Greenmarch Kingmaker Campaign (Inactive)

Game Master Harad Navar

Kingmaker for the Greenmarch Kingdom of Osvladt Langham


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Male Human Cavalier/14
Harad Navar wrote:

Turn 37 Desnus (May) 4712 Final

Treasury = [edit:139] BP; Economy = +104; Loyalty = +87; Stability = +89; Unrest = 0; Consumption = 0; Size = 59 hexes; Control DC79

Raz - it looks like these numbers do not include the city improvements for turn 37 that I put forward for discussion on the discussion page. Not ahving heard any objections, I would like to build the following:

Build an Office of the City Guard (F2) and a Fletcher (E2) in Shrikeport, which will fill the district.

Build a city wall in Tatzleford, on the North edge of town, to continue the process of fortifying there.

Those will increase Economy and Loyalty by 1 each and Stability by 2.


male keleshite human monk 4

Turn 38 – Sarenith (June) 4712
Treasury 139 BP, Economy +93, Loyalty +87, Stability +89, Unrest 0, Consumption 0, Size 59 hexes, Control DC 79
Magic Items: 28 minor (0 empty), 9 medium (3 empty), 3 major (3 empty)

Phase 1 - Upkeep
Step 1 - Kingdom Stability
Please make a Stability roll DC79.

Step 2 - Pay Consumption
No consumption to pay.

Step 3 - Fill Vacant Magic Items
No Minor Items Filled
Medium Items Filled = 3
Item 1: ring of animal friendship – 10,800 gp
Item 2: wand of displacement – 11,250 gp
Item 3: phylactery of negative channeling – 11,000 gp
Major Items Filled = 3
Item 1: amulet of natural armor +3 – 18,000 gp
Item 2: staff of illumination – 51,500 gp
Item 3: +3 thundering speed light hammer – 98,301 gp

Step 4 - Unrest
The Kingdom does not suffer from unrest.

Phase 2 - Improvement
Step 1 - Leadership
Please make any changes in leadership, including stat increases.
Step 2 - Claim Hexes
Please indicate the explored hexes you wish to claim
Step 3 - Establish/Improve
Please indicate what city improvement you wish to make.
Step 4 - Build Roads
Please indicate the hexes in which you want to build roads
Step 5 - Develop Open Areas
Please indicate the open area development you wish to make.
Step 6 - Edicts
Please indicate the edicts you wish to change.


male keleshite human monk 4

When you sold items I thought that you were done making improvements other than rebuilding Freeemarch. If this is not the case, please make a final decision on buildings.


Male Human Cavalier/14
Harad Navar wrote:
When you sold items I thought that you were done making improvements other than rebuilding Freeemarch. If this is not the case, please make a final decision on buildings.

Let's stick with the build as stated above.

Build an Office of the City Guard (F2) and a Fletcher (E2) in Shrikeport, which will fill the district.

Build a city wall in Tatzleford, on the North edge of town, to continue the process of fortifying there.


male keleshite human monk 4

Revised Final - Turn 37 Desnus (May) 4712
Pulled numbers from wrong turn before
Revision is to add Office of City Guard and Fletcher to Shrikeport, and City Wall (north) to Tatzlford.
Treasury 117 BP, Economy +105, Loyalty +88, Stability +91, Unrest 0, Consumption 0, Size 59 hexes, Control DC 79

EDIT: add new city images
Tatzlford
Shrikeport
Turn 38 – Sarenith (June) 4712
With Tavius now stationed at Freemarch, please indicate what each of you do typically in a month, and where do you do it.
Phase 1 - Upkeep
Step 1 - Kingdom Stability
Please make a Stability roll DC79.
Step 2 - Pay Consumption
No consumption to pay.
Step 3 - Fill Vacant Magic Items
Magic Items Remain as Previously Filled
Step 4 - Unrest
The Kingdom does not suffer from unrest.

Phase 2 - Improvement
Step 1 - Leadership
Please make any changes in leadership, including stat increases.
Step 2 - Claim Hexes
Please indicate the explored hexes you wish to claim
Step 3 - Establish/Improve
Please indicate what city improvement you wish to make.
Step 4 - Build Roads
Please indicate the hexes in which you want to build roads
Step 5 - Develop Open Areas
Please indicate the open area development you wish to make.
Step 6 - Edicts
Please indicate the edicts you wish to change.


Male Human Cavalier/14
Harad Navar wrote:

Turn 38 – Sarenith (June) 4712

Phase 1 - Upkeep
Step 1 - Kingdom Stability
Please make a Stability roll DC79.

Stability Check DC 79

Modifier +91
1d20 + 91 ⇒ (14) + 91 = 105
Success.
No Unrest.
+1 BP


Male Human Cavalier/14
Harad Navar wrote:

Turn 38 – Sarenith (June) 4712

Phase 2 - Improvement
Step 2 - Claim Hexes
Please indicate the explored hexes you wish to claim
Step 4 - Build Roads
Please indicate the hexes in which you want to build roads
Step 5 - Develop Open Areas
Please indicate the open area development you wish to make.

Claim Hexes b1, B1, B2, B3 (Cost 4 BP)

Build roads through all 4 (cost 5 BP - 3 for plains and 2 for the forest)

Farm B1 and B2 (cost 4 BP)

That puts the general fund at 75 BP
Transfer 10 BP to the Freemarch Fund
Transfer 5 BP to the Reserve Fund

That gives Tavius 20 BP availble for construction if he wants to build improvements in Freemarch.

Discussion of improvements for other cities coming soon.


Male Human Cavalier/14

Here are my thoughts for city improvements for turn 38

In shrikeport, start preparing the ground for a new district. (cost 2 BP, time 1 month)

In Tatzleford, continue work on the City Wall (cost 8 BP) and build some more housing (3 BP)

In Varnhold, build a brothel, to provide the citizens with some entertainment, and also complete our internal security network. (cost 6 BP)

In Leveton, Start building a city wall (cost 8 BP) and build a theater, which will benefit both economy and stability, and give us discounts on additional buildings in the future. We can build up Leveton as a cultural center to complement Shrikeport's mercantile reputation. (cost 24 BP)

I also think we could start training up the new Army Tavius mentioned. What did you have in mind?


male keleshite human monk 4

Oswaldt, please conform these numbers:
Start of Turn 38
Total Treasury = 117 BP; Econ +105; Loyalrty +88; Stability +91
Stability Check +1 BP
Hexes Claimed -4 BP
Roads Built -5 BP
Gross Treasury = 105 BP
From your posts I assume:
Kingdom Reserve = 25 BP
Freemarch Building Fund = 20 BP
Kingdom Net Treasury = 60 BP
Greenmarch Turn 38

On Improvements:
1 Which way do you wish to expand Shrikeport, east, west, or north. Expanding east or west will allow more Pier/Waterfront development. Expanding 3 city districts in either east or west directions will bring another water boundary in place.
2) You may want to consider a bridge in Varnhold so the people will feel less rural.
3) The new army could be stationed in Freemarch with the current army in Shrikeport. In the future you might consider additional small armies out of both Varnhold and Leveton, possibly as reserves. You may want to enhance the existing army as well.


Male Human Cavalier/14
Harad Navar wrote:

Oswaldt, please conform these numbers:

Start of Turn 38
Total Treasury = 117 BP; Econ +105; Loyalrty +88; Stability +91
Stability Check +1 BP
Hexes Claimed -4 BP
Roads Built -5 BP
Gross Treasury = 105 BP
From your posts I assume:
Kingdom Reserve = 25 BP
Freemarch Building Fund = 20 BP
Kingdom Net Treasury = 60 BP
[b

I have Econ +106. I believe that last group of roads put us over.

As far as army design and depolyment is concerned, I think the General should weigh in.

I'd like to expand shrikeport to the East for more waterfront development and to allow the construction of a jail adjacent to the office of the city guard.


Male Human Cavalier/14

I have no objection to a bridge in Freemarch. would that be 1 BP, the same cost as a road through the hex? While we're doing taht, can we do the same for Varnhold, so people don't have to slog across a ford to get downtown?

as for the other buildings I proposed, here is what I was thinking for locations:

For Tatzleford, build tha house at C2 and the Wall on the east side.

For Leveton, build the theater at C9 and D9 and the first section of city wall to the north, so we can control traffic down the main road.

For Varnhold, put the Brothel at A2, next door to the brewery.


Haven't had a chance to really look at Freemarch yet but the first thing Tavius would like to do is remove the Tenaments in favor of houses.

I don't have my river kingdoms guide handy but I was thinking that Freemarch could be the military center so a war college or the like would be good.

As far as the army unit is concerned I was thinking something fast like maybe a company of cavalry to support our foot troops.
What is our current unit composed of?


Male Human Cavalier/14

Current unit is Medium unit of Mounted Human Warrior 4 (total CR 3)

We could take that unit and either make it bigger or add levels to the troops, and the make some foot soldiers to back them up.


OK, lets do some foot soldiers then. Maybe a CR2 or CR3 group would make it a decent size?


male keleshite human monk 4

A bridge in Varnhold will cost 1 BP. There is no need for a bridge in Freemarch unless you want to cross the Lone River for some reason. You can build a bridge in B3 for 1 BP, which would help in expanding into the forest.

Building a new city district in Shrikeport will cost [edit: 2] BP to prepare. Building can start next turn.


Male Human Cavalier/14
Harad Navar wrote:

A bridge in Varnhold will cost 1 BP. There is no need for a bridge in Freemarch unless you want to cross the Lone River for some reason. You can build a bridge in B3 for 1 BP, which would help in expanding into the forest.

Duh.

I read your previous message as suggesting a bridge in Freemarch.
Strike that. Let's just build the one in Varnhold.


Male Human Cavalier/14
DM Stephen wrote:
OK, lets do some foot soldiers then. Maybe a CR2 or CR3 group would make it a decent size?

I'm leaning toward either one bigger army, or small (CR1) units in each settlement to man the defenses.

Of course, cost is an issue, but our income is pretty strong.


male keleshite human monk 4

As a side note the Consumption of an army will double in the month that the army is engaged in warfare.


Male Human Cavalier/14
Harad Navar wrote:
As a side note the Consumption of an army will double in the month that the army is engaged in warfare.

Noted. I don't recall seeing anything about that in the River Nations book though. Are you sure?


male keleshite human monk 4

After reviewing what you are paying in consumption per month (6 BP/month) for this army now, my rational for the double during war is not so rational. Nevermind.


Male Human Cavalier/14

Where did we leave off? Are there outstanding decisions to be made here?


male keleshite human monk 4

So far in Turn 38 you have claimed hexes, established/improved cities, built roads (including a bridge in Varnhold), and developed open areas.
Treasury = 92 BP; Econ +106; Loyalty +88; Stability +92
You have yet to decide on what army to build.


Male Human Cavalier/14

OK. We were looking for a CR3 army of foot soldiers, so Human Warrior 3 is CR1. Large Army of CR1 is CR 3.

Start building Large Army of Human Warrior 3.

That gives us 200 troops we can divide up if we need to.


male keleshite human monk 4

Did you want mounts with that?


male keleshite human monk 4

The Kingdom creates a Large Army of Human Warrior 3 (200 foot soldiers), CR 3, consumption/month 4 BP. It costs 4 BP this month to assemble the army and get it trained. Next month the new army will increase the kingdom consumption to 4 BP/turn.

The first army (medium army of mounted human warrior 4) is called the Greanmarch Regulars. What is the name of the new army. If you want to split the large army into 2 medium armies, each army is CR1, but the total consumption will stay the same.

Please designate a leader for Army 2.

Kingdom Stats at Present: Treasury 88 BP; Econ +106; Stab +88; Loyal +92; Consumption 0 BP this turn, 4 BP next turn
Turn 38 – Sarenith (June) 4712
Phase 3, Step 3 - Sell Valuable Items
Please make 7 economy checks (+106, DC83) to sell magic items.
Phase 3, Step 4 - Income
Please make an Income roll (Econ +106) DC83
Please make Economy Check (DC83) for Nomen Trade Agreement( 1d4 BP, or 1 BP if fail).


Male Human Cavalier/14

I don't think you have our turn 38 city improvements in those numbers.
I show
Economy 109 (the theater added 2 and the brothel 1)
Loyalty 90 (2 loyalty for the brothel)
Stability 93 (2 stability for the theater)
and you appear to have Loyalty and stability crossed.
Treasury after all the spending for turn 38 is 49, with 4 in the general fund, 25 in the reserve, and 20 in the Freemarch fund.


Male Human Cavalier/14

Turn 38 – Sell Magic Items

Sell Major Items
Item 1: amulet of natural armor +3 – 18,000 gp
DC 50
Economy 109
1d20 + 109 ⇒ (6) + 109 = 115
Result Success +12 BP

Item 2: staff of illumination – 51,500 gp
DC 50
Economy 109
1d20 + 109 ⇒ (1) + 109 = 110
Result - FAILED

Item 3: thundering speed light hammer +3 – 98,301 gp
DC 50
Economy 109
1d20 + 109 ⇒ (7) + 109 = 116
Result Success +12 BP

Sell Medium Items
Item 4: periapt of wound closure - 15000 gp
DC 35
Economy 109
1d20 + 109 ⇒ (6) + 109 = 115
Result Success +6 BP

Item 5: ring of animal friendship – 10,800 gp
DC 35
Economy 109
1d20 + 109 ⇒ (4) + 109 = 113
Result Success +6 BP

Item 6: wand of fox's cunning - 4500 gp
DC 35
Economy 109
1d20 + 109 ⇒ (13) + 109 = 122
Result Success +6 BP

Total: 42 BP


Male Human Cavalier/14
Harad Navar wrote:

Turn 38 – Sarenith (June) 4712

Phase 3, Step 4 - Income
Please make an Income roll (Econ +109) DC83
Please make Economy Check (DC83) for Nomen Trade Agreement( 1d4 BP, or 1 BP if fail).

Income Roll

DC 83
Economy 109
1d20 + 109 ⇒ (20) + 109 = 129
Result +25 BP

Trade Agreement
DC 83
Economy 109
1d20 + 109 ⇒ (3) + 109 = 112
Result Success 1d4 ⇒ 3 BP

Total Treasury: 119 BP (incl 25 reserve and 20 Freemarch Fund)


Don't foget Tavius wanted to exchange the Tennements for houses.


male keleshite human monk 4

Turn 38 - Sarenith (June) 4712
Kingdom Stats - Yes, I had not completely logged city improvements. However, I have Treasury = 120 (did you remove the 1 BP for the bridge not built in Freemarch?); Econ +109; Loyalty +90; Stability +94. Stability matches in the two different spreadsheets I use.
Kingdom Population now 52,000.
Phase 4 - Events
Food Surplus: Farmers produce an unexpected windfall. Consumption is halved during the next Upkeep phase.

Turn 39 – Erastus (July) 4712
Treasury 120 BP, Economy +109, Loyalty +90, Stability +94, Unrest 0, Consumption 4, Size 63 hexes, Control DC 83
Magic Items: 28 minor (0 empty), 9 medium (3 empty), 3 major (2 empty)
Phase 1 - Upkeep
Step 1 - Kingdom Stability
Please make a Stability roll DC83.

Step 2 - Pay Consumption
Pay consumption of 2 BP (halved from last turn’s event).

Step 3 - Fill Vacant Magic Items
No Minor Items Filled
Medium Items Filled = 3
Item 1: +3 banded mail - 9400 gp
Item 2: figurine of wondrous power (serpentine owl) - 9100 gp
Item 3: ring of mind shielding - 8000 gp
Major Items Filled = 2
Item 1: figurine of wondrous power (ivory goats) - 21000 gp
Item 2: staff of frost - 41400 gp

Step 4 - Unrest
The Kingdom does not suffer from unrest.
Phase 2 - Improvement
Step 1 - Leadership
Please make any changes in leadership, including stat increases.
Step 2 - Claim Hexes
Please indicate the explored hexes you wish to claim
Step 3 - Establish/Improve
Please indicate what city improvement you wish to make.
Step 4 - Build Roads
Please indicate the hexes in which you want to build roads
Step 5 - Develop Open Areas
Please indicate the open area development you wish to make.
Step 6 - Edicts
Please indicate the edicts you wish to change.


Male Human Cavalier/14
DM Stephen wrote:
Don't foget Tavius wanted to exchange the Tennements for houses.

Consider it done. 3 tenements upgraded to houses costs 6 BP, dropping the Freemarch fund to 14.


Male Human Cavalier/14

Raz, I have Stability at 93. here are the sources and amounts:
Edicts: 1
leadership: 17
Alignment: 2
Roads: 7
Leveton: 17
Open Space improvements: 7
Shrikeport: 12
Tatzleford: 9
Varnhold: 15
Freemarch: 6

Let me know where you see something different. For now, I think we can call it close enough for government work.


Male Human Cavalier/14

I also show base consumption of 6, halved for 3 with the event:
Size: 63
City districts: 6
Edicts: 3
Armies: 12 (2 CR 3 armies at 6 BP consumption each)
Less farms: 72
less resources: 6
total 6


Male Human Cavalier/14
Harad Navar wrote:

Turn 39 – Erastus (July) 4712

Phase 1 - Upkeep
Step 1 - Kingdom Stability
Please make a Stability roll DC83.

Step 2 - Pay Consumption
Pay consumption of 2 BP (halved from last turn’s event).

Stability Roll

DC 83
Stability +93
1d20 + 93 ⇒ (11) + 93 = 104

Success


Male Human Cavalier/14
Harad Navar wrote:

Turn 39 – Erastus (July) 4712

Phase 2 - Improvement

Claim hexes C1, C2, C3, C4 (4 BP)

Build Roads in all 4 (including bridging the river in C3 (8 BP)
Farm b1, C1 (4 BP)


Male Human Cavalier/14

City Improvements:
I was thinking about opening the second district in Shrikeport with a pier.

Now that we have the theater, we can build out Leveton some more, with a new brothel, a park and a tavern. We'll have to put in a house for that.

We need to finish the Tatzleford city wall.

What else?


male keleshite human monk 4
Osvaldt Langham wrote:

Raz, I have Stability at 93. here are the sources and amounts:

Edicts: 1
leadership: 17
Alignment: 2
Roads: 7
Leveton: 17
Open Space improvements: 7
Shrikeport: 12
Tatzleford: 9
Varnhold: 15
Freemarch: 6

Let me know where you see something different. For now, I think we can call it close enough for government work.

Our difference is in Shrikeport. I have Stability +13 for it as follows:

(1) Black Market = +1
(1) Castle = +2
(1) Fletcher = +1
(1) Market = +2
(1) Office City Guard = +1
(2) piers = +2
(1) Town Hall = +1
(2) Tradesman = +2
(1) Watchtower = +1


male keleshite human monk 4

Greenmarch Turn 39 Erastus (July) 4712


Male Human Cavalier/14
Harad Navar wrote:

Our difference is in Shrikeport. I have Stability +13 for it as follows:

(1) Black Market = +1
(1) Castle = +2
(1) Fletcher = +1
(1) Market = +2
(1) Office City Guard = +1
(2) piers = +2
(1) Town Hall = +1
(2) Tradesman = +2
(1) Watchtower = +1

I see it. According to my records, there is no watchtower in Shrikeport. (yet)


male keleshite human monk 4

Ah, yes. I'll correct.


Male Human Cavalier/14

Great. So that brings us pback to city improvements for turn 39. My proposal was:
Leveton: Brothel
Leveton: Park
Leveton: Tavern
Leveton: House
Tatzleford: City Wall
Shrikeport: Piers

that would cost 31 BP.

We would have enough left to transfer a little to the Freemarch fund. There is currently a balance of 14 BP in the fund after improving tenements. do we want to build anything there, or save up for something bigger?


male keleshite human monk 4

If this seems to be the order of the day, please provide location for buildings.


Male Tiefling Barbarian 3/Sorcerer 3/Dragon Disciple 10

Anyone using the fort in G3?


Male Human Cavalier/14
Harad Navar wrote:
If this seems to be the order of the day, please provide location for buildings.

Leveton; B-9; Brothel

Leveton; C-8; Park
Leveton; B-8; Tavern
Leveton; A-8; House
Tatzleford; City Wall - south side (should be the last one)
Shrikeport; Piers - in the SW corner of the new district, adjacent to the existing piers, just ont he outside of the walls.

Transfer 10 more BP to the Freemarch fund.

In response to Eirwulf - I thought you had expressed interest in occupying and managing the fort. feel free to do so. Just remember that your duties as a leader of the kingdom require you to be in the capital periodically.


Male Human Cavalier/14

just to get a jump on things
Turn 39 – Sell Magic Items

Sell Major Items
Item 1: staff of frost - 41400 gp
DC 50
Economy 113
1d20 + 113 ⇒ (9) + 113 = 122
Result - Success. +12 BP

Item 2: staff of illumination – 51,500 gp
DC 50
Economy 113
1d20 + 113 ⇒ (20) + 113 = 133
Result - Success. +12 BP

Item 3: figurine of wondrous power (ivory goats) - 21000 gp
DC 50
Economy 113
1d20 + 113 ⇒ (18) + 113 = 131
Result - Success. +12 BP

Sell Medium Items
Item 4: figurine of wondrous power (serpentine owl) - 9100 gp
DC 35
Economy 113
1d20 + 113 ⇒ (10) + 113 = 123
Result - Success. +6 BP

Item 5: banded mail +3 - 9400 gp
DC 35
Economy 113
1d20 + 113 ⇒ (17) + 113 = 130
Result - Success. +6 BP

Item 6: wand of displacement – 11,250 gp
DC 35
Economy 113
1d20 + 113 ⇒ (16) + 113 = 129
Result - Success. +6 BP

Item 7: phylactery of negative channeling – 11,000 gp
DC 35
Economy 113
1d20 + 113 ⇒ (16) + 113 = 129
Result - Success. +6 BP

Total: +60 BP


Male Human Cavalier/14

Turn 39 – Income

Economy Check
Control DC 87
Economy 113
1d20 + 113 ⇒ (16) + 113 = 129
Result 25 BP

Trade Route Income
Control DC 87
Economy 113
1d20 + 113 ⇒ (14) + 113 = 127
Result 1d4 ⇒ 2 BP


male keleshite human monk 4

Phase 2, Step 3 - Establish/Improve Cities
Tatzlford
City Wall (South) = 8 BP
Leveton
Brothel (B9) = 3 BP
Park (C8) = 3 BP
Tavern (B8) = 6 BP
House (A8) = 3 BP
Shrikeport
Pier (G6) = 8 BP
Freemarch
Upgrade 4 Tenements to Houses = 8 BP
Total = 37 BP

Phase 3 - Income
Sell 6 items = 60 BP
Income = 25 BP
Nomen Trade = 2 BP

Phase 4 - Events
No event this turn.

End of Turn 39 Erastus (July) 4712
Treasury = 151; Economy +113; Loyalty +94; Stability +94; Unrest 0; Consumption 6 BP; Size 67 hexes.

Google Drive impossibly slow, city images tomorrow
Who is commanding the second army, and what is the army's name?

Turn 40 – Arodus (August) 4712
Treasury 151 BP, Economy +113, Loyalty +94, Stability +94, Unrest 0, Consumption 6, Size 67 hexes, Control DC 87
Magic Items: 28 minor (0 empty), 9 medium (3 empty), 3 major (3 empty)
Phase 1 - Upkeep
Step 1 - Kingdom Stability
Please make Stability roll DC87.

Step 2 - Pay Consumption
Pay consumption of 6 BP.

Step 3 - Fill Vacant Magic Items
No Minor Items Filled
Medium Items Filled = 3
Item 1: clay golem manual - 12000 gp
Item 2: wand of neutralize poison - 11250 gp
Item 3: staff of swarming insects - 22800 gp
Major Items Filled = 3
Item 1: staff of abjuration - 82000 gp
Item 2: staff of fire - 18950 gp
Item 3: ring of freedom of movement - 40000 gp

Step 4 - Unrest
The Kingdom does not suffer from unrest.

Phase 2 - Improvement
Step 1 - Leadership
Please make any changes in leadership, including stat increases.
Step 2 - Claim Hexes
Please indicate the explored hexes you wish to claim
Step 3 - Establish/Improve
Please indicate what city improvement you wish to make.
Step 4 - Build Roads
Please indicate the hexes in which you want to build roads
Step 5 - Develop Open Areas
Please indicate the open area development you wish to make.
Step 6 - Edicts
Please indicate the edicts you wish to change.


male keleshite human monk 4

Actually you get 7 item sales in Turn 39. Make another one.


Male Human Cavalier/14
Harad Navar wrote:
Actually you get 7 item sales in Turn 39. Make another one.

that was 7. 3 at 12 each and 4 at 6.


Male Human Cavalier/14

In the "establish and improve" phase, the items you have listed add up to 39 BP, rather than 37. That would put the treasury at 149 rather than 151.

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