Kingmaker: Legacies of Dust (Inactive)

Game Master Wolfspirit

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This is Tiny Coffee Golem. Cecil is my submission.

I'm not an expert at PFS, but I think I'm in line with everything.

There are a couple of legal, but unusual choices.

Namely I have a carriage, two horses, a hireling, and a guard dog. All of which I paid for of course. The hireling isn't stated, but basically he's just a driver/ servant non-combatant. I'll flesh him out if I get to keep him. The dog is just a well trained pet, but otherwise nothing special.

Playing up the Nobel thing the carriage is my standard method travel. I thought it'd add some flavor to the game.

Let me know there are any thoughts, questions, or concerns. Regardless of the outcome thank you for the consideration.


@ Wolfspirit4W:

Hi again!

It are I, Xunal again…
Got my submission for Segber all ready to go.

Here are the important bits:

Back Story:
NOTE: the old English letter Eth (Ð, ð) is pronounced as the modern English "th"

Segber is an illegitimate nobleman living in Brevoy. His mother, Hruswið had
been sent from Brevoy to Irrisen to try and secure alliances and aid for her
father from a Jadwiga nobleman, Roldaið. It was an unfortunate choice. Roldaið,
along with his sons and brothers, had their way with her for several harrowing
weeks. Hruswið was then unceremoniously sent her back to Brevoy. Relieved of all
the expensive gifts she had brought. By then, she was with child, carrying
Segber.

Being a mix of Jadwiga and Brevic noble blood, Segber is unwelcome in both
Brevoy and Irrisen. He has grown up looked down upon as an unworthy bastard.
Despite his poor standing among Brevic nobility, and being an illegitimate
child, he still grew up in better conditions than Brevic commoners.

While his social standing, or lack of it, does not give him a love of Brevoy, he
loathes Irrisen. He knows he came about because of his mother's profoundly rough
treatment. He's prone to melancholia at times, knowing Jadwiga blood is in his
veins.

Although denied a full education because he's illegitimate, he has a much
sharper mind mind than most and has learned about many disciplines. He also has
razor sharp ego.

While definitely human, his appearance is somewhat odd. His platinum-blonde hair
and delicate near-pallid skin make him look overly delicate, if not effeminate.
His blue eyes are particularly odd, as the whites of his eyes are glacial blue.
He learned over the years that many Jadwiga, like his unknown natural father,
are Cryomancers of no small skill. Which is probably why he has developed both
his odd appearance and his own arcane talents.

But rather than just one sorcerous bloodline, like Jadwiga cryomancers, Segber
has two: white dragons and primal water. His clarity of thought and ability to
learn spells are lessened as a result. On the other hand, cold spells he casts
are unusually strong.

When his arcane abilities became apparent, his mother, Hruswið was his only
noble not to shun him. Other Brevic nobility fear him. He therefore set out on
his own to try and make a name for himself outside Brevoy. He left Brevoy
initially to avoid derision he routinely faces at home. He has managed to
adventure with a few different groups. As a result, his abilities have become
stronger, and he has learned much.

He recently answered a call for adventurers to tame the Lost Lands. He wants to
go there and see if he can carve a name out for himself, and remove the Irrisen
stigma to his name. As well as provide well-deserved comfort for his
long-suffering mother.


Stat Block:
Segber stat block

Sorcerer:
Crossblooded and Wildblooded archetypes
Draconic [white] and Primal [water] bloodlines

Male human sorcerer (crossblooded, wildblooded) 4 (Pathfinder RPG Ultimate Magic 69, 70)
CN Medium humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 22 (4d6+4)
Fort +2, Ref +3, Will +3
Resist cold 5
--------------------
Offence
--------------------
Speed 30 ft.
Melee dagger +2 (1d4/19-20) or
unarmed strike +2 (1d3 nonlethal)
Ranged longbow +5 (1d8/19-20)
Sorcerer Spell-Like Abilities (CL 4th; concentration +9)
7/day—elemental ray (1d6+2 cold)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 4th; concentration +9)
1st (7/day)—burning hands (bloodline energy type) (DC 15), grease, mage armour, snowball (DC 16)
0 (at will)—detect magic, disrupt undead, light, mending, prestidigitation, ray of frost, read magic, resistance
Bloodline Draconic, Primal
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 16, Wis 10, Cha 18
Base Atk +2; CMB +2; CMD 14
Feats Elemental Focus[APG], Eschew Materials, Rime Spell[UM]
Traits arcane temper, bastard
Skills Appraise +7, Bluff +8, Diplomacy +5, Handle Animal +5, Intimidate +8, Knowledge (arcana) +10, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (nobility) +4, Knowledge (planes) +7, Knowledge (religion) +4, Linguistics +5, Perception +6, Spellcraft +7, Use Magic Device +11; Racial Modifiers bastard
Languages Aquan, Common, Draconic, Hallit, Skald, Varisian
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die)
Combat Gear scroll of communal (x2) ant haul, scroll of communal (x2) endure elements, scroll of invisibility (x2), wand of cure light wounds; Other Gear crossbow bolts (60), dagger, stinger, efficient quiver, heavyload belt[UE], backpack, bedroll, belt pouch, candle (2), chalk, cold weather outfit, everburning torch, flint and steel, hammer, ink, inkpen (2), journal[UE], mess kit[UE], piton (4), pot, sack (2), scroll box[UE], silk rope (50 ft.), soap, trail rations (5), waterproof bag[UE], waterskin, winter blanket, wrist sheath[UE], 5 gp, 9 sp
--------------------
Tracked Resources
--------------------
Crossbow bolts - 0/60
Dagger - 0/1
Elemental Ray (1d6+2 cold, 7/day) (Sp) - 0/7
Trail rations - 0/5
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Cold] spells.
Elemental Focus (Cold) +1 DC to spells that deal damage of the chosen energy.
Elemental Ray (1d6+2 cold, 7/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Primal (Water) +1 damage per die for [Cold] spells.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
--------------------
Physical Description
Age, Height, and Weight: 20 years old, 5 ft.5 in. (165 cm), 155 lb. (70 kg)
Skin: Fair
Build: Medium
Hair: Platinum blonde
Eyes: Blue
Special: Eye whites are glacial blue

Traits and Drawbacks:
• Bastard (Kingmaker AP) — -1 CHA skills v. Brevic nobles and +1 WILL
• Arcane Temper (magic) — +1 to both Initiative and Concentration

Racial Traits:
• Dual Talent, +2 to INT and +2 CHA — Replaces Skilled, Bonus Feat and One Ability Bonus

Additional:
• Looks more delicate than he really is

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Leadership Role, Notes and Cunning Plans:

Choices of Desired Leadership Rolls in order of preference:
1. Grand Diplomat (Segber has both CHA and INT for that job)
2. Spymaster (knowledge is power, as the saying goes)
3. Treasurer (someone's has to be the bean counter!)

• Want to take the Fast Learner racial feat later for even more skill points

• One of two long-term options to make all knowledge skills class skills:
1. take one to three levels of Dragon Disciple
This option would also give more key class skills, like Diplomacy.
Two to three levels of this would also make him a lot tougher, physically.

2. take up to four levels of Arcanist
That would make him a versatile spell casting machine

Sovereign Court

I'm going to submit an arcanist with the school savant archetype, focusing on the divination school. Knowledges high (selected ones your occultist doesn't have, but can easily choose different ones at the party's request), utility is a priority. Main combat schtick will be to cast a buff followed by slow (once I get 3rd level spells).

Here is the crunch, havent been able to sit down and write the backstory yet.

Crunch:

Half-Elf Arcanist (School Savant:Divination)
Opposed Schools: Enchantment, Necromancy
LN
Traits - Seeker, Noble Born (Lebeda)
Age 33
FCB 1-3 in Skills, 4+ in Spells

8
14
12
21
14
10

1 Improved Initiative
3 Spell Focus (Transmutation)
5 Extra Exploit (Quick Study)
5 Exploit (Potent Magic)
7 Greater Spell Focus (Transmutation)
9 Spell Penetration
9 Exploit (Dimensional Slide)
11 Deific Obedience (Irori)
11 Exploit (Familiar)

Adventuring Skills
Dungeoneering 12
Geography 12
Local 12
Nature 12
Spellcraft 12
Perception 14
Arcana 12
Appraise 11

Background Skills
Linguistics 12
Nobility 12

Languages
Common, Elven, Giant, Draconic, Dwarven, Goblin, Orc, Aklo, Infernal, Abyssal, Sylvan

1050 gp
Headband Int +2 (Arcana)
Wand of Magic Missile CL 1 (50 charges)
Scroll Library
Level 1
Touch of the Sea x2
Air Bubble x2
Endure Elemetns x2
Comprehend Languages x2

Preferred Roles
Spymaster
Treasurer
Magister

Spells in Spellbook

0- All

1- 12
mount
vanish
protection from evil
grease
mage armor
identify
alarm
shield
unseen servant
magic missile
feather fall
silent image

2- 2
glitterdust
levitate


Thurl Ravencroft, Half-orc Inquisitor of Abadar, is complete! Well, except for equipment. Still gotta do gear, but that's it. As for kingdom role, I would see Thurl either in the role of Treasurer or Marshal.

Another question: Is there a spending limit in terms of gold spent on a single item?

Personality:
Thurl is devoted to the ideal of Law almost to an extreme; years of living alone so close to the chaos of the Stolen Lands have strengthened his devotion to the rule of law and his belief that the region MUST be tamed for the greater good of Brevoy and the entire Inner Sea. His personality is serious and stoic, brash and willful. This is not to say he doesn’t have a sense of humor, but above all else he is dedicated to the idea that elements of chaos and disorder must be rooted out and annihilated. In the quiet times he can seem contemplative or lost in thought. In battle, though, his fervent dedication to rule of law and his force of personality can be every bit as menacing as the falchion he carries at his side.

Appearance:
Thurl stands slightly taller than the average humanoid at 5’11” and, though muscular, his frame is more compact than it is bulky. His jet-black hair is cut chose to his head, the better to avoid having it foul his aim From his lower lip protrude the tips of a pair of tusks, further evidence of his already-obvious heritage. His green eyes, though, hint at a wisdom that defies his orcish background, a strong sense of intuitiveness and awareness of the goings-on around him.

His time spent alone in the wilderness has left him with his fair share of scars and remembrances of battles past, but he considers them badges of honor and testimony of his dedication to the cause of civilizing the Stolen Lands as much as he can, whether it be by slaying dangerous animals or ending the occasional bandit too stubborn to surrender.

Once he speaks there is little doubt that he has, at least mentally, left his orcish heritage behind him, the insight and wisdom with which he speaks often overshadowing by far the less-than-attractive appearance that might otherwise cause others to shun him.

Background:
Thurl Ravenscroft's earliest memories are of the church of Abadar in Brevoy where he was left as an infant with nothing save a note giving his name. He doesn't know who his mother or father were, though he assumes his beginnings were no less unpleasant than others of his pedigree. Still, Thurl was more fortunate than many half-orcs; whoever his mother was, she at least cared enough for him to take him to one of the few places that would accept him for who and what he was.
As time passed, Thurl saw several expeditions depart from Rostland to try and settle the Stolen Lands, though none returned. Each time the adventurers left, they sought the blessings of Abadar, among other gods, to have his hand on their journey as they sought to bring civilization to the uncivilized.

His caretakers knew, after so many failed attempts at settling the Stolen Lands, it would take someone who was nearly as unforgiving as the land itself to tame the wilderness; as he grew, several believed that Thurl himself would eventually become an excellent emissary to the region. The clerics gave him instruction in the tenants of Abadar, the inhabitants of the Stolen Lands (monstrous and otherwise), and any other information they believed would be helpful should the half-orc desire to join an expedition into the southern regions of Rostland. They found, to their surprise, that Thurl also possessed some talent for the divine arts, so included that as a part of his training regimen as well.

As Thurl grew, he found himself more and more devoted to the ideals of spreading civilization that were espoused by the Judge of the gods, though his dedication soon surpassed even the expectations of the clergy. He became convinced of the ideals of Law and Order, believing that dedication to those ideals were the only chance the Stolen Lands would ever have of being civilized. They were all taken by surprise when, at the age of 16, he declared he was leaving to go live on the very edge of the Stolen Lands. How was he going to bring law to the lawless, he reasoned, if he were not willing to leave the comfort of the temple and take his ideals to the south? Though concerned, the priests knew they wouldn’t be able to stop the headstrong young man from following the path he had chosen for himself. They helped him located a home near the northern edge of the Stolen Lands, where Thurl grew in both physical strength and the strength of his convictions to bring law to the lawlessness of the region.

For the next four years, Thurl eked out a living for himself on the edge of the wilderness, taking advantage of the time to learn as much about survival and the occupants of the untamed region as he could; unlike many other half-orcs, though, his natural tendency ran toward speed and dexterity rather than brute force and his talent with the bow proved useful for a hunter in the edge of the wilderness. He came to believe that Abadar was calling him into the Stolen Lands to bring settlement to the region, to do what those who had come before him had failed to do. He learned to hunt, to trap, to coax seed from the ground, anything he had to do to prepare himself for the next time the Swordlords of Rostland put out the call for adventurers seeking to bring civilization to the Stolen Lands. He knew that when that time came, he would be among them, and that when it did, the denizens within would know the sting of his arrow.

Character Sheet:
Thurl Ravenscroft
Half-orc inquisitor of Abadar 4 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Magic 46)
LN Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 29 (4d8+6)
Fort +5, Ref +4, Will +7
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Special Attacks judgment 2/day
Inquisitor Spell-Like Abilities (CL 4th; concentration +7)
. . At will—detect alignment
Inquisitor Spells Known (CL 4th; concentration +7)
. . 2nd (2/day)—hold person (DC 15), spiritual weapon
. . 1st (4/day)—command (DC 14), cure light wounds, magic weapon, protection from evil
. . 0 (at will)—brand[APG] (DC 13), create water, daze (DC 13), detect magic, sift[APG], stabilize
. . Domain Conversion inquisition
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 13, Int 10, Wis 16, Cha 10
Base Atk +3; CMB +5; CMD 18
Feats Point-Blank Shot, Precise Shot
Traits pioneer, truth’s agent
Skills Acrobatics -3 (-7 to jump), Bluff +7, Craft (bows) +3, Diplomacy +8 (+9 to gather information), Handle Animal +2, Heal +7, Intimidate +13, Knowledge (arcana) +5, Knowledge (geography) +3, Knowledge (history) +2, Knowledge (nature) +5, Knowledge (religion) +5, Perception +9, Ride +1, Sense Motive +10, Spellcraft +5, Stealth +1, Survival +8, Swim +0; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ determination (, monster lore +4, orc blood, stern gaze +2, track +2
Other Gear 6,000 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Determination (1/day) (Ex) Free, may reroll attack/force foe hitting ally to reroll/gain +4 AC for 1 attack.
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
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.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Track +2 Add the listed bonus to survival checks made to track.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Equipment finished, so the character is done! Just reposting the character sheet since the fluff wouldn't have changed.

Character Sheet:
Thurl Ravenscroft
Half-orc inquisitor of Abadar 4 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Magic 46)
LN Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 29 (4d8+6)
Fort +5, Ref +4, Will +7
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron falchion +6 (2d4+3/18-20)
Ranged darkwood composite longbow +7 (1d8+2/×3)
Special Attacks judgment 2/day
Inquisitor Spell-Like Abilities (CL 4th; concentration +7)
. . At will—detect alignment
Inquisitor Spells Known (CL 4th; concentration +7)
. . 2nd (2/day)—hold person (DC 15), spiritual weapon
. . 1st (4/day)—command (DC 14), cure light wounds, magic weapon, protection from evil
. . 0 (at will)—brand[APG] (DC 13), create water, daze (DC 13), detect magic, sift[APG], stabilize
. . Domain Conversion inquisition
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 13, Int 10, Wis 16, Cha 10
Base Atk +3; CMB +5; CMD 18
Feats Point-Blank Shot, Precise Shot
Traits pioneer, truth’s agent
Skills Acrobatics +0 (-4 to jump), Bluff +7, Craft (bows) +3, Diplomacy +8 (+9 to gather information), Handle Animal +2, Heal +7, Intimidate +13, Knowledge (arcana) +5, Knowledge (geography) +3 (+4 to navigate underground in Stolen Lands), Knowledge (history) +2, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (religion) +5, Perception +9, Ride +4, Sense Motive +10, Spellcraft +5, Stealth +4, Survival +7 (+8 to navigate in the wilderness in Stolen Lands, +9 to avoid becoming lost), Swim +3; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ determination, monster lore +4, orc blood, stern gaze +2, track +2
Combat Gear cold iron arrows (50), oil of magic weapon (3), potion of cure light wounds (3), potion of cure moderate wounds (2), silver arrows (50); Other Gear +1 agile breastplate[APG], darkwood composite longbow (+2 Str), mwk cold iron falchion, handy haversack, area map[UE], bedroll, blanket[APG], chalk (5), compass[APG], flint and steel, journal[UE], mess kit[UE], silk rope (50 ft.), silver holy symbol of Abadar, tindertwig (5), trail rations (5), twine (50')[APG], waterskin (2), 246 gp, 1 sp, 4 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Determination (2/day) (Ex) Free, may reroll attack/force foe hitting ally to reroll/gain +4 AC for 1 attack.
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
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.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Track +2 Add the listed bonus to survival checks made to track.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

I'm also adding a couple of sample posts from other games.

Sample 1 - Aladir Cyruthion, Wrath of the Righteous

Jayson Sunfyre, Strange Aeons (now inactive)


I'd like to present Yatsik Tarvalloi, Ratfolk Wizard (Conjurer/Extradimension). Sheet is still under construction.

Yatsik would enter the game with three NPCs, two of which functioning solely as part of his intro and they, a caravan guard and a wagon driver, could either hang around or pack their bags. The third NPC would, if allowed, eventually become Yatsin's cohort.

Coming in as a merchant with a wagon, Yatsik would also provide an easy entrance for the other character joining.

In short

He'd be a former Kalistrcrat and born in Druma. He quit the country and the Prophecies because he got sick of all the rules and the Kalistocracy ruling every aspect of life so he packed up and left, taking along some of the family's business to trade elsewhere. In this case elsewhere ended up being Razmir. Not willing to risk government actions he had heard of before Yatsik went underground and most of his goods became illicit, at least for a place like Razmir.

Eventually one of Yatsik's associates was interred for an unclear reason so Yatsil figured it was time pack his own bags and leave once more. This time he made his way to the Stolen Lands, though mostly because he could not reach the harbour due to the guard presence.

In the stolen lands Yatsik simply picked up where he had left off and became a trader and smuggler once more. He also found religion in the form of Hanspur. The devotion is limited and so are the gains but it works for him and keeps many bandits along the Sellen River away for him.

He fairly recently got his hands on one of the invitations for the Stolen Lands mission. It was traded to him by a former military man who needed money to pay off his gambling debt. Now Yatsik is looking for a new home, a new place to settle down and a new way to make money.

Roles Treasurer would be the very best fit but Spymaster and Grand Diplomat also work.

Build Yatsik will be a utility and control focused Wizard. He is a Conjurer with Necromancy and Enchantment as prohibited schools. In addition to Conjuration he will also have a pretty heavy focus on Illusions.


Hey there, I wanted to update everyone that I've contacted two potential applicants for joining the campaign. I've already heard back from one, but want to confirm both accept before closing the Recruitment.

I'd like to thank everyone for applying; there were a number of excellent characters and submissions and I wish I could take more :/ Before I feel like too much of a Scrooge right before Christmas I will say that I have a strong tendency towards recruiting people that have applied previously (I think roughly half of my players didn't make it in one of my recruitments or another.) If for some reason there's a vacancy to fill I'll definitely be reaching out to people that have applied rather than re-open recruitment.

Anyway, thanks again to everyone, and happy holidays! I'm personally going to be out of town for a few days, but I'll try to be on top of PMs as I can.


Awww, sad face. Thanks for the option Wolfspirit! Congratulations to those who made it!


Fair enough.

I'm sure it was a lot of work choosing among all the candidates.

Best of luck to those who made it through!


Thanks for the consideration. Hope you have a great continuation of the game.


Both players have accepted the offer, congratulations Thurl Ravenscroft and Ryle Orlovsky. Thanks again to everyone that applied.


Thanks for the consideration. Good gaming.

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