Rise of the Runelords Table 1 (Closed)

Game Master ElegantlyWasted


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There is Nisk, a potion maker.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8
Eloisa Rathswing wrote:
Selaros Teskarova wrote:

I was half expecting someone to try and see where Selaros went.

@ wasted is there an alchemist or other person who sells potions?

I don't think Eloisa saw you leave or I might have followed. How are we going to get the Desna Knight's share of the loots to him? Eloisa like Sealros well enough, but wouldn't hand over almost 500 GP to him to "give" to someone else.

I'm sure he'll turn up again when we are going to deal with the goblins the note talked about.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Back home from the graduation... ceremony was lovely, the car ride there and back not quite so much (the joys of traveling with a baby). Glad that we went, glad to be back.

And I am sure that he will be... though it is lucky that Asa didn't recognize the old glaive Sel had before.... ;)


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

Any results from Shaedeen's Diplomacy/gather information check?


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

In addition to my usual Sunday silence, I'll likely be unable to post the next two Mondays as well (5/21-5/22 and 5/28-5/29). Please bot Shaedeen as necessary.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Asa only needs to know roughly how much she spent on the silken ceremonial armor, and if she has been making any extra money from the crafting for Korvut (mostly to offset the cost of the MWK weapon she is about to make for Calin).... also if adding the horse crest to his shield will cost him anything, given it probably won't add anything to its quality or armor value.


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

You covered Shaedeen's actions with your last post. She's up-to-date.


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

I'll be attending PaizoCon this weekend. Posting will be pretty sporadic until Monday. If you are attending, let me know and we can say hello.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Lucky! Have fun!

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Hope you get to a Starfinder table.


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)
Rast Cobble wrote:
Hope you get to a Starfinder table.

No Starfinder table. I did see it in the Delve, had a friend play at a table, and got to talk to Mark Seifter about the math behind it. Sounds really interesting, and well balanced.

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Not that we are in a fast pace at the moment but I willbe flying tomorrow and at a week long class next week, thanks board of directors.

I will have access but probably post less. If need be bot me to smack something with my mace.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Heh, doesn't seem to be much of an issue currently Rast.... ;)


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

Nah seems wasted is a bit busy at the moment, can't see any activity on his profiles.


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

I hope he's not gotten ill again.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

It's possible, but it was more sounding like he was pretty busy the preceding weeks... perhaps it carried over. Anyway, not much more Asa can do at the moment, at least without interaction from Calin. Ghosting until then, hoping for the best!

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Yes, it just sounded like he was quite busy so I hope it is only that. I will keep an eye on the boards.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

Piazo is really unstable, I can only come on from my phone...

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

According to a status tracker I found the sight has been down for the most part of two days.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

Seems about right most of the day where I useal post nothing happens, I don't even get the picture with goblins in the machine


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

yeah the sight was down for a bit, minus some peoples phones. It was strange i could check things on my phone at work, at home no dice.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Been intermittent since Sunday for me (by which I mean I get maybe an hour or two of access each day, with the rest of the time having nothing working).


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

Paizo says they know what the issue is, and are working on a fix. Hopefully soon. I'm not lucky enough that my phone works. When it's down it's all down for me.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Similar for me, Eloisa... it was either working or not.

That said (knocking on the largest piece of wood I can find) it seems to have been stable since yesterday afternoon... perhaps they finally have it fixed?


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

Only time can tell, I won't get my hopes up just yet.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Well, its been about 30 or so hours with it seeming to work still... seems they finally got whatever it was patched, at least temporarily.

Now if only any of the games I am in currently would have activity... (sad panda face).

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

That just means you are not in enough games. ¯\_(ツ)_/¯


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

Theres an opening or two in the slow moving game that ive inherited. Its mostly mapless but you could check it out Asa :) or of course you others, in a month or so i have a homebrew planed up to.

recruitment here

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Calin it like you read my mind. I was just coming on to post that I would be open to starting a second Iron Gods table if there was interest. My notes are refined enough at this point that running a second table a bit behind the first should not be a huge challenge.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

I'll check it out, Calin.

....

And dotted.

Speaking of checking things out, you really should post your character's reaction to his new flail now that the forums are semi stable ;)

(I assume it was probably eaten by the instability.)


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

FYI I'm enjoying the heck out of the Iron Gods run with Rast's player as GM.

Dotted the Shattered Star recruitment. Now if I could find someone running Strange Aeons without an odd character requirement. I'd be a happy camper.

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

I have a Jade Regent starting but it is a reserve four man, seeing if they can not die without a healer, group.

Strange Aeons is my next prep but it takes me about a month to prep. I have learned from Iron Gods that I need to lay out at least the first two books in Google Slides.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

I'll be up for joining anything if we can keep the group together. Would be fun to play another AP with you.


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

Still lurking, wishing our missing GM well, plotting new tactics for Shae v. Asa II, and the like. I also applied to a Skull & Shackles PbP campaign with a 1st-level version of Shaedeen; the thought of her as a pirate makes me smile at all the crazy possibilities.


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

@Shae: I can't wait to see that one. Arrgh


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

I've never ran a pbp before, but I could try to see if I get the first book at try to pick this up a bit if people want it, or I could take a new AP to run.
Have been looking to try running something on the forum to try something new, I have a Hell's Rebels live group that is in the 3rd book so I could use some of my old notes to start a new campaign from that AP on here or maybe Hell's Vengenace if people wants to play the loyal cheliaxians.


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

I would do either, I have a fun idea for hell's rebels. I could come up with something wickedish for hells vengeance.

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

The Hell's have always interested me but I have never been involved in either.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

Hell's rebels is one big sandbox with a rebellion system like the running a country from Kingmaker. I think that one benefits from a team who put some thoughts into the background to develop some interresting sidestories along the main path.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Haven't played either. I do own RotRL but haven't GMed before... I also have CotCT and IG...


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

I'm up for anything you want to run. Shae and I are in a Hell's Rebels group together. I'm good with playing in the same AP twice at the same time, but I won't speak for Shae.

Hell's Vengeance sounds interesting. We seem to have a good group that won't deliberately be chaotic evil ruin the fun. That always worries me with evil characters.


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased
Eloisa Rathswing wrote:

I'm up for anything you want to run. Shae and I are in a Hell's Rebels group together. I'm good with playing in the same AP twice at the same time, but I won't speak for Shae.

Me too! I love the Hell's Rebels AP. Dibs on an urban ranger if we go that route.

P.S.--Yar! I'm a pirate!

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

CE characters don't work great. The motivation is just to hard to make sense of.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

If I run the Vengeance AP I would most likely ban CE as I don't see it fit with the players working as Thrune loyalists.


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

Yeah me either. I would go lawful evil.


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

My only problem with Evil charectors is well im not good at it. I either end up being that evil that jaywalks because the other route is that evil that ends up offending half a table and/or stages and intervention becuase i must need help :P


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

Calin lawful-neutral and true neutral would also be possible, just be prepared that evil actions will happen in that AP.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

So what would you perfer to play?
The good rebellion against Thrune, to take control of the Silver city?
or
Help Thrune defend Cheliax against the Crusade started by paladins of Iomedae?

Hell's rebels I have run the first 2 book so I could quickly set that one up and I know where I made mistakes the last time.

Hell's Vengeance I would have to buy and read through first so it would maybe take a few weeks before we can start, but it would be a fresh AP for us all to play, and I can give you some news about what happens in Kintargo from my Hell's Rebels as the two AP are meant to be happen at roughly the same time just in different parts of Cheliax.


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

It would be up to you really, I have an awesome gunslinger morphing into alchemist character built for Rebels. I would go something very heavy melee for evil.

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Personally, I think you should pick as the GM. At the end of the day you need to have a good feel for the story you are helping us live.

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