GM Brunoreturns' Shattered Star (Inactive)

Game Master brunoreturns

Venture Captain Sheila Heidmarch needs your help to recover a lost field agent.

Do you have what it takes to serve the Pathfinder Society and save the world?

Party Loot Spreadsheet
Player Handouts


1,301 to 1,350 of 2,032 << first < prev | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | next > last >>

Male CG Half-Orc (Shaman's Apprentice) Oracle (Seeker) 6 | HP: 45/45 | AC 22* T 15* FF 20* | CMB: +6, CMD: 18 | F +5, R +5, W +5 | Init: +2 | Perc: +7 (darkvision), SM: +5 | Shield ON | Speed 30/20 | mwk longsword +9* (1d8+4*/19-20), silver light mace +6 (1d6+2), whip +6 (1d3+2 nonlethal), light crossbow +6 (1d8/19-20) | Spells: 3rd 2/4, 2nd 6/6, 1st 4/7| *Active: Divine Favor, Shield of Faith

No bless yet. Barkot had a blancmange in his face from the start.


Shattered Star Maps

@Deric, if I am reading this right: "you may don or put away a quickdraw shield as a swift action combined with a regular move.", your current maneuver still requires a move action.

If you agree, please make a choice, Drop the greatsword and don the shield, or stow the sword and forget the shield


Human Fighter (Two Handed) 6, |HP 12/ 56| 21-11-20| Init +7| Perc +1| F+7, R+4, W+3 CMB +12 (+14 sunder); CMD 23 (26 vs disarm) (26 vs grapple) (25 vs sunder)

Putting away the sword was my move combined with a swift. Standard was the fist. Are you ruling I have to physically move to use the swift action? If so, it is only quick draw sometimes imo.


Shattered Star Maps

I don't know how else to read "combined with a regular move".

The way I am reading it, the shield is essentially considered to be a weapon as far as drawing it, even in relation to two weapon fighting and the quick draw feat.

If it was always a swift action, you wouldn't even need Two Weapon Fighting to be able to draw a weapon with one hand and the shield with the other hand.

A weapon also can't be drawn without a regular move unless you expend a move action.

The shield is still better than a weapon in that regard, though, as you can't ever stow a weapon with a swift action (unless you have the quick stow feat).


Human Fighter (Two Handed) 6, |HP 12/ 56| 21-11-20| Init +7| Perc +1| F+7, R+4, W+3 CMB +12 (+14 sunder); CMD 23 (26 vs disarm) (26 vs grapple) (25 vs sunder)

The shield remains stuck to my waist. The greatsword is sheathed with an irregular move.


Shattered Star Maps

Oh, I think I see what you were saying. In your mind "move action" and "regular move" are the same thing.

That isn't the case though, a regular move is one type of move action, but not all move actions are "regular moves".


Human Fighter (Two Handed) 6, |HP 12/ 56| 21-11-20| Init +7| Perc +1| F+7, R+4, W+3 CMB +12 (+14 sunder); CMD 23 (26 vs disarm) (26 vs grapple) (25 vs sunder)

You got a link to that? A move represents a certain amount of time. It takes the same effort (a move) or time to sheath or draw a weapon as it does to travel your distance. If I am physically moving, during that move time I am allowed to draw a weapon as well. If I am sheathing a weapon, it takes the same amount of time as moving my speed. I should be able to take a swift action as well during that move imo.


Shattered Star Maps
CRB p.186 wrote:
The simplest move action is moving your speed.
CRB p.187 wrote:

If you have a base attack bonus of +1 or higher, you may

draw a weapon as a free action combined with a regular
move. If you have the Two-Weapon Fighting feat, you can
draw two light or one-handed weapons in the time it would
normally take you to draw one.

Note that the language is exactly the same as the quickdraw shield (except for the Swift Action part). This clearly indicates that they intended for you to think of the shield as another weapon.

A feat is requires in order to manipulate two weapons at the same time, and even that doesn't allow you to sheathe two weapons at the same time.

You also can't combine sheathing with moving without Quick Stow, which requires two feats.

Quick Stow Feat wrote:
You do not provoke an attack of opportunity when sheathing a weapon, and you can combine a move action to sheathe a weapon with a regular move action. (You can both stow and draw a weapon as part of the same move action in this way.)

What you attempted to do is what Quick Stow would allow you to do, combining sheathing with drawing.

Silver Crusade

Male Halfling Summoner (Unchained) 6 | hp 48/48 | AC 19 (t13; ff17) CMD 17 (ff15) | init +6 | F* +7 R* +7 W* +7 (*+2 vs fear) | Perc +1 SM -1 | Speed 20 |

Squint's a bit of a coward when taken by surprise, and at this point, he's down 80% of his hit points and still has no healing options on himself.

I'm playing him as if he is panicking.


Shattered Star Maps

Not sure I am cut out to be a GM... It is causing me a lot of stress that this creature(s) is rolling so well against you guys.


Human Fighter (Two Handed) 6, |HP 12/ 56| 21-11-20| Init +7| Perc +1| F+7, R+4, W+3 CMB +12 (+14 sunder); CMD 23 (26 vs disarm) (26 vs grapple) (25 vs sunder)

You are doing a perfect job even arguing rules with me. I'm not sure I was cut out to be a player. A glass cannon cannot make two consecutive foolish turns and expect very much. Apologies to my party.


BUFFS: none CONDITIONS: none LN Arcane-Duelist5 l 37/37hp l F +2, R +7, W +4 l AC18; T13; FF15 l Ini +5 l CMB +3 CMD16 l Perc +11 SM +9 l Active Conditions: none

Three ones! Sorry Deric, the dice gods have ordained your doom.


Human Fighter (Two Handed) 6, |HP 12/ 56| 21-11-20| Init +7| Perc +1| F+7, R+4, W+3 CMB +12 (+14 sunder); CMD 23 (26 vs disarm) (26 vs grapple) (25 vs sunder)

Thanks, Rei.


Male CG Half-Orc (Shaman's Apprentice) Oracle (Seeker) 6 | HP: 45/45 | AC 22* T 15* FF 20* | CMB: +6, CMD: 18 | F +5, R +5, W +5 | Init: +2 | Perc: +7 (darkvision), SM: +5 | Shield ON | Speed 30/20 | mwk longsword +9* (1d8+4*/19-20), silver light mace +6 (1d6+2), whip +6 (1d3+2 nonlethal), light crossbow +6 (1d8/19-20) | Spells: 3rd 2/4, 2nd 6/6, 1st 4/7| *Active: Divine Favor, Shield of Faith

Sorry folks - I'm a little fried after a *very* long work week and I'm not up to much RP this evening. I'll be ready to post more in Barkot's voice tomorrow.


Shattered Star Maps

I was looking back and realized that shortsword that Celia presumably dropped outside of the sewer grate was a mithril one that was part of previous loot.

It makes sense that you should add that to the loot sheet again. If you should rescue Celia, you can decide if you want to give it back or not.


Shattered Star Maps

@Squint If all of the rolls go well, You and Ulyi will be able to attack into the pipe with your reach weapons from a position next to the walkway. I am even going to waive the cover penalty. (You deserve something for being so "brave").

Ulyi will not get an attack this round, though. Move, drop, and swim will take up his turn, I think.

You are free to continue your intended move to hide around the side of the pipe.

Regardless, Ulyi (and possibly you) will need to make a Swim check each round to stay afloat. Typical aquatic rules will apply, though I will only assess attack penalties if you are underwater or off balance on the surface.


Human Fighter (Two Handed) 6, |HP 12/ 56| 21-11-20| Init +7| Perc +1| F+7, R+4, W+3 CMB +12 (+14 sunder); CMD 23 (26 vs disarm) (26 vs grapple) (25 vs sunder)

Squint, they may just be protecting their lair. They are water only with reach? idk and no way for me to find that out.


Human Fighter (Two Handed) 6, |HP 12/ 56| 21-11-20| Init +7| Perc +1| F+7, R+4, W+3 CMB +12 (+14 sunder); CMD 23 (26 vs disarm) (26 vs grapple) (25 vs sunder)

My FFAC should be 20. Have not dropped the shield.


Shattered Star Maps
Deric Vel wrote:
Deric stands. "Apologies to all. I underestimated a foe and was careless in battle. I will do better for you next time. And, thank you for the magical healing." He attempts to don the quick release shield but it remains on his waist. "That shopkeeper..."

This is the last mention I saw with regard to the shield, but I will allow it.


Human Fighter (Two Handed) 6, |HP 12/ 56| 21-11-20| Init +7| Perc +1| F+7, R+4, W+3 CMB +12 (+14 sunder); CMD 23 (26 vs disarm) (26 vs grapple) (25 vs sunder)

And during the walk he realized it only works as advertized when he is moving. He will always carry it until a two handed weapon is needed.


Shattered Star Maps

@Deric Do I correctly understand your walking around SOP to be greatsword in one hand and shield in the other?


Human Fighter (Two Handed) 6, |HP 12/ 56| 21-11-20| Init +7| Perc +1| F+7, R+4, W+3 CMB +12 (+14 sunder); CMD 23 (26 vs disarm) (26 vs grapple) (25 vs sunder)

It think that is correct at this point. Unless I am expecting an AoO like I am right now. Do have combat reflexes. And, I will attempt to make a note of it when something changes as well as keep the profile updated. Thank you.


Human Fighter (Two Handed) 6, |HP 12/ 56| 21-11-20| Init +7| Perc +1| F+7, R+4, W+3 CMB +12 (+14 sunder); CMD 23 (26 vs disarm) (26 vs grapple) (25 vs sunder)

I did not realize that pool was there at all. It is not clearly marked and suppose you described it earlier. Who steps into water in full plate? The bottom of this pool is a good place to leave Deric imo.


Human Fighter (Two Handed) 6, |HP 12/ 56| 21-11-20| Init +7| Perc +1| F+7, R+4, W+3 CMB +12 (+14 sunder); CMD 23 (26 vs disarm) (26 vs grapple) (25 vs sunder)

That was terribly frustrating at first. Now I see it as fun play. I think our gm is entertained by this as well. Will do my best to entertain all. Plan is to switch to a spear and have my way with the eel.

Silver Crusade

Male Halfling Summoner (Unchained) 6 | hp 48/48 | AC 19 (t13; ff17) CMD 17 (ff15) | init +6 | F* +7 R* +7 W* +7 (*+2 vs fear) | Perc +1 SM -1 | Speed 20 |

DC 20 to exit the water? I don’t think so. GM, please explain why the 10 foot drop into the water from the walkways wasn’t included in the original description.


Shattered Star Maps

I said a few feet, not 10. The original description read "walkways with stairs leading to a platform over dark waters below". I didn't feel the need to include the dimensions of every block in the room.

The DC to climb "Any surface with adequate handholds" is 15. I am allowing for handholds as you can reach the lip of the walkway.

Slippery surface increases the DC by 5.


1 person marked this as a favorite.
Human Fighter (Two Handed) 6, |HP 12/ 56| 21-11-20| Init +7| Perc +1| F+7, R+4, W+3 CMB +12 (+14 sunder); CMD 23 (26 vs disarm) (26 vs grapple) (25 vs sunder)
Barkot wrote:
Six hours later, I'm posting from my phone in the dark.

I feel your pain. I have never posted from a phone. Have checked status a time or two. I am very remote as well. Power is often an issue with just afternoon showers. Can use 12v batteries and inverters to power laptop and phones for a day or two per battery. Have many of those. Have generator for full house at all times. Love the forest on the river and the inconveniences are well worth it.


Male CG Half-Orc (Shaman's Apprentice) Oracle (Seeker) 6 | HP: 45/45 | AC 22* T 15* FF 20* | CMB: +6, CMD: 18 | F +5, R +5, W +5 | Init: +2 | Perc: +7 (darkvision), SM: +5 | Shield ON | Speed 30/20 | mwk longsword +9* (1d8+4*/19-20), silver light mace +6 (1d6+2), whip +6 (1d3+2 nonlethal), light crossbow +6 (1d8/19-20) | Spells: 3rd 2/4, 2nd 6/6, 1st 4/7| *Active: Divine Favor, Shield of Faith
Deric Vel wrote:
Barkot wrote:
Six hours later, I'm posting from my phone in the dark.
I feel your pain. I have never posted from a phone. Have checked status a time or two. I am very remote as well. Power is often an issue with just afternoon showers. Can use 12v batteries and inverters to power laptop and phones for a day or two per battery. Have many of those. Have generator for full house at all times. Love the forest on the river and the inconveniences are well worth it.

I can imagine that being a worthy tradeoff.


1 person marked this as a favorite.
Male CG Half-Orc (Shaman's Apprentice) Oracle (Seeker) 6 | HP: 45/45 | AC 22* T 15* FF 20* | CMB: +6, CMD: 18 | F +5, R +5, W +5 | Init: +2 | Perc: +7 (darkvision), SM: +5 | Shield ON | Speed 30/20 | mwk longsword +9* (1d8+4*/19-20), silver light mace +6 (1d6+2), whip +6 (1d3+2 nonlethal), light crossbow +6 (1d8/19-20) | Spells: 3rd 2/4, 2nd 6/6, 1st 4/7| *Active: Divine Favor, Shield of Faith

As of a moment ago, there are still two seats open for GM Hawthwile’s tier 5-6 table for PSS 7-00, The Sky Key Solution, in case any of you are interested. My own Jamir Montajay (of the Cassomir Montajays) and and Paëral’s Mythryndyr are already signed up.


Human Fighter (Two Handed) 6, |HP 12/ 56| 21-11-20| Init +7| Perc +1| F+7, R+4, W+3 CMB +12 (+14 sunder); CMD 23 (26 vs disarm) (26 vs grapple) (25 vs sunder)
Barkot wrote:
I can imagine that being a worthy tradeoff.

And there is no road to my place. Boat only.

Grand Lodge

Male Elf UC Rogue 4 / Ranger 2| CG | HP:45/45 | AC:18 T:15 FF:13| CMB:6 CMD:21| Saves F:+5 R:+12 W:+2 (+2 vs enchantments) | Init:+7 | Per: +12
Backalley Barkot wrote:
As of a moment ago, there are still two seats open for GM Hawthwile’s tier 5-6 table for PSS 7-00, The Sky Key Solution, in case any of you are interested. My own Jamir Montajay (of the Cassomir Montajays) and and Paëral’s Mythryndyr are already signed up.

Aye, look forward to playing with Jamir again...it’s been awhile...


Human Fighter (Two Handed) 6, |HP 12/ 56| 21-11-20| Init +7| Perc +1| F+7, R+4, W+3 CMB +12 (+14 sunder); CMD 23 (26 vs disarm) (26 vs grapple) (25 vs sunder)
gm wrote:

Note that on any map blue tiles are an indication of water ;}

I see no blue on the map.


Shattered Star Maps
Deric Vel wrote:
gm wrote:

Note that on any map blue tiles are an indication of water ;}

I see no blue on the map.

You are trolling me here, right?


Human Fighter (Two Handed) 6, |HP 12/ 56| 21-11-20| Init +7| Perc +1| F+7, R+4, W+3 CMB +12 (+14 sunder); CMD 23 (26 vs disarm) (26 vs grapple) (25 vs sunder)
GM wrote:
You are trolling me here, right?

Not at the moment. I was told I was color blind as a kid. Never had an issue with it except for the tests. I can see colors. When I do not have much of sample or they are very light or very dark I have to be careful. I am picking up some very light emerald north and south. Will ask for clarification if necessary.


Shattered Star Maps

Ah, I wondered if that might be the case.

I think generally speaking, if we are underground, green is a pretty good indicator of at least not being a floor tile, but I will try to keep it clear.


Male CG Half-Orc (Shaman's Apprentice) Oracle (Seeker) 6 | HP: 45/45 | AC 22* T 15* FF 20* | CMB: +6, CMD: 18 | F +5, R +5, W +5 | Init: +2 | Perc: +7 (darkvision), SM: +5 | Shield ON | Speed 30/20 | mwk longsword +9* (1d8+4*/19-20), silver light mace +6 (1d6+2), whip +6 (1d3+2 nonlethal), light crossbow +6 (1d8/19-20) | Spells: 3rd 2/4, 2nd 6/6, 1st 4/7| *Active: Divine Favor, Shield of Faith

Which slide are we on? Slide 1 looks to me as though we’re still on the stairs heading up to meet Lockerbie.


Shattered Star Maps

That is Slide 2 now. Perhaps your browser (or app) didn't refresh? We are on slide 1, which is the one with the rift.


Shattered Star Maps

For everyone's benefit:

---

Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Land-bound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.

---

So, even without the cloud, the Sinspawn currently have total cover.


Shattered Star Maps

Oh man! Now I read that and the total cover rules. They gain +10 to their Stealth. Paeral never should have seen them...

Lucky adventurers...


Shattered Star Maps

Question for you more experienced GMs.

These guys only have claw attacks. Claw attacks are B and S. So, even though they live underwater, are aquatic, and have a swim speed, they are still going to take a -2 to attacks and 1/2 damage, right?

Grand Lodge

Male Elf UC Rogue 4 / Ranger 2| CG | HP:45/45 | AC:18 T:15 FF:13| CMB:6 CMD:21| Saves F:+5 R:+12 W:+2 (+2 vs enchantments) | Init:+7 | Per: +12

I’ve only GM’ed about 20 sessions or so of Pathfinder but, even so, unless specified otherwise, I would read it that way, GM...but since my PC is one of those affected, you can take it with a grain of salt...


BUFFS: none CONDITIONS: none LN Arcane-Duelist5 l 37/37hp l F +2, R +7, W +4 l AC18; T13; FF15 l Ini +5 l CMB +3 CMD16 l Perc +11 SM +9 l Active Conditions: none

If they are native to the environment they are fighting in, I would say no penalty.


Male CG Half-Orc (Shaman's Apprentice) Oracle (Seeker) 6 | HP: 45/45 | AC 22* T 15* FF 20* | CMB: +6, CMD: 18 | F +5, R +5, W +5 | Init: +2 | Perc: +7 (darkvision), SM: +5 | Shield ON | Speed 30/20 | mwk longsword +9* (1d8+4*/19-20), silver light mace +6 (1d6+2), whip +6 (1d3+2 nonlethal), light crossbow +6 (1d8/19-20) | Spells: 3rd 2/4, 2nd 6/6, 1st 4/7| *Active: Divine Favor, Shield of Faith

No penalty for natural weapon attacks by creatures with a natural swim speed. Sorry, guys.

Aquatic Adventures, p. 44 wrote:

Physical Attacks.

One of the most immediately noticeable differences when fighting underwater is that slashing and bludgeoning attacks are made with a –2 penalty and deal half damage, making piercing weapons the best bet for an underwater adventure. If you’re off-balance (see Off-Balance and Prone Underwater on page 45), your attacks with piercing weapons also take a –2 penalty and deal half damage. Freedom of movement can negate these penalties entirely and has a variety of other effects (see Freedom of Movement on page 45). Additionally, Aquadynamic Focus (page 57) can specifically assist with this situation. Creatures with a natural swim speed from the aquatic or water subtype don’t take these penalties with their inherent natural attacks. For instance, a kraken’s bludgeoning tentacle attacks don’t take penalties, but if it took the ectoplasmatist spiritualist archetype from Pathfinder RPG Occult Adventures and gained two slashing ectoplasmic lash attacks, those would still take the penalties. Attacks that deal bludgeoning damage by pushing water, such as a kineticist’s water blast, also take no penalty and deal full damage underwater.
[Emphasis added]
GM Brunoreturns wrote:

Take 10? No. You can't take 10 with UMD. You can't Take 20 either because of the possibility of rolling a Nat 1.

In addition, neither Reillana's Intelligence nor Wisdom is high enough to cast a third level scroll. Hmmmm... I suppose the spell is also on the Sorceror spell list. I suppose if I forced the scroll to be considered either a Wizard or Cleric spell, then Barkot would need to make a UMD check as well even though the spell is on his spell list.

Just a late reminder that you already ruled that anyone can use the scrolls as in PFS.


Shattered Star Maps
Backalley Barkot wrote:

already ruled that anyone can use the scrolls as in PFS.

Yes, that was in my mind, and I was going to look up the PFS rules again, but then decided I just didn't want to make casting the scrolls more difficult.

The whole post was stream of consciousness. Maybe I should mute the internal dialogue sometimes....

Thank you for the quote from Aquatic Adventures. I don't have that book. The rule makes perfect sense.

Grand Lodge

Male Elf UC Rogue 4 / Ranger 2| CG | HP:45/45 | AC:18 T:15 FF:13| CMB:6 CMD:21| Saves F:+5 R:+12 W:+2 (+2 vs enchantments) | Init:+7 | Per: +12

Ah, I don't have that book either, but aye, it makes sense...


Male CG Half-Orc (Shaman's Apprentice) Oracle (Seeker) 6 | HP: 45/45 | AC 22* T 15* FF 20* | CMB: +6, CMD: 18 | F +5, R +5, W +5 | Init: +2 | Perc: +7 (darkvision), SM: +5 | Shield ON | Speed 30/20 | mwk longsword +9* (1d8+4*/19-20), silver light mace +6 (1d6+2), whip +6 (1d3+2 nonlethal), light crossbow +6 (1d8/19-20) | Spells: 3rd 2/4, 2nd 6/6, 1st 4/7| *Active: Divine Favor, Shield of Faith

Any of you taking a look at the PF2 Secrets of Magic playtest for magus and summoner? My son and I spent the evening each making one of each so my wife can run us through a couple of encounters over the next few days. Looking forward to seeing how they play.

Silver Crusade

Male Halfling Summoner (Unchained) 6 | hp 48/48 | AC 19 (t13; ff17) CMD 17 (ff15) | init +6 | F* +7 R* +7 W* +7 (*+2 vs fear) | Perc +1 SM -1 | Speed 20 |

No time. I’ll simply wait for the classes to come out in their finalised form.

Not that I’m not interested - just literally no available bandwidth.


BUFFS: none CONDITIONS: none LN Arcane-Duelist5 l 37/37hp l F +2, R +7, W +4 l AC18; T13; FF15 l Ini +5 l CMB +3 CMD16 l Perc +11 SM +9 l Active Conditions: none

I'm concerned about the shortage of spell slots, and having to roll twice to get spellstrike to land, but I'am delighted that they're adding in more weapon styles than just one-hand/open-hand.


Male CG Half-Orc (Shaman's Apprentice) Oracle (Seeker) 6 | HP: 45/45 | AC 22* T 15* FF 20* | CMB: +6, CMD: 18 | F +5, R +5, W +5 | Init: +2 | Perc: +7 (darkvision), SM: +5 | Shield ON | Speed 30/20 | mwk longsword +9* (1d8+4*/19-20), silver light mace +6 (1d6+2), whip +6 (1d3+2 nonlethal), light crossbow +6 (1d8/19-20) | Spells: 3rd 2/4, 2nd 6/6, 1st 4/7| *Active: Divine Favor, Shield of Faith
Reillana Myerishil wrote:
I'm concerned about the shortage of spell slots, and having to roll twice to get spellstrike to land, but I'am delighted that they're adding in more weapon styles than just one-hand/open-hand.

Agreed. I suspect they'll add spell slots in the final version of the magus, at least, but what I'd really like to see is moving the increases in spellcasting proficiency from 4 levels behind the wizard to 2. Getting expert spellcasting at level 9 instead of 11 and master spellcasting at 17 instead of 19 would be helpful without being wildly gamebreaking. Also, a character with the wizard multiclass archetype can get master spellcasting at level 18 - 1 level ahead of the magus - which feels wrong.

My main objection to the summoner is that there doesn't seem any way for them to be particularly good at summoning. I do like the eidolon choice deciding the spell list, though - I made an angel summoner so that our stupidly unbalanced playtest party can have a divine spellcaster with a single casting of Heal at level 1.


BUFFS: none CONDITIONS: none LN Arcane-Duelist5 l 37/37hp l F +2, R +7, W +4 l AC18; T13; FF15 l Ini +5 l CMB +3 CMD16 l Perc +11 SM +9 l Active Conditions: none

Yeah, they kept the Summoner name but really it's just an eidolon pet class now. Which is fine--I'd hate for a Conjuration wizard or summoning-focused cleric to be obsolete, but it definitely doesn't seem intended to do what it does in 1e. I also like that the Synthesis option is available from the get-go without being head-and-shoulders more powerful than its fellows.

1 to 50 of 2,032 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Brunoreturns Shattered Star All Messageboards

Want to post a reply? Sign in.

The Game Master has not yet connected the recruitment thread for this campaign.