Motteditor's Kingmaker campaign (Inactive)

Game Master motteditor


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Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Orin would advocate continuing west to teh edge of our charter, then swing north and loop back to the trading post.


Male Human Rogue 3 (Swashbuckler)

Yeah let's stick in the wilderness for as long as we can this time around, and try to get a big dent on the mapping of this area. I think the sound of Orin's big loop idea.


Male Human (Ulfen) Cleric 10

I'll go with Orin and Rupert on this one.

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As you leave the area around the Skunk River, the trees clear out until you are again in wide, verdant plains, green covering them ever more thickly as the seasons turn.

The days and nights pass uneventfully as Orin and Agnar are able to find enough game to keep you well fed (Treshiell is kind enough to point out some mice, but the group decides to leave those all for Thaal).

After several days of traveling through the plains, Edrukk is picking through some undergrowth -- likely berry bushes though far from having any fruit -- when he spots a cairn of stones.

Skill checks:

Agnar: 1d20 + 4 ⇒ (19) + 4 = 23
Edrukk: 1d20 + 6 ⇒ (20) + 6 = 26
Orin: 1d20 + 8 ⇒ (6) + 8 = 14
Rupert: 1d20 + 6 ⇒ (14) + 6 = 20
Treshiell: 1d20 + 3 ⇒ (7) + 3 = 10

Agnar: 1d20 + 7 ⇒ (11) + 7 = 18
Orin: 1d20 + 7 ⇒ (15) + 7 = 22
Treshiell: 1d20 + 2 ⇒ (7) + 2 = 9


Male Dwarf Bard (savage skald) 3

"Got something over here, folks." Edrukk says as he starts to scan the area around the stones for movement or other notable details.

Perception 1d20 + 6 ⇒ (5) + 6 = 11

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You don't see anything else of note, Edrukk.


Male Human (Ulfen) Cleric 10

Agnar moves over to look at what Edrukk's found.

"Hmm. A gravesite? Or perhaps a marker of some type..."

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Here's the updated map. Having a little trouble with Photoshop on the new computer, so can't put on icons for the faerie nest and frog pond, but I'll hopefully add those this weekend.

(It's also actually got a few more hexes uncovered than you've done at the point you find the cairn, but I wanted to get this up ASAP. This is what your map will look like when you finish this northwest swing and get back to the fort.)

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What do you want to do regarding the cairn?


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Orin will approach the stones and begin searching the individual rocks for any carvings or markings that may lend a clue as to it's purpose or to the identity of the person underneath.


Male Dwarf Bard (savage skald) 3

As the others start a physical search of the cairn, Edrukk sits back with his crossbow, searching his mind for what this might be.

Knowledge (history) 1d20 + 10 ⇒ (14) + 10 = 24 +2 if dwarven (or their foes) related)
Knowledge (local) 1d20 + 9 ⇒ (9) + 9 = 18
Knowledge (engineering) 1d20 + 8 ⇒ (18) + 8 = 26
Knowledge (anything else that may be applicable) 1d20 + 4 ⇒ (7) + 4 = 11


Treshiell have been more inclined to study the sky than show any interest in the cairn, but when it seems evident that the party is examinig it she dismounts and uses the time to feed Thaal one of the mice caught yesterday.


Male Human Rogue 3 (Swashbuckler)

Rupert spends a few minutes studying and contemplating the pile of rocks, but loses interest relatively quick. "Probably just some traveler got bored one night and made a stack of stones to leave behind."

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Edrukk, you believe the cairn probably marks the grave of a barbarian tribe that must have called this area home.

Orin, you don't find any markings or carvings on the stones.


Male Dwarf Bard (savage skald) 3

"More like a burial marker for some barbarian tribe in all probability. Might be worth looking around a bit to see if we can find anythings else."


Male Human Rogue 3 (Swashbuckler)

1d20 + 6 ⇒ (1) + 6 = 7

Rupert glances around fruitlessly for a little while until he grows frustrated, then sits down and starts building his own, smaller cairn of stones a few paces away.

"Kinda fun, I guess, in a weird way."

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Edrukk, you think it's possible there's a grave under the marker, though who knows what will happen if you disturb it.


Male Dwarf Bard (savage skald) 3

The grave itself interests him less than the fact that most graves, even barbarian one, tend to be near a shrine, sacred site, or another grave. These are the things that interest Edrukk, as they would tell more about the tribe than a single grave can.


Male Human (Ulfen) Cleric 10

"If it's a grave, we should probably leave it be. Best to leave the dead to their rest."


Male Dwarf Bard (savage skald) 3

"Indeed, but there might be other signs of their tribe in the area that would teach us something about them."


Treshiell leaves Thaal to sunbathe on the rocks and joins Rupert in stacking a mini-cairn. She soon stops adding stone to the heap, placing a path of rocks from the bigger cairn to the smaller one instead. Once the pathway is finished the witch lays a handfull of stones in an arc before Rupert's heap, creating an arrow that points from the big cairn to the small one. Treshiell's eyes glitters as she rises and looks off to the distance, in the directon of the arrow.

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Despite a day spent searching the area around the cairn, which you leave undisturbed (not counting Treshiell and Rupert's addition), you find no other indications of who or what may have left it there.

After mapping the northwest section of the Greenbelt, you eventually make your way back to the fort, where you are greeted by the Sirens.

Taerine, however, takes one look at the still-filthy Treshiell and her eyes widen in apparent shock. "Stevic," she calls, before he's had a chance to even greet you, "please go prepare the bath."

"Bloody great" he mutters as he walks by. "Appreciate you flaming making more cow-cursed work for me. One of you might as well help bring in a rotting bucket. Got somethin' for you inside."


Male Human (Ulfen) Cleric 10

Agnar will grab the "rotting" bucket and help reduce Stevic's "flaming, cow-cursed" workload. As he goes, he looks over Treshiell again and back to Taerine, giving a chuckle as he does. As he moves away he mutters something about emptying the ocean with a spoon...

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Inside, Stevic gestures to a large pot over the fire -- "Might as well warm it up, or I'll be flaming hearing about it all bloody night."

Once you pour the water in, he brings you to a large chest. "Swordlords sent that down. Bloody courier made me flaming swear to keep it for your bunch, on pain of my flaming soul. Said it was payment for taking care of the gods-cursed bandits." He spits. "Came out here to get away from the bloody Swordlords and their toadies."


Male Dwarf Bard (savage skald) 3

"Some presence of the Swordlords is apparently needed in order to keep the bandits in check. At any rate, it's nice to get paid. All this tramping around is eventually going to stir up some mighty big hornets, beyond the capability of our current toys. Perhaps we rest a few days, and I can take any raw material you have off of your hands, and turn into something better. I think our bodies and our horses would appreciate the rest."

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"I don't mind you lot, it's all the bloody pomp and bowing and fancy flaming clothes that I object to. A man wants to live in peace. But if you want to trade or buy anything, I can provide whatever you want. Just let me know. And you're still welcome to rest here. I haven't bloody forgotten how you dealt with all the flaming bandits after you showed up."

Opening the chest, you find it filled with gold coins. A count reveals 500 pieces.


Male Human (Ulfen) Cleric 10

"This ought to cheer you a bit, Stevic. We're loaded with coin again, and there's only you and a crazy potion maker selling anything out here. Mean's most of this will end up in your coffers."


"I think she means to have me wet again", Treshiell says to everyone and noone after her normal "dismount and forget" routine of entering the fort. She dangles the silver amulet in front of her eyes, looking almost hypnotized as it spins back and forth on its cord. "Erastil could use a bath."


Male Human Rogue 3 (Swashbuckler)

Sorry everyone for not posting in a few days, I've had a real rough load this week with school.

"Takin' a few days off? Now there's some good news! How's your stock of brew, Stevic? I think I feel a need for celebration on the horizon." He spots the chest of gold from the Swordlords, and then jumps in surprise. He responds with an almost devilish grin, "Well I guess it was meant to be..."

So should we just split that up 5 ways?


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

With the sudden influx of cash, Orin would like to work on reinforcing his bow. It should take about 4-5 weeks to complete. I'm assuming it won't be Masterwork after I'm done but dem's da breaks

Orin shakes his head ruefully at the abandonded horse, before gathering up the reins "Looks like it's you and me again old girl." He whistles for Windswift to follow as he leads the other horse into the stables.

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Taerine did indeed mean to get you wet again, Treshiell, having you immediately get into the bath when the water's ready and taking your clothes for laundering.

When she comes out, she rounds on the others in the party, much to the amusement of Dhavika, who makes no pretense of not paying attention. "Gentlemen, I realize you are out in the woods, but that poor girl's in a dreadful state. I hope you'll watch out for her more carefully. Especially you two, Master Edrukk, considering she's even more of a child considering your ages." Stevic appears to have made himself scarce during this.

The next month passes quickly, as spring truly arrives in the Stolen Land, replacing the chill breeze of your first month of exploration with a welcome warmth and the bare trees with bright green leaves.

The month is busy, even for those of you who aren't crafting.

Treshiell, Taerine tries to take you under her wing as much as you'll let her, offering to teach you to cook and asking for your help with any laundering, plus insisting on baths regularly. She also tries to keep you from putting any twigs or other things in your hair, spending time each evening after your bath brushing it for you.

Stevic will try to enlist Agnar and Rupert's help expanding his guest quarters. Should he not be successful, Dhavika will invite you both to join the Sirens for practice; she seems to keep trying to draw Rupert into wrestling matches, though. Kesten warms up to anyone who practices with the group, getting their names right most of the time by the end of the month, though he continues to prove to be very proficient with his blade, winning most practice rounds most of the time. Hari continues to be standoffish, while Gaelle and Marcine spend most of their time together.

Vandar -- and occasionally Jhod -- return every week to pick up supplies, though the former seems to be especially taking to the woods -- he buys a large longbow and quiver of arrows during his last trip to the fort, when he sports a new, rough hide armor. Vandar also seems much less deferential

As the expanded guest quarters progress, conversation one night at Taerine's communal dinner turns to Kesten's idea of furnishing it with a tatzlwyrm head, which he says would be a great conversation piece. Stevic calls it a "the best flaming idea he's heard in ages," and promises 600 gold pieces -- or at least that flaming much worth of gear -- if anyone can bring it to him. Vandar, who's visiting that night, seems taken by the idea, though Jhod seems much less thrilled.

Other traders and indigenous inhabitants of the Stolen Lands also come in from time to time. Bokken stops in to pick up more fangberries, complaining about his younger brother and the general lack of fangberries at the fort.

Other hunters come in telling stories about something riling up the kobolds -- shortly before you leave, a note arrives from the swordlords promising a reward if you are able to get the kobold problem under control before anyone gets hurt by the vermin.

You also hear increasing rumors about bandit activity being organized by the Stag Lord. Another night, a traveling minstrel regales you with a story he's heard about a group of evil monks and priests of a lesser-known goddess of hatred, extortion, and spite that once dwelt on the northern shore of the Tuskwater to the south. "I bet there are still cultists out there, and that they’re behind the sudden rise in banditry," he tells you.

Germalkin also stops in, saying he's had no luck finding his vein of gold yet, but he's not giving up.

Feel free to respond to whatever; we can role-play as much as you want, and then decide where we're going next.

1d10 ⇒ 4
1d10 ⇒ 9
1d10 ⇒ 7


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Orin settles into the fort and quickly begins working on his bow.
1d20 + 6 ⇒ (19) + 6 = 25
1d20 + 6 ⇒ (10) + 6 = 16
1d20 + 6 ⇒ (1) + 6 = 7

Motteditor:

After suffering his first major setback, Orin will approach Stevic and, somewhat amshamedly, cautiously broach the subject "Due to a mistake on my part he last two weeks of work have to be scrapped and started again anew. Unfortunately I've already invested all my money into this project and am unable to finish it due to the lack of funds. If you could find a way to loan me the necessary monies, I will repay you with interest."
Essentially he's asking Stevic for a 200 gp loan to finish his bow.

1d20 + 6 ⇒ (14) + 6 = 20
1d20 + 6 ⇒ (20) + 6 = 26

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Orin:

"Yeah, guess I can flaming loan you some gold. You seem bloody well good enough for it, and Taerine'd probably make my life as miserable as dragon dung if I didn't try to keep you lot here longer."


Male Dwarf Bard (savage skald) 3

crafting numbers:
Don't worry my OOC question for now, we can deal with it later, but it would be a good thing to resolve at some point.

week 1 1d20 + 5 ⇒ (17) + 5 = 22
week 2 1d20 + 5 ⇒ (13) + 5 = 18
week 3 1d20 + 5 ⇒ (6) + 5 = 11
week 4 1d20 + 5 ⇒ (16) + 5 = 21

masterwork warhammer - 120 sp(40 sp materials)(DC 15) + 3000(1000 sp materials)(DC 20)
week 1: 22*15=330 sp/7=47 sp per day
3 days to finish main part
22*20=440 sp/7=62.9 sp per day
251.6 sp done on masterwork portion
week 2: 18*20=360 sp
611.6 done on masterwork portion
week 3:11*20=220 sp
831.6 done on masterwork portion
week 4:21*20=420 sp
1251.6 sp done on masterwork portion

Edrukk will continue to work on it 4 hrs a day while the party is traveling around.

"I suppose we can try to keep the young lady and everyone else a bit cleaner, though that will depend on our priest to prepare the necessary spell so that we have ready access to water." Edrukk sets up an anvil and goes to work on a new warhammer head and shaft. He's able to get the general form of both parts, and makes significant progress on finetuning the head, getting it almost done, figuring he can work the shaft in camp traveling without worrying about setting up a forge. In the evenings, he performs for any who care to listen.


Male Human (Ulfen) Cleric 10

Agnar is happy to help with work on the guest quarters, and will spar with the Sirens during any spare time.

As to Treshiell's washing, Agnar is a bit dubious. "Trekking in the wilds is a dirty job. I could maintain a spell to produce water, but it is plentiful in these parts. There are other spells that would be more useful to have on hand." Noting the expression on Taerine's face, he attempts to be as diplomatic as possible. "Perhaps we can entice the girl into washing at the end of the day as a regular ritual. I'll make no promises; she can be a bit...odd."

During the downtime, Agnar will also be doing his share to help Rupert empty any kegs on the premises.


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

Seeing Treshiall once again cleaned up, Orin heart skips a beat as he smiles a warm smile.

During the downtime, Orin will take Vekkel's bow and begin training Treshiell in how to use it, if she is still interested.

Finally satisfied with his bow, Orin will take it to Agnar "This bow was my Father's before me and will be my children's some day. It would please me greatly if you could bestow a blessing of Old Deadeye upon it." he says, somewhat hopefully.


Treshiell follows Taerine's atempts to "civilize" her patiently but they seem to have little effect. Getting the young girl help with washing clothes was abandoned after the first try. "You took their color", Treshiell told Taerine has she saw the first set of washed clothing. Then she began to rummage around the bottom of the water basin as if she was searching for something. Since then both Treshiell and Thaal have been uninterested in any further opportunities to participate in clothes washing.

Most of the things Taerine has tried ended up the same way, apart from cooking. Cutting, boiling and roasting has continued to keep the young girl's attention and have almost been incident free. The exception was when Treshiell added a dead rat to the kettle boiling with the soup Taerine was making.

Orin's atempts to teach Treshiell how to handle a bow have been abit more successful. Eventhough the young witch remains a terrible shot she seems to be listening, and even made a crude (and useless) bow out of a branch and some string. The bow will never fire an arrow but the witch carries it hanging on her back everywhere she goes.

As the days pass the group makes a small but odd discovery. With days out on the road and nights spent under the open sky it is only natural that one gets dusty and dirty. However, this seems to be the case for Treshiell even during the time they spend at the fort. It is like shes attracting dirt, catching to her clothes, hands and face without any effort on her part. Every day sees new leaves, roots and twigs adorning her hair, neck or wrists no matter how much Taerine works to keep it away.


Male Human (Ulfen) Cleric 10
Orin Ro wrote:

Seeing Treshiall once again cleaned up, Orin heart skips a beat as he smiles a warm smile.

During the downtime, Orin will take Vekkel's bow and begin training Treshiell in how to use it, if she is still interested.

Finally satisfied with his bow, Orin will take it to Agnar "This bow was my Father's before me and will be my children's some day. It would please me greatly if you could bestow a blessing of Old Deadeye upon it." he says, somewhat hopefully.

Agnar smiles. "It's a fine bow. I'd be happy to." He takes the bow, running his fingers along the wood grain, admiring its workmanship.

"Erastil, here is an heirloom, a tool of the hunt, crafted by good folk. It has been made well, to provide for continuing generations. I ask that you cast your gaze upon it and find it worthy. Grant it your grace, so that as long as a worthy hunter bears it, it shall not forsake its wielder. May its wood never crack; may its string always be sound; may its aim ever be true."


Male Human Rogue 3 (Swashbuckler)

Rupert spends much of his time either drinking or sparring with the Sirens. If cornered and asked especially convincingly, he would be "happy" to help Stevic with the new guest quarters, but always manages to get away after a few hours of work.

When Vandar returns with Jhod, buying new gear and looking a bit more capable than before, Rupert pulls him aside and says "Vandar, old friend, how are things goin' out there with Jhod? I hope you're not gettin' lonely. Let us know if there's anythin' we can do t'help you two--I'm especially pleased with how you've taken to this life, it's refreshin' to see another reformed soul, like m'self, succeed after their return to the honorable life."

Rupert admires the craftsmanship of Orin and Edrukk, eyeing their creations with wonder. "It never occurred t'me to make my own weapons... but there is a type of poetry to it, eh? Good work, fellas, ah' can't wait to see you in action again with your new toys."

As their resting time comes to an end, Rupert says one evening "So... sounds like we've got a lot on our hands in the comin' weeks. Where should we get started?"

I'm really really sorry for not posting for so long. The past week has been hellishly full of thesis work and social drama--I shouldn't ever be gone like that without a word again. At least I hope not, because I'm already sick of the circumstances that caused it.

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Treshiell, Taerine is not happy about her lack of ability to "civilize" you, though does appreciate your interest in cooking. Though she keeps a close eye on you after the rat incident. "No, dear," she tells you afterward. "Most people do not want to eat rats if they have any other choices. And out here in the woods, we almost always have other choices."

Vandar seems content, Rupert. "Things are well, Rupert," he says. "Erastil watches out for us and has helped provide us what we need to survive. I think we do not need to rely on any but Him." You can almost hear the capitlization he uses when he refers to the god.

OK, let me know where you want to go next.


"It was not for most people. Thaal wanted to try cooked foot. He has heard good things about it", Treshiell replies as if stating the obvious. She is sitting on the floor leaned against the wall when she overhears Rupert talking about moving out again. She puts down the twine shes been using to create patterns between her fingers and scratches the bridge of her nose with the back of her hand, leaving a smudge of ash on her cheek. "We should start visiting the kobolds. I would like to talk to Mikmek again."


Male Human Rogue 3 (Swashbuckler)

"Aye, an' if the Sword Lords are offerin' payment for figurin' out what they've been up to, that's all the more reason." Rupert retrieves his exploration gear and double checks everything, growing excited to leave the Fort after such a long break.


Male Dwarf Bard (savage skald) 3

"We should work our way in a circle around to the Stag Lord's fort, that way we can get some exploration in, but also possibly deal with this Stag Lord so we can explore the rest in relative peace." Edrukk suggests.


Male Human Rogue 3 (Swashbuckler)

"That sounds good, t'me. About time we confronted the Stag Lord, I s'pose."


Male Half elf Spell-less Ranger 7
Character Information:
[HP: 62]; [Armor Class: 24; Touch: 16; Flat Footed: 22]; [BAB: +7; CMB: +11; CMD: 27]; [Saves: Fortitude: +6; Reflex: +7; Will: +3]; [Initiative: +2]; [Perception: +16]

"Sounds like a good idea, we can see what's got the kobolds all riled up."

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It's a beautiful day as you begin to make your way back to the radishes, hoping to find the kobolds from there. Unfortunately, when you arrive, the patch -- though the bushes are now full of the pale fruit -- is empty.

Despite their best efforts, no one can remember exactly where Mikmek said his tribe was from, other than being far from the radishes, a long walk to the south.

The group decides to continue in that direction, searching unmapped areas for the Sootscale home. A couple hours after leaving the moon radish patch, the woods thin out, and you enter an area of rolling hills.

A day spent mapping the surroundings and searching for kobolds reveal many small caves, twisting valleys, and small groves of woods crowning hilltops or nestling in clefts.

That afternoon, Edrukk suddenly notices particularly rocky crag rising from the hills. At the crag’s base is an overgrown 5-foot-wide crack that leads down 20 feet to a 30-foot-diameter cave. The cave wall directly across from the entrance sparkles slightly but, despite Edrukk spending a good amount of time investigating, none of you are certain what exactly is causing the sheen or how extensive it is.

dice rolls:

1d100 ⇒ 17
1d100 ⇒ 73
1d100 ⇒ 57
1d100 ⇒ 29

Memory checks
1d20 + 2 ⇒ (11) + 2 = 13
1d20 + 1 ⇒ (14) + 1 = 15
1d20 + 1 ⇒ (7) + 1 = 8
1d20 + 4 ⇒ (10) + 4 = 14

Perception checks
1d20 + 8 ⇒ (2) + 8 = 10
1d20 + 6 ⇒ (2) + 6 = 8
1d20 + 8 ⇒ (19) + 8 = 27
1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 4 ⇒ (3) + 4 = 7

Appraise / knowledge (dungeoneering)
1d20 + 2 ⇒ (12) + 2 = 14
1d20 + 1 ⇒ (8) + 1 = 9
1d20 + 4 ⇒ (3) + 4 = 7
1d20 + 4 ⇒ (15) + 4 = 19
1d20 ⇒ 10
1d20 + 1 ⇒ (7) + 1 = 8

When you're ready to move on from here, let me know whether you want to go to the southwest or southeast hex. I should be able to update the map tomorrow to give you a better idea whether you are -- the hex set to the southeast of the radishes, and east of the Thorn River ford.

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Bump


Male Dwarf Bard (savage skald) 3

Edrukk votes southwest.


i was waiting for a map update before pitching in Treshiell's vote

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Map

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