The Shining Hosts - Way of the Wicked Gameplay (Inactive)

Game Master Dennis Harry

The Horn

Lower Caverns

Initiative:

Dramatis Personae
Nathaniel [dice]1d20 + 5[/dice]
Grumblejack [dice]1d20 + 1[/dice]
Aurex [dice]1d20 + 2[/dice]
Alice [dice]1d20 + 2[/dice]
Errisaigh [dice]1d20+4[/dice]
Havelyn [dice]1d20+2[/dice]

Perception:

Dramatis Personae
Nathaniel [dice]1d20 + 5[/dice]
Grumblejack [dice]1d20 - 1[/dice]
Aurex [dice]1d20 + 5[/dice]
Alice [dice]1d20 + 2[/dice]
Errisaigh [dice]1d20+7[/dice]
Havelyn [dice]1d20+10[/dice]


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What Crime would be most apropriate for Canibalism?

main class would be barbarian(flesheater)

the idea is a girl that was frindly, shy, well behaved and polite, till an incompetend priest messed up her resurrection, now she has a secondary personality thats rude, mean, willful and likes to take a bite out of pelple/things she doesn't like.


I will type up the backstory tomorrow.

Thank you.


Deaths Adorable Apprentice wrote:

Would I be able to take the Attached drawback trait? I would assume the item would be the poppet or a piece of jewelry that she somehow held onto. Either by hiding it or sympathy from the guards. I was thinking her wedding band or a necklace that has sentimental ties to the husbands and child.

And with that drawback I would like to pick up Marked by Unknown Forces. If you think you would like to deal with that and have an idea for the symbol.

I am fine with both of those ideas.


Yokaiboy wrote:

What Crime would be most apropriate for Canibalism?

main class would be barbarian(flesheater)

the idea is a girl that was frindly, shy, well behaved and polite, till an incompetend priest messed up her resurrection, now she has a secondary personality thats rude, mean, willful and likes to take a bite out of pelple/things she doesn't like.

I am going to say Grave Robbery.


Hey, Dennis, are y'all going with the bonus +2 skill points per level?

Edit: Your opening post says: "You may take a drawback for a third feat".

Do you actually mean trait?


With that trait would I be able to qualify for the Consorting with the Dark Powers mark instead? That one has bonuses that will actually help since I am not a melee type. If not I will still take the Grave Robbery one since it fits.


Of here is the modified background. Should be done.

background:
Morana was raised in a home devoted to Pharasma. Her mother was a midwife and deeply devote. Her father was a quiet and haunted man he spent his time presiding over funerals and tending to the bereaved. She grew up is a somber and mostly silent home. The grief her father dealt with weighed heavy on him. Her mother was in constant flux from joyous at a happy and safe birth or sullen and moody when a birth went badly. Her parents loved each other deeply and their moods effected the other's frequently.

Seeing the devotion they had to each other Morana new that she wanted a deep love for herself but despite growing up in a deeply religious home she abhorred the Lady of the Graves. Thinking her a cold and unfeeling entity. Believing that if her parents were not so devote they would have had more time for her. Their work left their only child on her own frequently. Fiercely independent and rather rebellious Morana spent many of her first years after reaching womanhood searching for love.

She found it in an older boy named Vedran Soto, an apple farmer from just outside of the city. Those dark brown eyes and the deep tan over strong muscles earned by spending years outside working were what first caught her attention. His kindness was what kept her coming back to the market to find him. Dropping the other boys she had been flirting or more with for the sweet farmer. Spring turned into summer and they were in love. Near the end of summer she realized they had not been as careful as they thought and yet unlike any other boy she had been with the idea of a child was exciting instead of terrifying.

Not sure who she dreaded telling more Vedran or her parents. But it was only fair so she told Vendran first and never one to disappoint his darling. He smiled and asked her to marry him. Her parents were not as happy as the children but since Morana was expecting they gave their consent so long as her mother could deliver the baby.

Morana and Vedran married a two weeks later when she was 16 and he as 19. She moved into his little home that he had on her families land. Seven months later they had a little boy they named Drago Soto. He was so small and their whole world. They had it all. Unquestionable love for each other and their son and all the apples they could want. Years rolled by and their baby became a little boy.

The only real problems they ever had was from Vedrans younger brother, Birati. These problems tended to come in the form of Birati needing money for a debt. And this was a common occurrence. One of the only things Morana and Vedran fought about. Refusing to not help his brother the young couple was never able to set money aside for themselves since Birati always seemed to need help and they had a young and growing son.

Morana's happy but poor world came crashing down on her a few months after their sons ninth birthday. Birati had been arrested for dueling. He killed the other man. Vedran was inconsolable. His little brother was going to be beheaded. Leaving his wife and son home Vedran for a long walk in the orchard. While he was gone some friends of the man Birati killed showed up. If they couldn't make Birati suffer someone would. Hearing the screaming of his family Vedran ran as fast as he could to find a group of men in his home. His home a wreck everything was broken and his wife and son lay bloody on the floor.

The sunlight woke Morana up the next morning. Her whole body ached. He little boy was dead next to her. Sobbing and calling out for Vedran. Picking up Drago and slowly limping outside. There was her husband. Those monsters hung Vedran from a tree. Collapsing from the pain, both physical and mental Morana laying on the ground sobbing onto her dead child just below her husband.

The next day one of Vendrans friends, Radovan, came to check on his friend in the morning. Finding the gruesome scene and once discovering that Moranna was still alive he quickly attached his horse to the Sotos apple filled wagon. Setting Moranna as safely and securely as possible in the wagon he went as quickly as possible to the city to get her the care she needed.

Three days of fever left Moranna trapped with the healers for over a week. Dispite her parents and friends attempts Moranna was inconsolable. She could give a description of the men who killed her family but she did not know them. They wore fabric over their faces.
Once physically healed she was again living in her parents' home only now she was the quiet and somber one. Each night while her parents both slept Moranna fled the house of her youth and went to the graveyard. Sliping though the gate and walking to two still fairly new graves, Vedran Soto and Drago Soto. Sobbing and collapsing onto the ground. Moranna cried until she finally succumbed to sleep. Her father would find her each morning and take her home. This went on for five nights.

On that sixth night in a moment of grief fueled madness Moranna began to dig into the earth separating her from her child. There was a noise she had to get to him. Digging until she hit the wooden coffin and clawing at it with bloody finger. The noises were louder. Now like a murmuring, voices she could barely hear. Climbing out of the hole she made and finding a big enough rock to break the wood.

Something scratched at her mind and her hand burned. Bright light erupted on her hand illuminating her child. There he was unmoving and rotting. Not sure of what was doing but acting on what the murmuring encouraged. Pulling her child apart and remaking him into a tiny little form that resembled a person. Filled bits of her precious little boy she sat there staring at it and never noticed that the sun had risen and that people moved in the graveyard.

She was found and arrested. To Brandscar she would go. They took the poppet away and threw her into a cell. Alone and shaking she could hear a voice this time clear in her mind telling her to be calm. That soothing voice so familiar telling her that they will be together always. When she woke up the little poppet was at her side again. All was right in the world. She lose her head like that bastard who caused all of this and then be with her family again. Though vengeance would be better. The men who did this, the guards who failed to find those murders, and all the other guilty. But how?

That answer came on the way to Brandscar. The caravan Morana is thrown into is wrapped in iron. The only way out is though the locked door. She will die and those monster will live! Sitting sullen in her cage waiting Moran is surprised when the wagon comes to a halt. Smiling to herself when she hears the guards complaining about a tree being in the path. Even though this will leave her trapped in the tiny wagon and the manacles are biting into her she cannot help but be pleased at anything that inconveniences these guards. The guards have to move the tree and they do not sound happy about it.

The lock is rattling but it isn't a guard who opened the door. A hooded figure is there. Climbing in and picking the lock on the manacles. The figure, who by their voice is clearly a woman ushers her out of the wagon and into the shadows of the trees. Pausing frequently to avoid detection. Silently the woman handed her a bag.

And here is the

chruchy bits:

Morana Soto human female NE Spiritualist lvl 1 Witch Gravewalker lvl2
Init +1; Spd 30 ft
AC 15, touch , flat-footed (+ 1Dex/ mage armor +4); hp (1d8, 1d6)
Melee
Fort +2 class +1 mod = 3, Ref + class +1 mod =, Will +3 class +2 mod =5 ;
STATISTICS Str10, Dex 12, Con 12, Int 16, Wis 14, Cha 15 Base Atk +1 ; CMB=+1, CMD= 12
Spiritualist Spells Prepared (CL 1st; concentration )
1st (2 per day)— Mindlink, Telempathic projection
0 - Telekinetic projectile, Detect psychic significance, Grave words, Mage hand
Witch Spells Prepared (CL th; concentration )
1st (3 per day)— Command, Burning Hands, Chill Touch, Cure Light Wounds, Mage Armor, Ray of Enfeeblement, Touch of Blindness, Unseen Servant
0 (4 per day) - Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize,
Touch of Fatigue
Feats Eschew Materials, Skill Focus (stealth)
Skills 2 class +1racial +1 level + 3Int modifier = 7
Bluff (Cha) +1 Rank, +2 Mod, +3 Class = 6
Craft (Int)
Fly (Dex)
Heal (Wis) +1 Rank, +2 Mod, +3 Class = 6
Intimidate (Cha) +1 Rank, +2 Mod, +3 Class = 6
Knowledge (arcana) (Int) +1 Rank, +3 Mod, +3 Class = 7
Knowledge (Dungeoneering)(Int)
Knowledge (Engineering)(Int)
Knowledge (Geography)(Int)
Knowledge (history) (Int)
Knowledge (Local)(Int) +1 Rank, +3 Mod, +3 Class = 7
Knowledge (nature) (Int) +1 Rank, +3 Mod, +3 Class =7
Knowledge (Nobility)(Int) +1 Rank, +3 Mod, + 3Class = 7
Knowledge (Religion)(Int) +1 Rank, +3 Mod, +3 Class = 7
Knowledge (planes) +1 Rank, +3 Mod, +3 Class = 7
Linguistics (Int) +1 Rank, +3 Mod, +3 Class = 7
Perception (Dex) +1 Rank, +1 Mod = 2
Profession (Wis)
Sense Motive (Wis) +1 Rank, +2 Mod, +3 Class = 6
Spellcraft (Int) +1 Rank, +3 Mod, +3 Class =7
Stealth (Dex) +2 Rank, +1 Mod, +3 Skill Focus = 6
Use Magic Device (Cha) +1 Rank, +2 Mod, +3 Class = 6

Traits Desperate Focus
You've often found yourself in situations where a lack of focus can lead to worse than a lost spell.
Benefit: You gain a +2 trait bonus on concentration checks.
Attached
You have a strong emotional attachment to a person or object that you’re terrified of losing.
Effect: The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

Marked by Unknown Forces
That which has marked you for power has also given you proof to show others.
Benefit(s): You may cast light three times per day as a spell-like ability, but this ability only targets the palm of your hand, and it manifests as a glowing sigil representing your ominous birth—a holy or unholy symbol, a demonic symbol, or perhaps some other distinctive marking established by you and your GM. Those who recognize this symbol have a starting attitude toward you of one step closer to friendly (if they are followers of or scholars studying the sign) or one step closer to hostile (if they are opposed to the sign or its followers).
Consorting with the Dark Powers (Witchcraft)
You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!
Punishment: Death by burning
Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.
OR
Grave Robbery
It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to confirm critical hits.

Languages Common, Halfling, Infernal, Necril, Elven
Special abilities = Hexes = Misfortune (Effect: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.)
Gear = 180gp

I haven't finished the equipment since that can take me some time and the hit points are not done. Do we get max at first level and roll for the next? I may have missed that bit somehow. And I just realized the Phantom and poppet are not done. My word document ate them so I will put them up after I sleep.


Javell DeLeon wrote:

Hey, Dennis, are y'all going with the bonus +2 skill points per level?

Edit: Your opening post says: "You may take a drawback for a third feat".

Do you actually mean trait?

Yes the +2 Bonus Skill points per level I believe are in the current player builds.

Yes Trait sorry 'bout that.


Deaths Adorable Apprentice wrote:
Of here is the modified background. Should be done. ** spoiler omitted **...

Max HP at first level roll thereafter, I do not think I listed that! An oversight to be sure. Bad DM!


would a human ferral gnasher (with racial heritage) be ok?
(flesh eater is flavourfull, but if I played him IC for what I plann for the charakter it becomes almost useless :( )


Yokaiboy wrote:

would a human ferral gnasher (with racial heritage) be ok?

(flesh eater is flavourfull, but if I played him IC for what I plann for the charakter it becomes almost useless :( )

Sure.

The Exchange

Rogues lose nothing becoming unchained rogue, so a ninja would lose nothing becoming an Unchained Ninja, so it would be a ninja with the Finesse Training, Debilitating Injury, and Rogues Edge.

Are we allowed to know what the current players classes are? Wouldn't want to make the exact same character as someone else who's already playing.


That is a good question....


Right over in the characters or players tab! The character we lost was Soren, the rest of us are still active.


Nathanial Torken wrote:
Right over in the characters or players tab! The character we lost was Soren, the rest of us are still active.

He means Shalewigg :-)


Yay more skill points! and for the hit points I is 9 at first level and hit points: 1d6 + 1 ⇒ (2) + 1 = 3 well that wasn't amazing. So my total is 12.


Yeah, that one!


I may be getting this health thing wrong, but I thought it is one level of each, taking the best from each, filling in any blanks?

So, I only configured 1d10+3 for hp?

Apologies, but my first gesalt character.

I am really liking all the versatility of the Mesmerist.


Ok, Virgil Geryon is at your service GM.

If there are any questions, or adjustments, please let me know.

Thank you.

Bluff:
If you read the background and studied the crunch, then you may have noticed something...odd. Where is the duel?.....perhaps there was one, or perhaps the story is the truth....


Nathanial Torken I read your character because I am noisy and you showed up on the equipment thread and wow that is a lot. He seems like a very interesting PC.


Thanks! He's definitely a character I've put a lot of time and effort (and blood) into. A schizophrenic dragonrider who is much more the dominated one in the relationship is certainly interesting!


I have always had a fascination with the crazy PC. That is part of the reason I was interested in the Cthulhu game I am in. I just do not game with people who like it so PbP matters.

In the S&S game I am in we had a alchemist with three personalities that a dice roll decided when he drank his mutagen. True neutral, chaotic good, and lawful evil. Sadly that player only did it for free feats and there was very little difference in how it acted. Bad kind of power gamer.

But my Druid did get its cohort and the DM has promised to break the character. She is a Witch with the insanity patron who made a deal with an unknown force to save herself. She lost consciousness and the DM assumed control and owned butt. Now the other players are very curious. Now I wish I didn't even have the druid and was just the witch.

Also that class looks cool and I really want to try it out another time. It looks really fun.

Dark Archive

I'm the lovable rogue/alchemist in the party.

With gestalt, for that level you take the hit die of the class with the highest. For instance, if you were a fighter/wizard, then at first level your bit die would be the fighter's d10. Next level, since only the first was gestalt, you would do health as usual for a single class.

The Exchange

Oh, only the first level is a gestalt level? I missed that part of it. Hmmm, that changes a lot.

Dark Archive

Yeah, first level gestalt, then every level after that is in one class only.


Even with only 1 level of Gestalt the group has been chewing through encounters...


Thank you Vaundour. I see characters with a "2" next to a class.

It was confusing...lol.

I hope to become part of the group.


I present to you Alice Bell, human Feral gnasher.

The Exchange

Here is my Mythweavers sheet, if you would like I can create an alias, but i figured I'd wait and see if I was chosen first. A rough backstory is in the description box.

Jace Cuthran, Wizard Extraordinaire


Here is the info on the

Phantom:
(incorporeal form)
Standing taller than its master this broad male is wreathed in a pale red glow in its chest and as it goes out parts of the wispy mist like glow is a pale blue. A faint sent of apples wafts though the air as this figure swirls into view. Completely see though the tall man is dressed in a loose shirt, snug pants, and bare footed. A noose hand around his neck.

Vedran Soto Outsider Init +1; Senses Darkvision 60ft Perception +4
DEFENSE
AC , touch, flat-footed (+2 Dex, +2 dodge)
hp 11 (1d10)
Fort +0+1=1, Ref +2+1=2, Will +2+0+2=4
OFFENSE
Speed 30 ft
Melee 2 slams (1d6+1)
STATISTICS
Str 12, Dex 12, Con 13, Int 7, Wis 10, Cha 13
Base Atk +1; CMB +2; CMD 12
Feats Iron Will, Power Attack
Skills Appraise Bluff (Cha), Craft (Int), Diplomacy (Cha) +1rank, +1mod,+3class =+5, Fly (Dex), Intimidate (Cha) (Int)+1rank +1 mod +3=+5, Knowledge (planes) (Int), Perception (Wis) +1rank, +0mod,+3class=+4, Sense Motive (Wis) +1rank, +0mod,+3class =+4, and Stealth (Dex)
Languages Common
Incorporeal: When the spiritualist chooses to manifest the phantom in incorporeal form, the phantom appears within 30 feet of the spiritualist as a ghostly apparition. It gains the incorporeal subtype, including a deflection bonus to AC equal to its Charisma modif ier. Since it isn't an undead creature, it takes no damage from holy water or positive energy. Unlike other incorporeal creatures, an incorporeal phantom can't attack corporeal creatures, except to deliver touch-attack spells using the deliver touch spell ability. An incorporeal manifested phantom can make slam attacks against other incorporeal creatures as if it were in ectoplasmic form.

(ectoplasmic form)
Standing taller than its master this broad male is wreathed in a pale red glow in its chest and as it goes out parts of the wispy mist like glow is a pale blue. A faint sent of apples wafts though the air as this figure fills out. Dressed in a loose shirt, snug pants, and bare footed. A noose hand around his neck. Solid looking and as he move he leave behind little drops of red and blue goo.

Vedran Soto Outsider Init +1; Senses Darkvision 60ft Perception +4
DEFENSE
AC 14, touch12, 12flat-footed (+2 Dex, +2 nat)
hp 11 (1d10) DR 5/slashing.
Fort +0+1=1, Ref +2+1=3, Will +2+0=2
OFFENSE
Speed 30 ft
Melee 2 slams (1d6+1)
STATISTICS
Str 12, Dex 12, Con 13, Int 7, Wis 10, Cha 13
Base Atk +1; CMB +2; CMD 12
Feats Iron Will, Power Attack
Skills Appraise Bluff (Cha), Craft (Int), Diplomacy (Cha) +1rank, +1mod,+3class =+5, Fly (Dex), Intimidate (Cha) (Int)+1rank +1 mod +3=+5, Knowledge (planes) (Int), Perception (Wis) +1rank, +0mod,+3class=+4, Sense Motive (Wis) +1rank, +0mod,+3class =+4, and Stealth (Dex)
Languages Common
A phantom in ectoplasmic form has the ability to pass through walls or material obstacles. In order to use this ability, it must begin and end its turn outside whatever wall or obstacle it's moving through. An ectoplasmic phantom can't move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. Any surface it moves through is coated with a thin, silvery mucus that lingers for 1 minute.

Darkvision (Ex)
The phantom has darkvision out to a range of 60 feet.
Link (Su)
A spiritualist and her phantom share a mental link that allows for communication across distances (as long as they are on the same plane). This communication is a free action that can be performed even when it isn't the spiritualist's turn, but the spiritualist and the phantom must both be conscious to communicate in this way. This allows the spiritualist to give orders to her phantom at any time. Magic items interfere with a spiritualist's connection to her phantom; as a result, the spiritualist and her phantom share magic item slots.
For example, if the spiritualist is wearing a magic ring, her phantom can wear only one magic ring. In the case of a conflict, the items worn by the spiritualist remain active, and those worn by the phantom become dormant.
The phantom must possess the appropriate appendages to utilize a magic item.
Share Spells (Su)
The spiritualist can cast a spell with a target of “you” on her phantom (as a spell with a range of touch) instead of on herself. A spiritualist can cast spells from the spiritualist spell list on her phantom even if the spells normally do not affect creatures of the phantom's type (outsider). This ability does not allow the phantom to share abilities that aren't spells, even if they function like spells.

Dedication
Either through a sense of love or the desire to finish some unfinished task, a phantom with this emotional focus has an undying devotion to something or someone in the world. It's often the case that a phantom with this emotional focus has a strong familial tie with its spiritualist master. A dedication phantom most often appears as a strong and stern protector with a watchful gaze, and its service to its spiritualist is unwavering. These spirits exude auras of blue, or sometimes rose if their love for their spiritualist masters in life was great. Many times these auras manifest as a halo, giving these phantoms a divine appearance, no matter their actual alignment or opinions on matters of religion.
Skills: The phantom gains a number of ranks in Diplomacy and Sense Motive equal to its number of Hit Dice. While confined in the spiritualist's consciousness, the phantom grants the spiritualist Skill Focus in each of these skills.
Good Saves: Reflex and Will.
Iron Will: The phantom gains Iron Will as a bonus feat. Furthermore, When the phantom is within its master's consciousness, it grants the benefits of Iron Will to its master if its master doesn't have that feat.
Dutiful Strike (Su)
When a creature makes an attack against the phantom's master, the phantom gains a +2 bonus on attack rolls against that target, and deals damage against that target as if the phantom were one size category larger. For the purposes of this ability, an attack includes any harmful spell targeting the spiritualist master of whose area or effect includes the spiritualist master.
Dutiful strike lasts for 1 minute, until another creature attacks the phantom's spiritualist master (at which point this effect transfers to the new attacker), or until the attacking creature is reduced to fewer than 0 hit points, whichever occurs first.

As to the familiar I do not know how to figure its stats. It is roughly a humanoid shape so do I use the monkey?

Also Moranna's skills changed a lot once I figured in the Phantom and the Familiar. I am all about the Sense Motive.


RECRUITMENT OFFICIALLY CLOSED!

If you have a partial submission, you have until tomorrow to complete it. No alias necessary, a Mythweavers sheet or spoilered stats here in the thread are sufficient.

I will make a decision with the input of current players tomorrow.


Good luck to one and all


The final submissions are:

1. Pink Eye. Aasimar Cleric 1/ Barbarian 1 (Invulnerable Rager/Beast Totem/Elemental Totem) submitted by Edelsmirge.

2. Virgil Geryon 1/2 Orc Ranger 1/Mesmerist 1(Trapper/Divine Tracker) submitted by Dorian Grey.

3. Morana Soto Human Female Spiritualist 1/ Witch Gravewalker 2 submitted by Death's Adorable Apprentice.

4. Jace Cuthran Elf Wizard 2/Swashbuckler 1 submitted by Barebates.

Apologies for the delay, I don't think I will have a final decision on this until at least tomorrow.


This.

Also best of luck to everyone!


Talingarde's most Wicked have selected Morana Soto as their replacement PC.

Morana please post in the Discussion thread then I will set up a post for you in the I/C thread.

Thank you all for your submissions. I will keep the rest of you on my shortlist of Replacements if I decide to add a new player or another PC is struck by the PbP plague that is RL.


Thank you for the opportunity. Have some wicked fun!


Thanks much for the opportunity

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