Leinathan/mdt's Kingmaker (Inactive)

Game Master leinathan

Kingmaker with a political twist
LOOT LIST
Map of the Greenbelt/Domierov.
Explored Area
Loot Spreadsheet
How the Patrons View the Player Characters
Mage's Guild
Kingdom Spreadsheet
Map of Brevoy
Kingdom-Building ruleset
Downtime ruleset

Wilhelm's Kingdom Map


651 to 700 of 2,664 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>

M Human HP 64/64 AC 21, T 11, FF 20/ Fort+8 Ref +2 Will+2 +2 vs fear.

These are all good options! Dante has Kn(Engineering) in case we decide to scare the bugger with immenent siege. I also point out that like Sanita my views are entirely in character, and it is obviously more advantageous to to approach this with stealth and magical ingenuity. Dante just wants a war in character, its the driving reason for him being on this quest.


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8
Fhârn wrote:
Sadly I can't cast pyrotechnics since I've only got access to first level spells. But Clarion Call is a decent substitute. Can't cast it yet, but it is on the cleric list so with some help from Anastacia I could make a scroll and learn it from that one... Might be slightly iffy thou

I'm actually not 100% on this. Your wizard CL is 3rd, yes? Doesn't this mean that you cast spells as a 3rd-level wizard and thus have spells as a 3rd-level wizard? 3rd-level wizards get 2nd-level spells.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7
Dareon Lebeda wrote:
Fhârn wrote:
Sadly I can't cast pyrotechnics since I've only got access to first level spells. But Clarion Call is a decent substitute. Can't cast it yet, but it is on the cleric list so with some help from Anastacia I could make a scroll and learn it from that one... Might be slightly iffy thou
I'm actually not 100% on this. Your wizard CL is 3rd, yes? Doesn't this mean that you cast spells as a 3rd-level wizard and thus have spells as a 3rd-level wizard? 3rd-level wizards get 2nd-level spells.

Sadly - no.

Caster level and what level of spells you can cast isn't really tied to eachother. I have the spell selection of a first level wizard, but the spells take effect as if I were a third level wizard : )

Unless I misunderstood completely


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Yes, that's correct Fharn.

Right now, you are a CL 1 for everything from your wizard class.

Fighter doesn't add to your CL.

First Level of Eldritch Knight doesn't add to your CL.

Your Magical Knack trait adds to your CL by 2 (up to Hit Dice).

Only the Wizard Level and trait counts. So... CL 1 (Wizard) + CL 2 (Trait) = CL 3

When you get second level of Eldritch Knight, You'll become a CL 4 eldritch knight who casts with the spells per day of a 2nd level wizard.

Note that you don't get the spells known that wizard gets, only the spells cast, so you'll have to put spells in your spell book on your own dime.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Indeed this was the way I envisioned it working.

I spent alot of my starting money on extra spells, yet among the first things I realize is that there is more spells I want. Sigh :P


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

Ah, I figured that was the other thing. That's kinda inconvenient, y'know.

Don'cha worry, Fharn, I'll share my own spells :D I'm going into a prestige of my own, but also spending a lot of my money on spells as I level up, so...yeah.


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Sanita will be fine with buying scrolls of things she can make formulae of for people to put in their spellbooks, in exchange for her being able to shmooze the books in question for formulae. :) She can do it from the scrolls, but then they aren't scrolls anymore. If a wizard does it into a book, the other arcane casters can then copy and Sanita can translate.


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

Oh that's clever!


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Yeah - since we now have a rather decent number of arcane casters we could probably build a quite impressive library in the kingdom to come


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

We have 4 I think. (NOTE: Alchemists aren't technically casters as they don't have true spell. Yeah, I don't get it either...)


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Five: (edit: whom care about arcane spell selection and acquisition)

Bej
Dareon
Fhârn
Lanya
Sanita

Even if Lanya doesn't have a spellbook for the rest of us to steal from - she could still cooperate with one of the wizards to craft a scroll. That scroll could then be scribed into a book and copied further ... : )


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Alchemist's can use their extracts, as they are spell like abilities, for crafting. They just need to take the crafting feat and the CraftMaster feat (so a feat tax). But Sanita will not be crafting other than potions and alchemist items.

But she can still use those scrolls and spell books. I believe the wizards and magi in the group (if any magi are in the group) should work together to spread their spells around, so they can get the widest coverage possible, and then transfer spells between books.

EDIT : For that matter, some of the alchemist formulae are also Divine spells. If we could make a divine scroll, Sanita could copy the formulae from that.


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

Re-Read my Note.

Alchemists aren't Arcane nor Divine Casters. And they don't need the Master Craftsman Feat do they? Though that might be because my main group always houserules on it...


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Right - true

Even if the list isn't technically our arcane casters - it represents the one whom can contribute and would be interested in a collection of arcane spells.

(as stated, Sanita can use some divine spells aswell so Anastasia might be on that list aswell. But since Clerics get access to all their spells there is no need for her to coordinate)


Male Elf Falconer Ranger 3

Alchemists have no caster level to meet the magic item crafting feats. Its part of their special class stuff, read the Alchemy ability in the Alchemist class for more information.


male human psychic (amnesiac) 7/investigator (questioner) 1 | hp 71/71 | AC 18, touch 11, ff 18, CMD 14 |Fort +6, Ref +6, Will +10 | Perc +13, Init +1 | 1st 7/8, 2nd 8/8, 3rd 4/5, PP 3/5, insp. 6/6, DH 7/8

They don't? Then how is the duration of their extracts determined if not by their CL?


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Correct, so while we can craft, it costs us a feat tax to do so. The nice thing is, we can actually supply a lot of the spells, we just can't take the crafting feats due to the lack of caster level. With the master craftsman feat, we can.

Brew Potion is an exception that we get as part of our class.

We treat our class level as a caster level for durations. But it's not a caster level.


Male Elf Falconer Ranger 3

They use their level.

"An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level."

Second and third sentences in the last paragraph of the alchemy ability found here.


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

They have an effective CL but not a true CL is an easy way to say it...


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

It's good that Paizo managed to retain the pseudo science feel of historical alchemy in the class rules ... : )


Wow, I learn something new every day. I have an early edition of the Core Rulebook and was certain that for Wondrous Items you had to at least equal the caster level of the item. That rule has been errated out. Wish I had known that earlier:)


To use Caelus and Munin as scouts you will really need to be able to speak with them. Munin gets speak with master at 5th so thats some ways in the future. Without talking to them you definitely get the feeling that the bandits are there and there are many (more than 10). They have a few horses.


| HP 16/16 | AC 17/14/15 | CMD 9 | Fort +3 Ref +4 Will +5 | Init +2 | Per +13 | Fly +6 | Stealth +19

"Speak? I can speak ! *sqwak*"

Raven familiars can speak one language as a supernatural ability. Munin knows common. Besides, since neither Eldritch Knight nor my Fighter level advances my Wizard level, which my familiars special tricks advance from, Speak with Master is faaaaaaar away : )


PLACES FOR TRAPS
The trail the bandits use is very apparent up to the Thorn River Ford. Any spot along it could be set up as a trap, it is hilly woody terrain and to the east is a river. For setting a scrying trap the most noteworthy feature to have in the background would be the Ford itself, it is truly unique scenery. Nakpik and the kobold squad can make 4 simple traps per day or one more complicated one.


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Sanita will suggest we withdraw from the area, and find ourselves a defensive position. This is not something we can do in a day, and we need our own defenses in place. A cave or a hill we can fort up or something. Several miles from the thieves. The go for a war of attrition...


Nevermore will I question the value of raven familiars. :)

They have 6 horses in the yard just inside the gate. Munin feels sorry for them, they look miserable in the rain. Each watchtower has one sentry, they seem alert. And they have bows.
The watchtowers are connected by wooden walkways built using an old stone keep as a foundation. The stone keep has many collapsed walls.
k/Nature: 1d20 - 1 ⇒ (15) - 1 = 14
There's a wierd looking bear confined below one of the walkways.
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
There's a large bandit who seems to be sleeping in the rain on top of the Fort itself.

I've expanded the information available on the tactical map.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Parots and Trushes can also speak. For other familiars comprehend language is a decent workaround. (Casting the spell on the familiar with Share Spells, give him/her/it your instructions and have him/her/it return within 10 min/CL. Then you have to play ten guesses with the familiar since it only understands, and cant speak, but ... workable :) )

Will take that sweet information and pass it around in the IC thread


Male Elf Falconer Ranger 3

Parrots cannot speak, that has been errated, tried it as a falconer ranger for a skulls and shackles campaign... it didn't work.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Huh - odd. I guess only Trushes and Ravens are left for the talkative familiars then. pfsrd20 haven't been updated with the errata yet and they are usually a good source : /

edit: It seems Falconers get their birds as animal companions instead of as familiars. That would explain the difference. I think parrots taken as familiars might still speak a language?


They seem to have enough men to keep continual watches of 1 person in 3 locations, but don't seem to have enough to employ watches of 2. That plus the 6 horses made them think there was probably more than 10. But it's just a guess. In either case scouting during a cold rain only those who were forced to be out in it or didn't seem to mind were out in the open.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Roger !

edit - updated my report post. I guess if we were to attempt a frontal assault we would simply wait for a thunderstorm or something. Piss poor visibility and only three proper guards. Then our stealth checks wont matter and we can just march up to the wall and climb over ...


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

Was just thinking that if that was my keep, I'd run my escape tunnel out by the lake. So I'm going to check it out. Of course Anastacia can't sneak worth a damn, but maybe if she's seen they will send out a capture party, and pow! We take our first prisoners.


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Honestly, I would run the escape tunnel back into the super thick woods behind the fort, so that there was lots of cover to escape under, not to the lake where I have no cover.


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

Who needs cover when you can escape in a boat. No one ever expects that.

:)


Male Human Ninja4
Spoiler:
AC 16/12T/14FF, HP 27/27, Fort +4, Ref +6, Will +2, Init +2, Per +8, Ki 3/3,

Maybe we should look for both possibilities.


Male Human Oracle 3 (Seer)

Correct escape tunnel would be run out behind where the enemy is most likely to set up fortifications for a long siege so you can move men out past and destroy supply lines or pincer.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Was Sanita talking to Wilhelm? Because I've got 0 ranks in stealth or survival and heavy armor doesn't really help on the stealth front. I'd be happy to go along, of course.


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

She responded to Wilhelm, but she turned and said 'Rowan, you, myself...' so basically, she said the first sentence to Wilhelm, then turned to Rowan and said the rest. So that 'Rowan, you...' was her addressing him. His name to get attention, and then saying he, herself, and so on should do blah blah.

Sorry for the confusion.


Status:
HP: 14/14; AC: 10, T: 10, FF: 10; CMD: 13; Fort: 1, Ref: 0, Will: 3 Init +0; Perception +2
Half-elf Sorceress (Serpentine Blood) 2

Wilhelm it seems you have me and Anastacia confused (again?), Anastacia leaves and I mentioned her leaving.


(AC 21/11Tch/20FF, HP 60/60, Fort +11, Ref +7, Will +9, Init +1, CMD 22) Male Human Paladin 7
Skills:
Climb -1, Diplomacy +14, Handle Animal +7, Intimidate +3, Know(Noble) +4, Know(Religion) +5, Perception +9, Ride +4, Sense Motive + 12, Steath -4, Swim -1

Sorry for the confusion, but I was speaking retroactively to Anastacia.


Happy New Year Everyone. Saw 47 Ronin last night and played Spades til dawn. Great way to start the New Year! I apologize for not being able to post sooner.


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Happy New Year to you all!


Female Cleric | HP 10/10 | AC 18 T13 F15 | CMD 15/12 | F + 4| R +3 | W +6 | Init +2 | Per +10|

Sang karaoke. Some people have good voices and should sing. I'm not one of those.

Any way happy new year.

Had a free hour my senior year of high school. We played Hearts with 2 decks and 8 people. Good times.


Male Elf Falconer Ranger 3

Played league of legends and won 26 minutes (it was a 42 minute game) after new years happened for me.


Male Human Oracle 3 (Seer)

Slept, my new years was a few months back so not really as important of a day for me.


Male Human Oracle 3 (Seer)

Would not have gone with them so nothing to add. So sad as this sounds interesting.


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Sanita, bored, catches a squirrel and begins examining it's internal organs.

Needless to say, the squirrel is not happy about this development.


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

Sanita points out to Fharn that OOC complaints about being bored are not in character actions.

*sigh*


HP 57/57 | The Mage Guild ⎢ AC 21/11/20 ⎢ CMD 20 ⎢ Fort +8 Ref +4 Will +5 (+1 vs mind effecting) ⎢ Init +2 ⎢ Forewarned | Per +3 & +11 | Status: False Life (1d10+6), Raiment of Command |
skills:
Appraise +9 Climb +7 Know (A, E, Na, No, L) +6 Linguistics +6 Ride +5 Sense Motive +4 Spellcraft +12 Swim +7

Yeah - but atleast it is something happening back at 'base' =)


Female Human HP (45)
Stats:
AC/Touch/Flat 17 or 16/12/14 | Fort/Ref/Will +6/+9/+1 | Init +2
Skills:
Acrobatics 10, Craft(Alchemy) 17, Dis Device 9, Kn(Arcana/Dungeon/Local) 7, Kn(Religion) 4, Kn(Nature) 11, Perception 12, Spellcraft 8, Sense Motive 9, Stealth 14
Rogue 2/Alchemist Chir/Viv 4

No problem Felix, I just have seen this happen, and it can kill a game, if it goes on long enough. It's a large group, and it'll get better when we split up. :)

1 to 50 of 2,664 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Kertuffle's Kingmaker Discussion All Messageboards

Want to post a reply? Sign in.