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


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

Wow one day and already this many posts...

Also I guess it can be assumed Masamura is remaining quiet do to being distracted by some shiny rock he found that raised nostalgia for zen gardens.

+10 Points to anyone who got that reference.


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

I just gave Sanita the gold she'd need for scrolls and said any that she can get in as a discount goes to her :) Laziness for me, incentive for her! Plus, I had the gold to spare...


(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

People know that Kertuffle has stuff up in them, right? :) I'm hoping the others prove just as entertaining as the combination of Sanita, Munin and Triumph has been in my group's thread.


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

Wait... Which grou thread am I supposed to be in?


(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

Groups:

Group A: Returning to Oleg's to manage the first parts of kingdom building and coordinate with the Swordlords.

  • Wilhelm (leader)
  • Lanya
  • Sanita
  • Fhârn

Group B: Exploring on the path back to Oleg's that takes them past the Sootscales where they will establish good relations.

  • Felix (leader)
  • Dante
  • Masamura
  • Dareon

Group C: Exploring on the path back to Oleg's near the north-eastern forest.

  • Rowan (leader?)
  • Bej
  • Vors
  • Anastacia


HP 65/65, AC 17, T 12, FF 15, CMD 21, F +7, R +4, W +5, Init +6, Per +10

@Dante - I'll take the amulet then, and you can have the belt fair?


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

We completed a quest for Kesten Garess through killing Falgrim Sneeg. We can pick 4 masterwork weapons of our choice, anybody still needing a specific weapon or secondary weapon?

We would leave it at Oleg's for you, so you'd still need to come and pick it up.


Male Human (Issian) Fighter 1/Transmuter 5

Bej would love a mwk battleaxe, but it is not a pressing matter. He can just as well use the mawk longsword left in the loot.
If someone needs a specific weapon for feats, proficiency, etc... give them first pick.


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

I'd like a Masterwork Bardiche, but I do have the funds to acquire it myself if needed.


Male Human (Issian) Fighter 1/Transmuter 5

For the name of the Kingdom itself, I propose Domierov.

It is based upon the Slovak for "home of the peaceful". It has a strong slavic sound and the particle "dom", home, recognizable in many indoeuropean languages (as in "domestic", etc...).

If the "ov" ending sounds too obviously rooted in Eastern Europe languages, we can play around with it: Domieroval, Domieral, Domierein, etc...

What do you guys say?


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

Sounds fine to me, I have no issue with a Slav or Russo sounding kingdom name.


HP 65/65, AC 17, T 12, FF 15, CMD 21, F +7, R +4, W +5, Init +6, Per +10

I am good on weapons, have a mw cold iron waiting for me at Oleg's hopefully


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

Brevoy seems to be very obviously Eastern European, so an Eastern European name sounds like a lovely suggestion.


(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

I like the name Domierov a lot, so it has my vote. I played around a bit with Google Translate and the name Začiatok (beginning as a noun) has some appeal to me as the name for our first city. I don't speak Slovak, so someone who does should feel free to correct me.

As for weaponry, I'd not mind a masterwork lance. I can purchase one myself, but if noone else wants anything, then it would be helpful.

Masterwork Weapons:

  • Battleaxe - Bej
  • Bardiche - Fhârn
  • Lance - Wilhelm
  • ??? - ???


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

I'm game for almost any name, but I would prefer if it was one I actually had a shot at pronouncing correctly :P

@Cure Light Wounds Wands - I seem to remember us talking about purchasing these, and it hit me Dareon actually has craft wands! Since there is nothing stopping another caster from providing the required spell when crafting, we can make them - which is nice! They would go for 375 gp a pop (225 or even just 200 if one took the time to craft some Magic ...). We should be able to afford providing every group with one later, when we get our crafting time if everyone chips in . )


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

@Vors that is cool.

I could use a masterwork Greatsword.


Male Human Oracle 3 (Seer)

: am willing to pump in the cash for a cure moderate wand.


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

One can get 6 CLW for one CMW wand (three times the out of combat healing)...

Unless you are in a terrible rush, I would recommend the smaller wands : )


Male Human Oracle 3 (Seer)

I'm talking for in combat healing. but I guess I should be able to drop enough healing in combat that it won't be an issue.


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

Dareon is willing to Craft whatever wands people pay him for, obviously, as long as he has the time. He took the feat for a reason, after all. If Felix wants to hand over some cash and provide the cure moderate spell, Dareon'll gladly fashion him a Wand.


(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

So the final list for Masterwork Weapons looks like:

  • Battleaxe - Bej
  • Bardiche - Fhârn
  • Lance - Wilhelm
  • Greatsword - Dante

If anyone else would want something, speak up now and I'm happy to let someone take my place. I've got the funds to buy a masterwork lance anyway. For loot like this, do we want to keep track of it for the next big 'cut-off'/'break' point where we figure shares of gold?


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

Hello again fellow [soon to be] countrymen/women!

I was just thinking - at what scale will our downtime be on? I've never played KM or another AP before - and some recent things got me thinking.... Are their going to come a point where there are months or even years between events?

Will we buy the end of the path be using Age Resistance on our frontline : P?

Or will plotlines like Dareons plan to redeem bandits simply never have the chance to play out ?


(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

I'm currently DM'ing a Kingmaker campaign and they just wrapped up the 3rd book. It's been about 4-5 years since the start of the adventure, all told. So I could easily see some of our older human folks beginning to feel their age. :)


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

My plan is to turn as many of our evil prisoners as I can into Good-aligned people and reward them with teaching them wizardry :D

To answer your question, Fharn, I've heard stories of Kingmaker games lasting fifteen in-game years. Chapter Two is written to begin with a year of downtime. I ran a kingmaker game that got to level 8 (and I'm running another one now that's halfway through Chapter Two) and it lasted three years in-game. The second one is a year and a half into the formation of their kingdom.

Hey, we'll be using actual age category ability score modifiers, right? I mean, I was planning on modifying my abilities as soon as Dareon hit 35 years old... I know that Dante's 34 right now, though. Should I learn lesser age resistance for him?


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

Oh, cool!

Might actually get to use Craft as written then ^^


(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
Dareon wrote:
I know that Dante's 34 right now, though. Should I learn lesser age resistance for him?

I did a little math on this, a <slotted item> of lesser age resistance costs level 4 wizard spell * CL 7 * 2000 gp / 2 (24 hour duration) for 28,000 gp to negate middle age penalties permanently. Good thing we have so many crafters around. :)

Edit: I believe Bej is somewhere in his 30s as well.


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

Yepp, we just have to attain a few levels this year then ^^ The spell has a target of 'You' so without the amulet, I'm afraid Dante is out of luck Dareon. Hmm, I wonder if daily castings of Gentle Repose would have similar effect ^^?


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

Ehm - right. About time again:

We are currently facing a choice, a crossroad so to speak.

a) Either Fhârn or Sanita heads off to civilization to sell off our loot. This might probably take some extra OOC time... but on the other hand, you all seems to have your plates full =)

or

b) We wait ~18 weeks for Oleg to convert it all into usable money. This choice will take (as you most certainly notice) a long time IC, but we will be ready for new adventures asap OOC =)

Thoughts ?


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

I'd rather wait until we all have our new bunch of equipment before we adventure again, and if we send Sanita, she'll be able to both buy and sell before anything happens. It's not like any of us are in a rush to do anything.


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

Hmm...

You know I have been thinking of how our group's abilities and distributed and I can't really see that much ranged capability Mainly just a few bows, slings, daggers, & spells... Maybe it would be a good thought to get some cheap Shortbows &/or longbows alongside some Stone Arrows or such.

NOTE: Stone Arrows allows us to get 4x the arrows for the same cost as normal arrows.

On another note: With the way my luck has been going I might aughta start work on some back-up characters. Any thoughts? I am thinking a Guide &/or Skirmisher Ranger might be handy. Though if we had access to firearms I have a good Musket Master3/Guide SkirmisherX that is a wonderful ranged support.

Explaination for the concern:

So far I have failed to roll over a 3 in the past few gaming session I have done. And most of those dice where either a d20 or d6.

My Shadowrun Sniper has failed to even hit a target let alone get a KO. And I ain't even gonna admit what my Pathfinder Rogue has had happen to him...


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

We're not even in combat XD I wouldn't worry about death at the moment, especially with the curative capacity available to us as a group.

As for ranged capability, there's not a lot that Dareon can do to fix that unless he maybe learns summon monster and summons creatures with ranged attacks. He's definitely learning summon monster V for the versatility. Ghaele eladrins are on there and they use bows.

We're also an uncommonly undextrous party...so idk.


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

Well just being able to put out a hail storm of arrows would be good for closing in on enemies.

And one of my Rogue's Clones, Science Fantasy Pathfinder Setting kind of like Final Fantasy XIII in feel, died simply because he fell on a DC 10 Balancing check. I don't like my odds on climbing and stealthing.

NOTE: Clone explanation was simply to provide a reasonable way for my character to easily get back into play.


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

I'm planning on picking up Telekinesis later - but that is still a long way to go. But it will give me the power to bring ranged pain to the table ^^


(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

Quick note, Kertuffle. I'm not entirely sure which hexes are being explored, so I'll leave it to you to modify the map. If you reveal the hexes, I can try to find some appropriate clipart for the landmarks, though.


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

Did they overhaul the Campaigns Page?


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

That might be an understatement.


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

It's been f*~*ing with my formatting for like two days now. Gah.


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, they are playing around with the forums right now


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

I like the way it looks now. At least the Campaign Page.


I couldn't log in yesterday, but I can tell that they have made some changes.


(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

I had a few PBP websites still cached on my laptop at home and can confirm they made a bunch of changes. It seems to be loading significantly faster now that they've stabilized the servers.


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

I'm sorry folks, been sick for most of the week. Been trying to keep up, but as the week has gone on, it's gotten harder and harder. I'll do my best to post a few times a week until I'm over this.


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

No worries, just focus on getting better : ) Fhârn can make the few decision there is to make on our way, and when we arrive Sanita can run off to do her thing and leave Fhârn in the dust. That way we can just say that she manages to cut the deal and you can retroactively rp it when you're feeling better !


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

Oh no, Fharn swore silence, She plans on dragging him along as a test now. :)


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

Okay :) As long as you feel up to the task of dragging ^^


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

Just waiting on Kurtuffle to tell us we got to Restov safely.


I apologize, but I am just not feeling well tonight. I will try and post tomorrow.


(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

No worries, Kertuffle. Take it easy and I hope you feel better soon.

Also, a heads up for folks. I've got a bunch of work I need to do over the weekend, so my posting may be a little limited.


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

Hope you both get well soon, it ain't no fun being ill.


Male Human Oracle 3 (Seer)

Gonna be unable to post till Sunday. Bot me if need be.

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