to spread that Eluvias has been selling prisoners from the prison to slavers to line his pockets. Counselor Oleg proves to the publics satisfaction that these rumors are false by taking a few representatives of groups in the country into the prison and accounting for every prison. Still enemies will always use this as a basis for wild conspiracies and slander throwing in claims of illusion magic and enchantment to cover any discrepencies.

So you've got a point of Infamy!
You guys have a single point of infamy, you've got a point of fame already. These don't matter outside of foreign affairs most of the time unless you accumulate ten or more points of either.

Month 12
Upkeep Phase
Stability Check DC28: 1d20 + 20 ⇒ (4) + 20 = 24 Unrest 1

Edict Phase
18BP to spend
Now might be a good time to build that Shrine for Johund. It's 8BP and gets you +1 Loyalty while dealing with that new point of unrest.
Alternatively a barracks can be built for 3BP (as ye have a discount) which will deal with the unrest and can later be upgraded.


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).

Barek calms the masses. "Don't be silly. Of course he's not selling prisoners for slaves! Our farms need fertilizer after all."


Stone cold Barek!

Also has anyone else tried the computer game version of the adventure path? It's interesting to see what is they are dropping and what they are expanding on story wise. It's different enough that although it's not free from spoilers you couldn't bank on things being the same.


Bah! Those prisoners were for magical experiments. What? Why the looks? Fine. Build a barracks, keep the mob at bay.

—-

Didn’t even know there was a computer game!


Male Human. Hunter 5. Hp 44. Init 3. AC 16. Touch 13. FF 13 (+3 armor, +3 Dex, ). Fort 6. Ref 7. Will 3. Perception + 11 (Scent).

I'd need a new computer for the computer game sadly.


Welcome to the goodie room!

@Eluvias It came out in September. It's not perfect but I'm having fun. It uses a streamlined version of Pathfinder 1e, survival is rolled into knowledge nature. There's about three archetypes for each class which include alchemists and magus. It still has some bugs but hopefully will get ironed out... the difficulty is borked currently. It's a CRPG and if you've played Baldur's Gate you'll find it quite familiar.


Damn that makes me want to buy it...


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Cheers Eluvias! I actually didn't plan for Amadeen to become ruler but eventually realised that she had the highest charisma by far. And is actually intelligent enough to plausibly do a good job.

And this is a room full of odd goodies, even if Amadeen can't identify most of them.


Queen is a little bit of grand title for her currently given the size of her domain... but she'll get there.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I vaguely recall us trying to pin it down.

Baroness?


I was thinking of suggesting this for the turn it goes off a lot of what ye have been talking about previously... and it works out to exactly your budget.

1BP Claim Hex 0406 +1 Consumption, +1 Kingdom DC
3BP Sawmill in new hex +1BP per turn from Income. +1 Stability
8BP Shrine +1 Loyalty, -1 Unrest
6BP Quarry in 0505 +1BP per turn from Income, +1 Stability

+2BP Per Turn, +2 Stability, +1 Loyalty, +1 Kingdom DC. Unrest and Consumption are a wash.


The author who wrote the kingdom building rules expanded them further in a third party book... Amadeen is likely a Baronet but the Kingdom is just off from getting into the next tier which would make her a Baroness... that said the guy in Thornkeep is calling himself a Baron and he's got one hex... and that's being generous.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

That does sound good!


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Aw yiss, a shrine! Johund is going to be stoked when he finds out.


Month 12
Edict Phase
1BP Claim Hex 0406 +1 Consumption, +1 Kingdom DC
3BP Sawmill in new hex +1BP per turn from Income. +1 Stability
8BP Shrine +1 Loyalty, -1 Unrest
6BP Quarry in 0505 +1BP per turn from Income, +1 Stability

Income Phase
Income: 1d20 + 23 ⇒ (2) + 23 = 25 8+6BP=14BP

Event Phase
Event Chance 25%: 1d100 ⇒ 44

Month 13
Upkeep Phase
Stability DC29: 1d20 + 23 ⇒ (5) + 23 = 28 Unrest +1

Edict Phase
14BP
...and these guys are getting grumpy again!

GM Suggested way option:

Perhaps time to build that Barracks for 3BP
Farm 2BP to reduce the new consumption
Road in the new hex for 1BP. This'll net you +1 Economy and +1 Stability as it will be ye hitting a multiple of eight.
Library 6BP would start building towards an eventual academy and university (and discounts for a few things ye like)
Unspent would be 2BP

+1 Kingdom DC, Bring Unrest down to 0, +2 Economy, +1 Stability, +1 Loyalty

Dealing with unrest as an ongoing issue with the rules. I messed it up for my older game and didn't realise they couldn't go into negatives! Still there are a few cheap buildings that reduce it.


Assuming this all happened before we entered the dungeon, right?

As of now, I'm thinking that...well, the GM suggestion is really good.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I say aye!


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Before, after... lets not get too caught up on the finer points.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Both happen in their own good time.


Month 13
Edict Phase
Claim 0703-Plains
Barracks for 3BP
Farm 2BP to reduce the new consumption
Road in the new hex for 1BP. This'll net you +1 Economy and +1 Stability as it will be ye hitting a multiple of eight.
Library 6BP would start building towards an eventual academy and university (and discounts for a few things ye like)
Current Treasury 2BP

Income Phase
Economy: 1d20 + 25 ⇒ (9) + 25 = 34 11+6+1=18BP

Event Phase
Event Chance 75%: 1d100 ⇒ 50
Event: 1d1 ⇒ 1
Natural Blessing and Roll Again
Event: 1d100 ⇒ 94
Dangerous Event: 1d100 ⇒ 50

Natural Blessing: A natural event, such as a bloom of rare and beautiful wildflowers or a good omen in the stars, raises your kingdom’s morale. You gain a +4 bonus on Stability checks until the next Event Phase.
Improved Demand! Your people in the farm lands to the north are concerned about their distance from the heart of your power. They are crying out for the old fortifications at Oleg's to be repaired so they have somewhere to flee in event of attack.
Given the pre existing structure make a fort terrain improvement will be 12BP not 24.


Well we have 18BP, and we have 2BP saved.

Let's get that fort improvement, we'd be foolish not to at that discount.

We have a castle in our capital, but how about we spend 2BP to also build city walls? Keeps the city itself safe from being raided, and we won't have a bunch of dirty commoners fleeing into our castle.

That's 14BP right there, leaving us with 6BP left. And from there let's save the rest? Unless we want to use them to expand more and make more farms?


It's a total of 18BP including the saved amount.

12BP for the Fort
2BP for City Walls, that's only on one side mind. Ye have a a river and a lake on too sides. The first time ye build them in a settlement they reduce unrest but ye have a few other things to make for cheap that can do that. Building them on one side isn't a bad idea with more to come in future turns.

Without building a granary excess negative consumption is wasted but ye could claim a forest hex and build another sawmill? That's 4BP total. Say 0504 as it's got a river going through it, multiples of four river hexes give free bonuses!


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Definitely in favour of fortifying Oleg's. Perhaps with a carving of trashed bandits someplace.

I'm fine with walls, sawmill, and forest.


Month 13
Almost forgot Upkeep Stability Roll DC30: 1d20 + 26 + 4 ⇒ (11) + 26 + 4 = 41 ...+1BP

Edict Phase
Build Points before Starting 19BP
Fort at Olegs 12BP
City Walls 2BP
Claim new forrest hex 0504 1BP
Establish a Sawmill in 0504 3BP

Stability +3, Consumption +2, +1BP Per Turn, +1 Kingdom DC Done

Income Phase
Income: 1d20 + 25 ⇒ (4) + 25 = 29 9+1+7=17BP

Event Phase
Event Chance 25%: 1d100 ⇒ 92 No event.

Month 14
Upkeep Phase
Stability DC 31: 1d20 + 29 ⇒ (14) + 29 = 43 +1BP

Edict Phase
Budget 18BP


You guys are at ten hexes, eleven hexes is a milestone. The PCs will get XP for reaching it, you'll be able to expand and build your Kingdom faster.

I'd suggest claiming a plains hex and putting down a road and a farm. All of that can be done for 4BP.
Ye'd have 14BP to make a building or bank. Ye have a discount on noble villas, so could get some swanky new digs for 12BP for example.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Claim hex 0502
Build farm

I'm thinking either save up for museum to show off the star goods or build those noble villas. Thoughts?


The museum. It’s just cool to have a place to show off our exploits.


In the other Kingmaker game I do the have a LOT of Museums including one dedicated to tapestries and wall hangings they keep looting. A museum is 30BP so saving for next turn would be the way to go!

When a new player or character joins the game it's a cool way to show off the parties previous exploits.


It’s also a good way to show the peasants why rebelling is a bad idea.

“Everyone, come see the scary stuff we killed. This one shot magic out of its eyes. This one has teeth larger than your horse. Man, I’d feel bad for any peasant which tried to stab one of us with a mundane old sword.”


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

And thus also driving business to the local inn!


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“It started off small. You know, showing off what we did. For fun. Then we build an inn and people stayed to see the museum. So of course we added more to the museum, to drive up business. But it was never enough! People would see bulette and yawn. A perfectly preserved fire giant head? They’d yawn. They’d complain that the alien artifact was a month old. So we kept going out on more and more dangerous adventures. Twice a year we’d come back with the newest additions, and the crowds got bigger and bigger. When we built the inn in the middle of nowhere we joked that we were kingmakers. Well, an entire kingdom grew up around that little museum and that little inn. I guess what I’m trying to say is...please enjoy our newest addition, Treerazer. I don’t know what we are doing for the second half of the year, but I’m sure we’ll think of something.”


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

An entire campaign could be dedicated to filling a museum - or to fighting through the contents.


Month 14
Claim Plains Hex 0502 1BP. +1 Consumption, +1 Kingdom DC
Build Farm. 2BP. -2 Consumption

Upkeep Phase
Economy: 1d20 + 25 ⇒ (8) + 25 = 33 11+7+15=33BP

Event Phase
Event Chance 75%: 1d100 ⇒ 49
Event: 1d100 ⇒ 22
Beneficial Kingdom Event: 1d100 ⇒ 45
Food Surplus: Farmers produce an unexpected windfall! In the next Upkeep Phase, the kingdom’s Consumption is halved (but returns to normal on the next turn)
...everyone has two dinners some day! Huzzah. The aggressive take on consumption is making some of these events moot.

Month 15
Upkeep Phase
Stability DC32: 1d20 + 29 ⇒ (7) + 29 = 36 +1BP

Edict Phase
34BP... I guess it's museum time!

The museum is thirty, that's enough for ye to get something else as well. You could claim a forest hex and put in a sawmill? The +1 Build Point a turn is really nice and since the Museum adds to the other two stats it'd be +1 to all three.

Ye can now make potentially one new settlement a turn, two new buildings, three terrain improvements and claim two hexes... build points allowing.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Forest and sawmill sound great.

How about we build a granary next to capture food surplus?


Month 15
Edict Phase
Claim Forest Hex 0405 and construct a sawmill.
Build a Museum for all of the curios items ye are finding.

Income Phase
Economy: 1d20 + 26 ⇒ (11) + 26 = 37 12BP+8BP=20BP

Event Phase
Event Chance 25%: 1d100 ⇒ 93

Month 16
Upkeep Phase
Stability Check DC33: 1d20 + 30 ⇒ (14) + 30 = 44 +1BP

Edict Phase
21BP to Spend...

Ye can claim two hexes now so it might be an idea to try and balance claiming a plains hex and a forest hex each turn. Farm, Sawmill and a road in the plains hex would be 8bp including claiming the hexes.

You could afford that and still get the granary Amadeen has suggested and have one point left over.


I see nothing wrong with that plan


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Let's do it.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

Agreed.


HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2 | Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest] | [Loot]

I've got an extremely busy work week :(. Posting will be slow. Please bot me if needed, thanks!


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Hopefully your week won't be too rough.


Month 16 Continued
Income Phase
Economy: 1d20 + 26 ⇒ (15) + 26 = 41 13Bp+1+9=23BP

Event Phase
Event Chance 75%: 1d100 ⇒ 42
Event: 1d100 ⇒ 71
Beneficial Event: 1d100 ⇒ 64
Good Weather: Good weather raises spirits and productivity. Economy, Loyalty, and Productivity increase by 2 until the next Event Phase.

Month 17
Upkeep Phase
Stability Check DC 34: 1d20 + 32 ⇒ (12) + 32 = 44 +1BP

Edict Phase
24BP to spend

On the hex and terrain improvement side ye could do the same thing again. Claim a forest hex, build a sawmill. Claim a plains hex, build a farm and a road.

Ye would have 16BP for making buildings or bank for something bigger like the casters tower? Or upgrading the shrine to a temple.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

I'm game for those hexes. 0404 for elk temple and 0802 for plains.

I say save up for caster's tower


Month 17
Edict Phase
Claim 0404 and 0802. Farm, Mill, Road.
Unspent 16

Income Phase
Economy: 1d20 + 26 ⇒ (20) + 26 = 46 15+10+16=41

Event Phase
Event Chance 25%: 1d100 ⇒ 1
Event: 1d100 ⇒ 5
Beneficial Kingdom Event: 1d100 ⇒ 85
Natural Blessing: A natural event, such as a bloom of rare and beautiful wildflowers or a good omen in the stars, raises your kingdom’s morale. You gain a +4 bonus on Stability checks until the next Event Phase.
-Your colonists discover a rare strain of tullips as they set up farms to the north east.

Month 18
Upkeep Phase
Stability DC36: 1d20 + 33 + 4 ⇒ (2) + 33 + 4 = 39 +1BP

Edict Phase
42BP to spend.

The Casters Tower is 30BP. Ye could claim 0402 and 0302 to continue the farm, sawmill, road combo.


Female CN Elf Witch 8 | HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft | Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Aye, let's secure a large food supply.


And our tower!


Right so!

Income Phase
Economy: 1d20 + 27 ⇒ (5) + 27 = 32 10+4+11[/dice]

Event Phase
Event Chance 25%: 1d100 ⇒ 9
Event: 1d100 ⇒ 15
Beneficial Kingdom Event: 1d100 ⇒ 2

Archaeological Find: A well-preserved ruin is found in your kingdom, with historical artifacts connected to the Cyclopses who lived in your land long ago.
Effect: Lore +1. If you have a Museum, the discoverers donate 10,000 gp worth of historical artifacts to its collection... so +1 Fame.

Month 19
Upkeep Phase
Stability Check DC 38: 1d20 + 34 ⇒ (1) + 34 = 35 [ooc]Unrest 1

Edict Phase
25BP to spend... if you upgrade the Shrine to the Temple for 24BP it will get rid of the unrest and make Johund very happy I suspect. You could spend the last BP to get a road in a plains hex?


Damn that’s cool! Love the find. Makes me want to look up the pathfinder wiki now on cyclopses

And what say you Johund?

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