Rannik's Carrion Crown

Game Master Patrick Levasseur


Maps


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Did a bit of straightening up and crunching myself (and shortened his name). Hope you enjoy reviewing as much as I enjoyed putting Floyd together.


@Javell, yes... as long as you don't do the On the Payroll campaign trait from the players guide. :)


Eagerly awaiting the GM's announcement as to who has been picked, but noting that the time is rapidly approaching when I will have to leave for work. :-( Oh well, guess I'll find out in the morning. Good luck everybody.


Alright, Recruiting is closed. I'll have an announcement in the next 48 hours. It probably take much less time than that, but I like to give myself a cushion. Great job everyone, good luck, and stay tuned!


Andjela Daywalker wrote:


@Baron - I call it the "un-cola". Truthfully, I hadn't seen Javell's Dhampir before I posted mine... just wanted to get the idea and interest out there (from my damn cell phone!). I was at work.

I've always like the idea of a "lightly armored" Paladin, and racial +2 Dex, +2 Cha without being 3 foot tall... I'm IN!

There is also the taking damage from positive energy (instead of healing)... So channeling has to be controlled. You cannot benefit fro your own Lay on Hands. Crap, Cure Spells don't heal you.

Inflict light wounds potions, is all I'm saying. :) (Weird sounding, huh?)

Quote:

Until 8th level, you can sneak heal from Negative energy channeling, but at 8th level... depending on how the DM rules it, you can't even benefit from that!

You're basically part of a group, but unique and in a sense all alone. Being able to withstand negative energies doesn't suck as a Paladin. I gotta tell you, energy drain has been my biggest fear since D&D 1E (or Basic).

I think I'm in love with this Race!

@Javell - great minds think alike! Game ON!

Lol! Yeah it's pretty handy to not have to worry about energy drain that's for sure. :)


GM Mug wrote:
@Javell, yes... as long as you don't do the On the Payroll campaign trait from the players guide. :)

Aw dang! I sure was hoping to try and talk into the bonus trait of Rich Parents also. Ah well. ;)


I think I will change my feat to Selective Channeling...Just in case.


Lysa Arianna wrote:
I think I will change my feat to Selective Channeling...Just in case.

:)


Alright the waiting is over. I was waiting on a few things, but decided the waiting has gone on long enough.
The group will be:

Kimberly Snow - Human Oracle (Life)
Tolvan - Elven Wizard/Archer
Anna Dunsany - Human Rogue
Pyotr - Half-Orc Redeemer
Kimgald Angreilssen - Oracle (Dual Cursed)

Thanks for everyone for applying! It was a grueling process to get to these five. If there are openings I'll be coming to the recruitment board to see if there's still interest or not.


have fun all


If you've been selected go ahead and say hi in the Discussion Thread.

Lantern Lodge

Congrats to all selected.


Congrats.


Ok, first off, I'm the GM that is currently running this game now. This game as been running for so long that it would be a shame to see it end. To this effect, we are currently looking for a healer to replace the one that left us.

Now here are the character creation rules.

Abilities: 25 pt buy
Races Core + ARG feature races. Alternate racial traits are fine.
Classes Any paizo classes that can heal
No Evil. No exceptions.
Max HP 1st level, 2nd level and up are rolled. Rerolling any 1's.
Traits x2. No drawback.
Wealth: 46K
Background Skills

We are currently on book 4 and the group is in the town of Illmarsh. We also have an old player joining us back, so I'm hoping to have the selecting player enter the campaign at the same time that Andjela rejoin us.

Can't wait to read your submissions.


Dotting for... interest. ^V^


I've had this character that's started but never made it very far in Carrion Crown. I'd be interested (obviously he would need to be rebuilt) but I'm curious if you feel an inquisitor is sufficient to meet your healing needs.

Also, unless I'm particularly oblivious, you don't specify a level we should be building towards. WBL indicates 9th, is that right?


Christoph Metzger wrote:

I've had this character that's started but never made it very far in Carrion Crown. I'd be interested (obviously he would need to be rebuilt) but I'm curious if you feel an inquisitor is sufficient to meet your healing needs.

Also, unless I'm particularly oblivious, you don't specify a level we should be building towards. WBL indicates 9th, is that right?

Yes, to Lvl 9! Inquisitor indeed!

Silver Crusade

I have a concept for an oath of charity paladin of tsukiyo that I’ve been saving for this AP. I’ll work on getting stuff built and posted later


Hm... might have to tweak her, but willing to try to level this gal for your consideration: Mala Alam, drow Alchemist (Chirurgeon/Sacred Alchemist archetypes)

About how long do I have to get her ready?


I have a 9th level cleric Sonny Wright that was in a Carrion Crown game that ended just about where you are. I would need to modify him somewhat but the basic build is there.


Christoph Metzger wrote:

I've had this character that's started but never made it very far in Carrion Crown. I'd be interested (obviously he would need to be rebuilt) but I'm curious if you feel an inquisitor is sufficient to meet your healing needs.

Also, unless I'm particularly oblivious, you don't specify a level we should be building towards. WBL indicates 9th, is that right?

Yes, in my copy/paste, I forgot to add that the character needs to be level 9.

The Emerald Duke wrote:


About how long do I have to get her ready?

I don't want to set a hard date, since I want to get the best match possible for the group. They are currently outside of Illmarsh. I am planning to introduce the new characters when the group gets back to town.

Silver Crusade

Alrighty! Here’s my submission in the link: Sookie Clayten

Silver Crusade

Ah, just realized I forgot to roll Hp!

1d10 + 3 ⇒ (5) + 3 = 8
1d10 + 3 ⇒ (10) + 3 = 13
1d10 + 3 ⇒ (8) + 3 = 11
1d10 + 3 ⇒ (2) + 3 = 5
1d10 + 3 ⇒ (2) + 3 = 5
1d8 + 2 ⇒ (5) + 2 = 7
1d8 + 2 ⇒ (8) + 2 = 10
1d8 + 2 ⇒ (8) + 2 = 10
1d8 + 2 ⇒ (7) + 2 = 9

Plus max HP at first: 91


HP: 8d8 ⇒ (3, 2, 8, 1, 7, 8, 2, 6) = 37
1 Reroll: 1d8 ⇒ 4

I've updated Sonny Wright to build rules and wealth and rolled the hit points above. Let me know if there are any questions or concerns.

In the Carrion Crown game he was in, we had a damphir, so he's used to their unique healing issues.


HP L2-9: 8d8 ⇒ (6, 8, 1, 2, 7, 7, 5, 2) = 38

L4 HP reroll: 1d8 ⇒ 6


I have an idea for a tanky debuffer/healer bad touch Sivanah cleric, will tweak it and post the build today.
Rolling hp
HP: 1d8 ⇒ 8
HP: 1d8 ⇒ 8
HP: 1d8 ⇒ 6
HP: 1d8 ⇒ 8
HP: 1d8 ⇒ 3
HP: 1d8 ⇒ 5
HP: 1d8 ⇒ 7
HP: 1d8 ⇒ 7

The HPs are real :O


I present you Jeremiah "Mad Prophet" Racek, hope you find it interesting. I changed god to the Lantern King from Sivanah, it matched domains better with the idea I had.


Thank you all for those that applied. We are currently reviewing your application and should have a decision soon. If you make any modifications, let us know by posting here. We should come to a decision soon.


I hadn't realized recruitment was going to be closing. I haven't updated my character sheet nor rewritten my background yet. Here is my leveling to 9 with a few tweaks required. If I am accepted, I will rewrite this to make my character sheet nicer looking.

Character Sheet:

Christoph Metzger
Male human (Varisian) inquisitor of Pharasma 9 (Pathfinder RPG Advanced Player's Guide 38)
NG Medium humanoid (human)
Init +8; Senses Perception +15
Aura ward against death (30 ft., 9 rounds/day)
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 19 (+6 armor, +1 deflection, +5 Dex, +1 insight, +1 natural)
hp 72 (9d8+21)
Fort +10, Ref +10, Will +11
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 silver morningstar +9/+4 (1d8+3) or
. . dagger +8/+3 (1d4+2/19-20)
Ranged +2 adaptive composite longbow +14/+9 (1d8+4/×3) or
. . sling +11 (1d4+2)
Special Attacks bane (9 rounds/day), judgment 3/day (2 simultaneous)
Inquisitor Spell-Like Abilities (CL 9th; concentration +12)
. . At will—detect alignment, discern lies (9 rounds/day)
Inquisitor Spells Known (CL 9th; concentration +12)
. . 3rd (4/day)—channel vigor, dispel magic, heroism, protection from energy
. . 2nd (5/day)—cure moderate wounds, force anchor, ghostbane dirge[APG] (DC 15), invisibility, knock, communal protection from evil[UC], lesser restoration
. . 1st (6/day)—divine favor, ear-piercing scream[UM] (DC 14), expeditious retreat, heightened awareness[ACG], protection from evil, shield of faith, true strike, wrath[APG]
. . 0 (at will)—detect magic, disrupt undead, guidance, light, read magic, stabilize
. . Domain Repose (Souls[APG] subdomain)
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 14, Int 12, Wis 17, Cha 10
Base Atk +6; CMB +8; CMD 25
Feats Deadly Aim, Manyshot, Outflank[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Shake It Off[UC], Target Of Opportunity[UC], Weapon Focus (longbow)
Traits corpse hunter, fate's favored
Skills Climb +6, Craft (alchemy) +9, Craft (bows) +9, Craft (traps) +9, Intimidate +11, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +13 (+15 to identify undead and their special abilities), Perception +15, Perform (sing) +1, Profession (scribe) +7, Profession (soothsayer) +7, Ride +9, Sense Motive +19, Spellcraft +12, Stealth +17, Survival +11, Swim +6
Languages Common, Skald, Varisian
SQ monster lore +3, solo tactics, stern gaze +4, touch the spirit world (9 rounds), track +4
Combat Gear potion of bull's strength, potion of cure moderate wounds (2), potion of cure serious wounds, potion of darkvision, potion of protection from evil (2), scroll of remove blindness/deafness (x2), remove curse (x2), remove disease (x2), remove paralysis (x2), remove sickness (x2), antiplague[APG] (2), antitoxin (2), holy water (4), holy weapon balm[ACG] (2); Other Gear +2 mithral chain shirt, light steel shield, +1 silver morningstar, +2 adaptive composite longbow (+2 Str), arrows (60), dagger, sling, sling bullets (20), amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, cracked amethyst pyramid ioun stone, dusty rose prism ioun stone, handy haversack, headband of inspired wisdom +2, ring of protection +1, belt pouch, blanket[APG], candle (10), charcoal, flint and steel, hemp rope (50 ft.), holy text (The Bones Land in a Spiral)[UE], manacles, masterwork backpack[APG], parchment (10), scroll box[UE], silver holy symbol of Pharasmin Spiral, skeleton key[UE], spell component pouch, tattoo holy symbol of Pharasmin Spiral[UE], wooden holy symbol of Pharasma, heavy horse (combat trained), backpack, bedroll, bit and bridle, feed (per day), holy water, mess kit, pot, riding saddle, saddlebags, soap, torch, trail rations, waterskin, 14 gp, 3 sp
--------------------
Special Abilities
--------------------
Bane (+2 / 2d6, 9 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (9 rounds/day) (Sp) Discern Lies at will
Inquisitor Domain (Souls)
Manyshot You can shoot two arrows as the first attack of a full attack action.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
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.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Second Judgment (3/day) (Su) Variable bonuses increase as the combat continues.
Shake It Off Gain +1 to all saving throws per adjacent ally
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +4 (Ex) +4 to Sense Motive and Intimidate.
Target of Opportunity When an ally hits with a ranged attack, you may make an attack as an immediate action
Touch the Spirit World (9 rds, 6/day) (Su) Allow touched weapon to harm incorporeal targets.
Track +4 Add the listed bonus to Survival checks made to track.
Ward Against Death (30 ft., 9 rounds/day) (Su) 30'r aura immunity to death effects, energy drain, and suppresses negative levels.

--------------------

Jitters CR –
Heavy horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8
SQ combat riding
Combat Gear holy water (4); Other Gear backpack, bedroll, bit and bridle, feed (per day) (2), mess kit[UE], pot, riding saddle, saddlebags, soap, torch (10), trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Working on doing a rewrite of my background to have it make sense for an L9 character. Also note that if this exact build is not what you're looking for, I'm happy to rebuild to be a melee character. As it stands, he's a passable switch hitter.

Edit: Background, appearance, and ready

Background:

It is the echoing screams that haunt him the most. The blood, viscous and cold by the time he saw it, was always there lurking behind his eyes. The frozen, staring eyes as well. Looking back at him accusingly. You fled, they said. Never mind that he was just a boy. He fled. And he fled while those aching screams echoed in his ears and tore his heart out leaving only a shell behind. His sisters, his father, and his mother had all died on that awful day. And he had left them.

Christoph is the orphaned son of Varisian travelers who were killed by 'dark monsters' which were almost certainly undead. His family was camped, traveling through Ustalav towards Lepidstadt where his father had business. An eight-year-old Christoph was gathering wood, when he heard terrified shouting back at his family’s camp. Running back, he arrived in time to see his father fall to the ground under a swarm of ‘dark monsters’. The next moments were a blur for a boy, and if he were pressed to recount it, he would say only that he fled from the horrible scene. A few miles up the road, the young boy was found by a Pharasmin pilgrimage on its way to Caliphas. Breathless and shocked into incoherence, he could only point and scream. The rest of the night, including the return to the camp, are a blur in Christoph’s mind.

After seeing that their new ward’s family had as fit a burial as could be managed in the wilds of Ustalav, Christoph was taken to a Pharasmin orphanage in Caliphas. He was a troubled child, lashing out in anger for the unfair hand that fate had dealt him and still beset by nightmares from that awful night. Despite his best efforts to flee the church, he was educated as befits a ward of church. He would come to learn of the Lady of Graves and her devotion to seeing mortals into the proper afterlife. He learned of her role as the Mistress of Fate as inheritor of Aroden's prophetic domains. He also learned of Pharasma's hatred of undead abominations. This would prove the spark that lit a fire in young Christoph's heart. Still haunted by the nightmarish recriminations of his slaughtered family, he sought to serve the One whose hatred of the undead echoed his own.

His turnabout was quick and he was soon seeking out his tutors to learn more and more. As he grew into adulthood, he served as a scribe in the Church. He earned his keep by copying The Bones land in a Spiral and other Pharasmin texts. But it was a Voice of the Spire on which his mind was set on becoming. This militant wing of the Pharasmin priesthood are the elite slayers of both the undead and those who would create them. Every waking moment he devoted to becoming a Voice. Every night, however, still was haunted by his failure those long years ago.

In time, he would earn his place as a trainee in the Order. Already well versed in the Pharasmin theology, his time was instead spent learning how to fight the undead. Strong and swift, he soon would show an aptitude with bow and arrow. His fierce devotion to this learning, in particular, alarmed some within the Church. There was quiet talk of directing him to pursue a less destructive path. Sensing the pain and anger in his trainee, one of the Voices, Kjell Sjogunsson, took him under his wing.

Kjell is one of the veteran Voices in Ustalav and has served the Church for decades. Whenever it was possible to do so, he would take Christoph away from Caliphas on his missions. Though he never directly involved him in the fighting, he would bring him when he interviewed villagers certain they’d seen a ghoul and nobles whose villas were ‘haunted’. He trained him to fight, to track, and know what to look for. He gave Christoph his wish and trained him to be a Voice of the Spire. Kjell became the closest thing that the young man had to a father figure and, in turn, Christoph became like a second son to the Ulfen Voice.

On the first mission where Christoph was to be allowed to accompany Kjell, things went wrong. Kjell and Christoph were investigating the ominous rumors of fleeting shapes in the mists outside of a lonely village in Versex county. Dogs and livestock had been found dead and partially eaten and the villagers were certain that something monstrous was stalking them from the mists. Having found sign pointing towards a number of ghouls, the Voices began their search in the damp and dark of a misty glen. They were separated in the confusion of the search. Christoph continued to pursue his quarry, doing his best to spot some sign of his master’s whereabouts. Fighting back his rising terror, he was ambushed by something large and clawed. Tumbled to the ground and stunned, he reacted instinctively and threw a bottle of holy water at the beast. With only enough time to gather an impression of the rotting stench of death and a maw worthy of nightmares, he fled. Again, he fled.

After a few moments of panicked running, he found himself again caught off his guard. This time by the worried face of his mentor and friend, Kjell. Having first calmed his ward, then scolded him for attempting to continue on his own, Kjell began to doubt his choice to train the boy he'd begun to think of as a son. Still badly shaken, Christoph was adamant that he WOULD become a Voice and that he would prove himself. Shamed and shaken at having fled a second time in the face of the undead, Christoph doubled down in his training and his devotion. Kjell could only look on in worry.

Time would prove this worry to be (mostly) unfounded. Christoph's redoubled efforts bore fruit, and he began his service as a voice with distinction when he helped in the capture of a budding necromancer and the woman's blasphemous undead. Time and time again he succeeded, but for the young voice it was never enough. He had fled, not once, but twice. The mark of shame and the echoing of his families screams drove him on relentlessly. Nearly ten years have passed since his first encounter with the undead since that first fateful day and Christoph has risen through the ranks of serve as a Speaker for the Voices of the Spire. One of the elite within an elite, he is a veteran who is sent after the most difficult and troubling reports of necromancy that reach the ears of the Pharasmin church. Sent to investigate trouble rumors along the edge of the dank and unwholesome swamps of Soddentimbers, Christoph seeks to pay penance for his past failures. He will stop at nothing to quiet the screaming of his family that still echoes in his mind.

Appearance:

Christoph stands five feet and ten inches tall with a stocky build that belies his speed and grace of movement. He has a swarthy complexion and violet eyes which are characteristic of his people. His hair is brown, though dark enough to be readily mistaken for black. He tends to keep a beard, though it can grow wild if he doesn't have the time to keep it neat. He wears practical, battle ready gear and the red and black clothing of the Voices of Spire. The only ostentation to his otherwise practical gear are the silvery spirals that mark his rank as a Speaker of the Voices of the Spire.

Personality:

Raised in the church of the Lady of Graves after a childhood marked by horror, Christoph is often taken to be cold, aloof, and serious. He may be studiously polite (as befits a former ward of the church), but the cold in his voice is enough to overcome any softening of his words. He wears the stern demeanor of a Voice as a mask, hiding away his emotion as best he can. The effect, particularly on strangers, can be disconcerting. His blood red tunic and cloak -the uniform of his order- does not help alleviate their discomfort.

The mask hides the roiling emotion that mark his existence. Shame at having fled, both as a child and on his first outing as a Voice, lurk ready and waiting in the back of hind. It springs at the worst time, leaving him short of breath and shamed to bone. A slayer of undead terrified by the undead, worthless. His doubts and fears disturb his sleep. He is intent to prove that he is worthy of his rank as a Speaker of the Voices, and that he can perhaps right some of the wrongs that took his parents from him. The gnawing doubt at the back of his mind never rests for long, no matter how many of the undead he lays to their proper rest.


I just noticed the other Carrion Crown recruitment which starts at a slightly lower level. I'm going to apply to that and I'd prefer to see more of the AP (having never made it out of the first town in previous attempts) so I think it's best to withdraw my name. I apologize for the confusion. It looks like you've got some great characters to pick from though, so I wish all the best of luck.


Christoph Metzger wrote:
I just noticed the other Carrion Crown recruitment which starts at a slightly lower level. I'm going to apply to that and I'd prefer to see more of the AP (having never made it out of the first town in previous attempts) so I think it's best to withdraw my name. I apologize for the confusion. It looks like you'veu got some great characters to pick from though, so I wish all the best of luck.

Understandable! All the best and I'm certain we shall meet again.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

GM Shady? Is that you?


Sorry, caps, but Shady did take a stint as our Game Master about three years ago. But life or whatever got in the way, so he had to bow out. Rannik's the GM now.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

He disappeared from multiple games he was running for me a few years ago; was surprised to see his name again.

I'm already in a Carrion Crown game, though, so I will bow out of this thread. :)


I got into another CC game, so i will be withdrawing my app here. Good luck everyone!


Sorry to see you go Cristoph and Sookie. Good luck on your other game.

That leave us with:
Mala Alam
Sonny Wright
Jeremiah Racek

The decision should come soon, just waiting on a confirmation for final tally.

Thank you for your patience.


I have been too busy lately to update Mala so I will withdraw as well (I don't think it would be fair to those who have completed updated characters or to y'all to have to wait on my tuning her up to standards).

Sonny, Jeremiah... you guys have a 50/50 shot now! Congrats and good luck to all of you.


The Emerald Duke wrote:

I have been too busy lately to update Mala so I will withdraw as well (I don't think it would be fair to those who have completed updated characters or to y'all to have to wait on my tuning her up to standards).

Sonny, Jeremiah... you guys have a 50/50 shot now! Congrats and good luck to all of you.

Mala being Drow, I was looking to see how she'd flesh out and become Dhampir healing machine! Help a sista' out!

You are a gentleman and a scholar!


Andjela Daywalker wrote:
The Emerald Duke wrote:

I have been too busy lately to update Mala so I will withdraw as well (I don't think it would be fair to those who have completed updated characters or to y'all to have to wait on my tuning her up to standards).

Sonny, Jeremiah... you guys have a 50/50 shot now! Congrats and good luck to all of you.

Mala being Drow, I was looking to see how she'd flesh out and become Dhampir healing machine! Help a sista' out!

You are a gentleman and a scholar!

Hahah, I am sorry... I mean I could scramble and try to do it now but it just seems like it would be a disservice to y'all.

Further... I am honestly not sure I could help a dhampir, assuming CLW potions do harm to you. Normally the answer would be the spell Inflict Light Wounds (and their more powerful equivalents) but that isn't on the alchemist formula list (probably because most extracts we make baseline are meant for self consumption only).

I will admit that the problem is an intriguing one, but I am not sure there is a clear cut answer that I could (quickly enough) come up with.

Anyway, good luck y'all.


Ok, after discussion between us, we have come to the decision to invite Sonny Wright to our game. Thank you all for those that applied.

Sonny, you can come and join us in the discussion thread.

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