Into The Stolen Lands ~ Say What You Will, I Live Free.

Game Master Ravenica

A group of settlers, each seeking something different, embarks on a journey that shall take them to places beyond their imagining.
Thorn River Camp
Greenbelt Map
Oleg's Trading Post
Party Loot
Random Encounter


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No worries, we aren't getting serious until after christmas ;)


Male Human (Taldan) Cavalier (Gendarme) 1 /Fighter Dragoon 1 (HP 20/20) AC 18

This has been a high-volume thread so far, lovin' it! I hope we can keep this pace. I'm enjoying the mixture of personalities so far, and there's a lot of excellent role-players here.

Congrats DM, seems you've made good choices on your players!


Male Ranger/1 13/13 AC: 18 Init: +3 Fort:+4 Ref:+5 Wil:+2

It seems most of the heavy posting goes on while I'm in bed lol.


What time zone are you in? Not something I had considered during selection heh. I'm from Winnipeg, Manitoba CST

We call it winterpeg, lol its -28 C (-19 F) here right now lol


Male Elf Ranger 2/ rogue 2 HP 29/29 | AC 17;13 t ;14 ff | F: +3 R: +9 W: +2 || Skill:Perception +11,Stealth +10, Sense Motive +5,

I would half agree though I know since I work midnights my sleep schedule is a bit horrendous, in bed usually from like 9 am to till about 1 to 2 pm (central) with maybe an hour or two nap at like 8pm to 9pm. Thankfully I sleep in patches eh?


Male Human (Taldan) Cavalier (Gendarme) 1 /Fighter Dragoon 1 (HP 20/20) AC 18

I'm in Dallas TX. Central time. I also work the generic 8-5 lol. My most frequent posting happens at work. It might be kind of interesting to see how a group this size interacts. We may have a couple smaller bands within our large group, people that spend more time directly rp'ing with one another because they are available during the same time blocks.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

LOL, Austin TX. :)

I'm betting we end up breaking up into groups of four to do things. We're really too big for exploration as we are.

Melee : Ravboom, Cerian, Wolf, Rodric

Healing : Aluxion, Nedyr (?), Alyrith (?), Hella (?)

Ranged : Farin

Arcane : Miri, Arilyth, Nedyr

So we can easily make two groups of 4 out of that.


Female Aasimar Druid, Worldwalker 2

You can easily scale an adventure to handle a large group and that would also make it difficult to track unless it was two different message boards, could be confusing.

Im central time myself.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

I would deffinately, if we split into two groups for exploration, do two new threads, one for each group. Then use the current Gameplay thread.

However, I've run a game with two groups (4 and 3) for several months in the same thread. Everyone just needs to be dilligent about post headers.

****Group Alpha****

at the top for example. But seperate threads can work just as well, with links at the top of the pages.


We'll see how things go. I can easily scale encounters if the party sticks together or splits up. Beren considering some other options such as quicker hex mapping if the group splits up but stays in the same hex.


Male Ranger/1 13/13 AC: 18 Init: +3 Fort:+4 Ref:+5 Wil:+2

I'm in Massachusetts much to my chagrin. Politically I'm an evil outcast here. So EST for me. Winnipeg just got the Jets back!! Gratz on that! Personally I'm not keen on splitting up but that's just me.


M Human HP (16/16)
Stats:
AC/Touch/Flat 18/14/14 | Fort/Ref/Will +4/+4/+6 | Init +4
Skills:
Knowledge(nature) +5, Knowledge(religion) +5, Handle Animal +6, Perception +10
Cleric of Erastil (2)

Dallas area. Arlington, specifically. I'm slow today because I'm out running errands.


The biggest problem with a group this size is ranom encounters, there aren't random tables for it, which means I need to prep sometihng, on the other hand its pbp so I have plenty of time to do so if it comes up.

Ideally it means less random wild monsters and more encouters with intelligent foes, which I'm fine with. I prefer if you stay together but i'm not going to force it heh


Female Aasimar Druid, Worldwalker 2

I prefer sticking together too.

I have seen gm's use the random encounters in the books and spice them up by upgrading what monsters they are or even adding more numbers. Numbers in a fight surprisingly change things more than many would think.

How far ahead are you moving Farin?

And Ravboom, Horses can drag a lot more than they can carry. Hence why they can move so fast while harnessed to wagons. And while sneaking you have to move at half speed so you would be going 20. Even an encumbered horse only going half speed can go 25ft.


yeah but the whole "wild owlbears appear, they use charge!" is a little too pokemon :P


Female Aasimar Druid, Worldwalker 2

Hehe, then thats when you spice it up and make it cunning. Animals are only INT 2 but can come up with amazing tactics.


Male Ranger/1 13/13 AC: 18 Init: +3 Fort:+4 Ref:+5 Wil:+2

Farin will ride within sight wherever. With whoever. He's just a huffy dwarf with a mean independent streak.


Female Human/Eidolon Jazzai's Gear 3 Eidolon HP 23/25 AC 12 Fort +6 Ref +1 Will +6

And we love him for it!!!!


Male Elf Ranger 2/ rogue 2 HP 29/29 | AC 17;13 t ;14 ff | F: +3 R: +9 W: +2 || Skill:Perception +11,Stealth +10, Sense Motive +5,

If you want to see something even crazier than movement in wagons, you should look into oh.. the damage a wagon does when it tramples things, My old Greyhawk character traveled with what he called the war wagon, +1 height bonus to hit, partial cover, it was something like 8d6 trample damage, eventually actually got permission and certs to get a light ballistae built in the back of it... It was pure win nothing says hey baddies morale check like a 3d8 ballistae landing in the middle of the group.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

I understand that horses can drag more than they can carry. *sigh*

Actually had a horse at one point in my life.

What a two horses can't do is drag a 2000 ford explorer at 11.3 mph for 8 hours straight. If you can find a pair of horses that can do that, you should buy them, whatever the price, and charge $100,000 per studding in fees.


A wagon rarely weighs the same as a ford explorer, although it does depend on the horse heh. We have a couple out on my uncles ranch that get used to pull out the 1 tons when they get stuck in the mud or snow simply because they CAN and they get better traction than vehicles. Your average riding horse no, but we're talking the brute work horses here anyway


Male Human (Taldan) Cavalier (Gendarme) 1 /Fighter Dragoon 1 (HP 20/20) AC 18

alright folks. I'm off to christmas eve stuff for a while. I'll check in if I can tonight, but likely won't be able to post until late this evening. Merry Christmas if you celebrate it.


Female Gnome Sylvan Sorcerer 2
Stats:
HP 16/16 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +2, R +2, W +3/+5* | Init +4, SPD 20 | Perc +3 | Morningstar+1/1d6+1/20/x2; Light Crossbow+3/1d6/19-20/x2/80 ft |Spells: GM 3/4, 1st 5/5
Darbi:
HP 15/15 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +6, R +5, W +3 | Init +2, SPD 30 ft | Perc +5, SM +1 | Bite+3/1d4+1/19-20/x2

Dallas/Fort Worth area as well. Yay Texas!

And I'm becoming sorely tempted to take Goblin upon level-up.


lol Everything in Texas is bigger: Except the party members :P 1/2 small sized lol


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)
DM AldoriRavenLord wrote:
A wagon rarely weighs the same as a ford explorer, although it does depend on the horse heh. We have a couple out on my uncles ranch that get used to pull out the 1 tons when they get stuck in the mud or snow simply because they CAN and they get better traction than vehicles. Your average riding horse no, but we're talking the brute work horses here anyway

2000 Ford Explorer has a curb weight of about 4500 lbs.

A heavy wagon, with 4 horses, has a listed cargo capacity of 4000 lbs. Add 500 for the wagon, and you've got a 2000 Ford Explorer.


Ah I didn't notice you mentioning the load, yeah even then your average horse can drag 6000lbs by itself max load, definately not endurance hauling at max load but for two hourses you put that up to 12000lbs hauling capacity and you do significantly increase the duration they can draw it. Top that with a heavy work horse massing in at 2000lbs you get an avg individual capacity of 12000lbs solo and 24000lbs in tandem.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Yep, actually, it was a heavy wagon, not a medium wagon, but you still get the idea. Per the rules, 4 horses can haul 5000 lbs around all day at max speed, and 2 can haul 2500 around all day max speed, and 1 can haul about 1250 around all day max speed.


Thats actually behind the standard for real world then heh. AVG carriage horse in london weighs in at 1000lbs and it is considered an acceptable load to carry around 1500-1800 lbs all day.

ooc stuff, just do I don't have to address it in the gameplay thread

Horses will only be making 40ft per round speed for the duration of the journey. He isn't stressing his horses and doesn't feel any urgency since he has been paid well and in advance heh. Thylacines that are well behaved may ride or walk your choice lol.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM
DM AldoriRavenLord wrote:

Thats actually behind the standard for real world then heh. AVG carriage horse in london weighs in at 1000lbs and it is considered an acceptable load to carry around 1500-1800 lbs all day.

You miss the caveat on there, At max speed. Basically, that's having a carriage horse carry a fully loaded carriage for 8 hours without stopping, without drinking, and without slowing down from 11.3 mph. Average trot is 8mph, so that's a fast trot all day long at that load.

Like I said, insane rules.


ah I see what your getting at, they cant do it at max speed unless they made the endurance checks just like the rest of us for hustling, they are limited to their 40ft/rnd just like the rest of us


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)
DM AldoriRavenLord wrote:
ah I see what your getting at, they cant do it at max speed unless they made the endurance checks just like the rest of us for hustling, they are limited to their 40ft/rnd just like the rest of us

No, they aren't.

Wagon wrote:


WAGON, HEAVY
Huge land vehicle
Squares 8 (10 ft. by 20 ft.; 5 feet high); Cost 100 gp
DEFENSE
AC 9; Hardness 5
hp 120 (59)
Base Save +2
OFFENSE
Maximum Speed twice the speed of the pulling creature(s); Acceleration half the speed of the pulling creature(s)
CMB +2; CMD 12
Ramming Damage 2d8
DESCRIPTION
This large, four-wheeled vehicle is primarily used in caravans to transport goods over long stretches of territory. These wagons can carry up to 4,000 pounds of cargo.

Propulsion muscle (pulled; 4 Medium creatures or 1 Large creature)
Driving Check Handle Animal or Profession (driver) (in the case of creatures with animal intelligence pulling the vehicle), Diplomacy or Intimidate (in the case of intelligent creatures pulling the vehicle)
Forward Facing toward the creatures pulling the vehicle
Driving Device reins
Driving Space the most forward square of the wagon
Decks 1

Vehicles wrote:


Muscle-propelled vehicles come in two forms: pulled and pushed.

Pulled: This type of propulsion involves one or more creature pulling a vehicle. Unless the creature pulling the vehicle is intelligent (Intelligence score of 3 or higher), either Handle Animal or Profession (driver) is used for the driving check (driver's choice). Intelligent creatures must be convinced with a Diplomacy check (decrease the driving check by 5 if the creature or creatures have the helpful attitude), or forced with an Intimidate check. Forcing an intelligent creature to pull a vehicle increases the DC by 20.
A creature can pull a number of vehicle squares equal to the number of squares in the creature's space to a top speed equal to twice the creature's speed. It can accelerate its space in vehicle squares up to its speed. For instance, a single horse takes up 4 squares, and can pull a 4-square cart 100 feet each round with an acceleration of 50 feet.

So, our 50ft horses can double move all day long hauling the fully loaded wagon, just as if they were double moving walking with nothing on their backs. *shrug*


M Human HP (16/16)
Stats:
AC/Touch/Flat 18/14/14 | Fort/Ref/Will +4/+4/+6 | Init +4
Skills:
Knowledge(nature) +5, Knowledge(religion) +5, Handle Animal +6, Perception +10
Cleric of Erastil (2)

Personally, I view the vehicle rules as an "in combat" thing, and I tend to go with the CRB's rules for overland travel. According to that, a wagon travels around at sedate 2 mph, going 16 miles in a day. Yes, that is slower than the listed speed for a mount under medium/heavy load. On the plus side, that means that even the gnome can keep up with the wagon if she needs to walk.

Edit:
To support this stance, I point you to the first page of the chapter in Ultimate Combat about vehicles:

UC, chapter 4, page 170 wrote:
The rules in this chapter allow you to run combats with vehicles in the Pathfinder RPG, rather than just treating them as objects or terrain.


Yeah an each round ruling doesn't negate the CRB rules for overland travel, and both are trumped by the exploration rules designation for travel time by hex

if we really want to poke fun, we should point out that technically there's no rule stating Nedyr can't ride his owl :P


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

The problem is, the vehicle rules don't provide an 'encumbrance' level for hauling the wagon. Nor do the normal walking rules (is a 5000lb heavy wagon pulled by 4 horses a light, medium or heavy encumbrance?).

As far as the overland rules go, that's exactly what the wagon turns out to be. If you calculate it out, that's a double move every round, for 8 hours. So the horses get the same movement all day regardless of whether they are walking naked, or pulling a wagon.

That's sort of my point. The only thing they can't do is use the Run mode when pulling a wagon (which is also off, since horse teams did gallop out of control for short periods).


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM
DM AldoriRavenLord wrote:

Yeah an each round ruling doesn't negate the CRB rules for overland travel, and both are trumped by the exploration rules designation for travel time by hex

if we really want to poke fun, we should point out that technically there's no rule stating Nedyr can't ride his owl :P

Actually, there is. A mount has to be one size larger.


eh it's still torturously slow so I'm fine with it lol


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Don't get me wrong, I think 40ft per move (80 per round) is more than sufficient for the movement. I just think the rules are a bit daft. :)


Female Gnome Sylvan Sorcerer 2
Stats:
HP 16/16 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +2, R +2, W +3/+5* | Init +4, SPD 20 | Perc +3 | Morningstar+1/1d6+1/20/x2; Light Crossbow+3/1d6/19-20/x2/80 ft |Spells: GM 3/4, 1st 5/5
Darbi:
HP 15/15 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +6, R +5, W +3 | Init +2, SPD 30 ft | Perc +5, SM +1 | Bite+3/1d4+1/19-20/x2

Happy Crystalhue, y'all :)


mdt wrote:
DM AldoriRavenLord wrote:

Yeah an each round ruling doesn't negate the CRB rules for overland travel, and both are trumped by the exploration rules designation for travel time by hex

if we really want to poke fun, we should point out that technically there's no rule stating Nedyr can't ride his owl :P

Actually, there is. A mount has to be one size larger.

nope, thats what it was in 3.5 but the rule never got carried over, nor was it erratta'd

in PF so long as you aren't too heavy for the creature to carry it's a viable mount, granted flying mounts can only fly if you are a light load

we just go with commonsense and pretend everythings fine lol

We shall recommence on the 26th heh


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Unfortunately, it's an Implied Rule in PF.

If you check the equipment chapter, horses (Large) Specifically list only medium races as valid riders. Pony's and Dogs specifically list only Small races as valid riders.

I agree though, most people don't worry about it. For example, most people I know do the 'must be one size larger' for a standard saddle, or any size larger with exotic saddle (palanquin on an elephant for example).

I think Ravboom is going to go after buying a Giant Gecko for a mount down the road. :) What sort of discount would he get for a medium sized Giant Gecko over the standard Large Giant Gecko (Note : Standard Giant Gecko Mount is a Giant Gecko with the Giant template, and costs 300gp for a standard mount, and 400gp for combat trained)?

:)


for something like that you'll prolly have a good chance of finding it and getting it trained lol wink wink


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

LOL

I'll have to keep an eye out too, and get Hella to train it (or dump a skill point into handle animal at 2nd level). Ravboom can ride, but not train, animals. He's REALLY good at riding actually, thanks to a racial bonus.


Female Aasimar Druid, Worldwalker 2

Hella would happily train animals as long as you take care of them proper.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Ravboom likes animals.

Now, if you give him a kid to take care of, you might not like the results. But give him an animal, and he's good to go. He likes animals, they think right.


Male Human (Taldan) Cavalier (Gendarme) 1 /Fighter Dragoon 1 (HP 20/20) AC 18

Rodric will also be an excellent trainer of mounts. He'll get the cavalier "expert trainer" class feature that, if I remember, means he can train a mount in half the time.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Sounds like between them then, Hella and Rodric can 'combat train' all the mounts we need.


M Human HP (16/16)
Stats:
AC/Touch/Flat 18/14/14 | Fort/Ref/Will +4/+4/+6 | Init +4
Skills:
Knowledge(nature) +5, Knowledge(religion) +5, Handle Animal +6, Perception +10
Cleric of Erastil (2)

Aluxion has really weird trained skills, so he can help out with training animals too. He really isn't built much like a typical cleric.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

As a suggestion to everyone, you might want to put this into your alias's profiles. It'll make things easier for the GM.

HP (##/##) {Spoiler=Stats]AC/Touch/Flat ##/##/## | Fort/Ref/Will +#/+#/+# | Init +#[/spoiler] {Spoiler=Skills]Skill_1 +#, Skill_2 +#, Etc[/spoiler] Class (Archtype) (Level)

The above goes into the Alias's Profile tab in the Classes/Levels field. You can see what it does looking at Ravboom. Just replace the {'s above with ['s and it'll work fine.


Female Gnome Sylvan Sorcerer 2
Stats:
HP 16/16 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +2, R +2, W +3/+5* | Init +4, SPD 20 | Perc +3 | Morningstar+1/1d6+1/20/x2; Light Crossbow+3/1d6/19-20/x2/80 ft |Spells: GM 3/4, 1st 5/5
Darbi:
HP 15/15 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +6, R +5, W +3 | Init +2, SPD 30 ft | Perc +5, SM +1 | Bite+3/1d4+1/19-20/x2

I have most of that stuff in mine. I don't do the skill block because normally I'm the one rolling my skills.


Male Elf Ranger 2/ rogue 2 HP 29/29 | AC 17;13 t ;14 ff | F: +3 R: +9 W: +2 || Skill:Perception +11,Stealth +10, Sense Motive +5,

I had wondered about that since im new to online play... stupid moving and leaving old great gaming groups

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