The Year of Our Lord 1437 Pathfinder RAW PBP (Inactive)

Game Master Michael Johnson 66

Fantasy swords and sorcery in the early Renaissance!

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Jubal Breakbottle wrote:


I've skimmed a lot of these campaign pages, but I'm struggling to understand what is holding the party together? What is the common goal? Would greatly appreciate any clarification, because the setting and campaign pace appeals to me.

And what is the description of the current party?


I doubt I could explain better than the players above already have what binds the parties together.

Common goals: table 1 (Crusaders of the Catacombs) are united by common service to the Pope and the goal of stopping Antichrist Nero, a powerful evil half-fiend lich, from bringing on Armageddon and subverting the prophecy foretold by John in the Book of Revelation.
Table 2 (Desert Jackals) is united by common service to Prince Henry of Portugal, and the common goal of liberating Africa from the Arab Slave Trade and creating a free State within North Africa.
The combined group will seek to accomplish both goals by level 15 or so. After which, end game will likely see planar adventures as the champions of Fairytale Earth take on Archdevils, Demonlords, and Great Old Ones to save their world from alocalypse!

Grand Lodge

Almost have Ihrin done. Just need a compelling backstory for the amnesiac Romani agent of the church.See her seriously a mystery as she seems to be ressurected but doesn't know how or why.


Have you introduced the Order of the Dragon? They would be at their height of power and influence until the death of the pope. There are few known members.

With all of your NPCs, it's difficult to see what PCs there are. I'm trying to determine the role a new PC could fill. Maybe the PCs could summarize.


Jubal Breakbottle wrote:


Have you introduced the Order of the Dragon? They would be at their height of power and influence until the death of the pope. There are few known members.

With all of your NPCs, it's difficult to see what PCs there are. I'm trying to determine the role a new PC could fill. Maybe the PCs could summarize.


I haven't had the Pcs directly encounter the Order of the Dragon, but Emperor Sigismund has commissioned a composition from Toshio Okumura, a Japanese kitsune vigilante in the Crusaders of the Catacombs.

Grand Lodge

The Crusaders are in flux a bit since we aren't sure if our wizard Quinlan is coming back. We have a solid front line and divine magic.

We certainly don't have any ranged damage like from an archer or alchemist.

Fighters and healers we are good one so skills and magic

So basically ranged, Skill Monkey and maybe another full arcane caster

I was a recent addition, but I’m basically a full arcane caster (which doesn’t mean there isn’t room for another one, just trying to clarify)

Technically Me too, being a witch

Right, so a Blockbuster Wizard wouldn't crap anyone's schtick.

Where would an Elven Wizard come from?


I’m trying to balance my spells right now with a blend of control, damage, and utility... I could probably tone down the damage spells some if someone else was going to play a blaster but I suspect we’d have a huge overlap in skills and stuff...

I’m not going to tell anyone what to play/make but IMO if you want to play a magic elf an eldritch archer Magus might be more useful?

Grand Lodge

Ihrin crunch:
Ihrin Ardelean
Human Unchained Rogue
Init: +3 Perception+10
Defense:Mithral Shirt
AC:17(10+3(dex)+4(Mithral Shirt))
Fort:+5[2+2+1]Reflex:+8[5+3+1] Will:+4[2+1+1]
Str:12 Dex16 Con 14 Int16 Wis13 Cha12
BAB:+5 CMB +6 CMD:19
Dagger(x20) (2gp)+9 1d4+3 19-20/x2 10ft Piercing
Cestus(5gp)+8 1d4+1 19-20/x2 Bludgeoning
2 Heavy Wrist Launchers(500gp)+8 1d4 19-20/x2 30ft Piercing
-20 bolts
Cane Sword(45gp)+8 1d6+1 x2 Slashing
Light Mace(5gp)+8 1d6+1 x3 Bludgeoning

Feat: Fast Learner,Cunning,Weapon Finesse*, Dodge*,Weapon Focus(Dagger)*,Deft Hands, Quick Draw,Close Quarters Thrower
Keen Ears:You can always take 10 on Perception checks, even when stress and distractions would normally prevent you from doing so.
Resurrected:You gain a +2 trait bonus on saving throws against death effects. In addition, you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4.
Languages:Arabic,Latin,Slavic, Romanian,English,German,Russian,Italian,Greek

Skills: 98(8+3+1(race)+1(Favor)+1(cunning) Background:14
Bluff +9[5+1+3]
Disable Device+15(+18)[7+3+3+2+3*]
Escape Artist+11[5+3+3]
Sense Motive:+9[5+1+3]
Sleight of Hand:+13[5+3+3+2]
Stealth +13[7+3+3]
Use Magic Device:+9[5+1+3]
Craft(Trap)+7 [2+3+3]

Special Abilities:
Weapon and Armor:Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack:+4d6
,If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training:Weapon Finesse, Dagger
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level..

Evasion:At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents:
Combat Trick:Dodge
Weapon Training:Weapon Focus:Dagger
Stand Up:A rogue with this ability can stand up from a prone position as a swift action without provoking attacks of opportunity, or as a free action that provokes attacks of opportunity.

Danger Sense:+2
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Uncanny Dodge:
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Debilitating Injury:
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

-Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

-Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

-Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Rogues Edge:Perception
At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.


Grooming Kit:1gp, 2lbs, This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.

Courtesans’ Kit:10gp, 5lb.This kit contains items to assist a courtesan in soothing the body and mind. For the body, the kit contains a razor, scented oils and salves, fragrances, a warming pot, and a variety of appealing outfits. Books of poetry, literature, and plays—often focusing on salacious topics and full of double entendres—entertain the mind.

Perfume kit: 40gp,10lb. A perfume kit consists of an atomizer and a diverse array of perfumes, scented oils, wild flowers, and herbs. Applying scents from a perfume kit takes 1 minute, and grants you a +1 circumstance bonus on Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, or Perform checks, subject to GM discretion.
You must choose the type of check when you apply the fragrances.
This bonus typically doesn’t apply in combat or against hostile creatures, and might not work on creatures without olfactory senses or who would be more offended than entranced by your scent. The bonus lasts for 4 hours. You can gain only one bonus from a perfume kit at a time, and the bonus from perfume does not stack with bonuses from any masterwork tools you possess for the same skill. A perfume kit is exhausted after 10 uses.
Cooking kit:3gp,16lbs, This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.
Masterwork Dungeoneering:130gp,15lbs, A deluxe dungeoneering kit contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch.
Forgers’ kit:200gp,6lbs These inks, pens, papers, templates for certificates, and tools for modifying or copying official seals facilitates the creation of counterfeit documents. It grants a +2 circumstance bonus on Linguistic checks made for the purpose of making forgeries
Gear Maintenance Kit:5gp,2lb This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.
Shaving kit:15gp,½ lb A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.
Masterwork Survival kit:(50gp)5lb A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.
Trappers’ Kit:(263gp)90lb This kit is particularly useful for dungeon explorers who specialize in trapping or taming whatever vile quarry they find. A trapper’s kit contains an average lock, a bear trap, a container of bone paste, a Small cage, a set of manacles, a bag of marbles, 50 feet of silk rope, two tanglefoot bags, 50 feet of twine, and a wire
Thieves’ RIng:(300gp)This slightly over-sized ring conceals a few lockpicks and other tools coiled inside its band. These discreet tools, made of a metal alloy that springs straight once the tool is removed from the band, are sufficient to attempt Disable Device checks without penalty, and long enough to pick locks on manacles fastened around the wearer’s hands (once she slips off the ring). The wearer gains a +2 circumstance bonus on Sleight of Hand checks made to conceal the ring’s nature from anyone searching her.
Concealable Thieves Tools:(190gp)1/2lb Smaller and made of stronger materials than most thieves’ tools, the items in this kit are much easier to conceal. You gain a +4 bonus on Sleight of Hand skill checks to conceal these tools on your body. They otherwise function as masterwork thieves tools (granting a +2 circumstance bonus on Disable Device checks)
Bandoleers(x2):1gp,This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the “retrieve a stored item” action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other’s way and restrict your movement).
Burglars’ Outfit:(5gp) 5lbs,This outfit consists of fitted pants, a shirt, a hooded reversible cloak, soft leather boots, and a face mask, all in dark or neutral colors. The outfit’s few buttons and rivets are wrapped in dull, dark cloth to avoid jingling or reflecting light. A number of loops and shallow pockets are also worked into the outfit, providing ample spaces for stashing small tools or weapons.
Courtesans’ Outfit(x2):16gp,4lbs each, This outfit includes fine silk or satin garments tailored to complement your figure. In addition, the outfit contains a loose shawl or robe with several discreet pockets for items such as perfume, massage oils, or even a small dagger.
Explorer's’ outfit:(free) 8lb. This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
Eye Patch:1sp,An eye patch covers one eye and ties around the head. Pirates usually wear eye patches to cover injured or blind eyes, but some wear eye patches to look more intimidating, or to keep one eye covered and thus retain their night vision when transitioning from the relative darkness belowdecks to the sunlight above.
Waterproof bag:5sp,1/2lb This leather sack sealed with tar or pitch keeps delicate items from being ruined by water. Items kept inside remain relatively dry, making the bag ideal for carrying maps, scrolls, spellbooks, and the like, although the bag is not impervious and can only be completely immersed for 10 rounds before enough water seeps in to ruin such items.
Canteen:2gp,1lb,This hollow container is made of wood, a gourd, or metal, and carries liquid like a waterskin, but is more resistant to punctures and cuts.
Flask:A flask holds 1 pint of liquid and weighs 1 lb. when full.
Waist pouch:5sp,1/2lb,This leather pack is supported by two straps that can be loosened or tightened to fit most body types. It can be adjusted to any facing along its wearer’s waist. The pack can store up to 1/2 cubic foot of material.
Belt pouch(x2):A belt pouch is crafted of soft cloth or leather. They typically hold up to 10 lb. or 1/5 cubic ft. of items.
Inside Pocket:4gp,This is an extra pocket sewn on the inside of a piece of clothing. You gain a +2 circumstance bonus on Sleight of Hand checks to conceal an item in an inside pocket. Detecting the compartment requires a successful DC 15 Perception check at minimum (DC 20 if empty), even if you aren’t trained in Sleight of Hand.
The inside pocket is 1 inch deep. Different styles open from the top or from the side, and some have button flaps to secure the contents.

Wrist Sheaths,Spring loaded:10gp(x2)
This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one forearm-length item such as a dagger, dart, or wand, or up to five arrows or crossbow bolts. Alternatively, you may store up to 1 pound of ammunition in a wrist sheath. As a move action, you can bend your wrist to cause some or all of these items to drop into your hand (provoking attacks of opportunity as normal). You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you regarding items in the sheath. You can only wear one wrist sheath per arm.
This item works like a standard wrist sheath, but releasing an item from it is an swift action. Preparing the sheath for this use requires cranking the sheath’s tiny gears and springs into place (a full-round action that provokes an attack of opportunity).


Magical Items:
Belt of the Weasel:10,000gp
This surprisingly soft belt has an absurdly large buckle, made even more absurd by the fact that it’s crafted in the shape of a smiling weasel’s face.

It grants its wearer a +2 enhancement bonus to Dexterity, and the ability to move at half normal speed while prone. Treat the enhancement bonus to Dexterity as a temporary ability bonus for the first 24 hours the belt is worn. The wearer does not take a penalty on melee attack rolls or to AC against melee attacks while prone. Additionally, the wearer gains the compression ability.
Boots of Striding and Springing:5,500gp
These boots increase the wearer’s base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Acrobatics checks.
Cloak of Resistance:1,000gp
This garment offers magic protection in the form of a +1 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Barrette(Hat) of Disguise:1,800gp
This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear.
Bag of Holding(type 1):2,500 gp,15 lbs. Holds:250 lbs. 30 cubic ft.

gp- 887
sp- 8

Critzible wrote:
** spoiler omitted **...

Very cool... now to work her into the current adventure...

Maybe Dracula's grandfather, the current Prince of Wallachia, sends her to join Henry of Portugal's band of Desert Jackals in fighting against the Muslims in Africa... Sort of one Christian monarch lending a favorite servant to another to accomplish likeminded goals...

Grand Lodge

She has died twice and remembers little of her past. That would be an interesting twist that she is the adopted princess to the Prince of Wallachia

Critzible wrote:
She has died twice and remembers little of her past. That would be an interesting twist that she is the adopted princess to the Prince of Wallachia

Maybe Dracula's adopted aunt lol

Grand Lodge

Ooo Nice. I like that Ihrin Ardelean Dracul

Grand Lodge

Background with Questionnaire!:

Did you grow up poor, middle-class, or upper-class and wealthy?
Irhin remembers that she was vaguely was from a family of travelling entertainers. It is where her singing and dancing comes from.Currently she is the Adopted daughter of Lord Dracul of Wallachia a princess in title only.
Did you live in the rural areas, or grow up in small, medium, or large town? Or, did you move from place to place a lot? Currently she travels dealing her families justice to the vile Ottomans with guile and tact.
Are you from the local area where the adventure begins, or a foreign land? She is a foreigner
Who was your father, and what did he do for a living?She does not necessarily know but she currently is the adoptive Princess of House Dracul. She knows her father, birth father was part of a travelling entertainers
Who was your mother, and what did she do for a living?Her mother was about the same as her father an entertainer
Do you have any siblings? She remembers some but currently she has step siblings
Do you have any extended family, (i. e. cousins, aunts, grandparents, etc.)? Her original family was wide as the entertainers bonded and trained together. Her current one is smaller and rigid
Was your family religious?Yes her family is devout Christians, She is less so following the older ways alongside Christianity.
What was your education like?In her first life it was Songs and Dancing with thievery and devices. Her second life taught her guile, infiltration and Nobility. Somethings few others would really understand.
What were your friends like? She has few. Those she does are more servants, or know her as someone other than her true self.
Who was your first love, and what happened to them? She knew love before death. After death she has used love as a weapon. It has helped her time and time again to kill and infiltrate places in the name of her family and God
What was the happiest moment of your childhood? Music, The old music of the campfire is what makes her happy.
What was the scariest moment of your childhood? She isn’t sure, but the scent of freshly turned earth in the mist unnerves her
What was the saddest? After her first resurrection it was the Loss of her past
Why did you become the class you are? Family tradition? Just fell into it?She is an Unchained Rogue. She had roguish talents when she was recovering from being found. Her adoptive family allowed her and paid for her to train even more, facilitating her with gear and items to make her an effective weapon in the war against the Arabs.
Who taught you your class's skills? Her family brought in dozens of teachers, most nefarious spies and thieves to help hone her skills as well as the church itself aiding in her training.
What's your relationship with your family now?She is a tool to her Adoptive family. A deadly viper that they send to retrieve, kill and spy.
If your character wasn't adventuring, what would they be doing instead?Probably working and singing in a tavern. A simple easy life where she can entertain and laugh.
What does your character think of the Gods? Are they religious, fearful of them? Do they even believe in them? She believes in the Christian God, but also the old gods. The ones who guard the roads and those who roam it.
If you could pick one emotion to describe your character, what would it be?Sorrow
What terrifies your character? Her tattoos scare her. They are unnatural. They are written in something she cannot read nor can others decipher.
What emboldens your character? Unlocking her mind is what she wishes the most, aside form the curse and tattoos she wants to know who she is
Do they have any goals? If so, what? She has goals. One to figure out who she is and what has cursed her. The other is to retire from all this spying and killing open a tavern or a music school
Why do they adventure?She adventures on order of her Brother the Current regent of Wallachia, and the Church.
What role do they fill in the group?She is a scout and inflitraitor. Able to sneak in and out, spy and take out things discreetly
How does your character get along with members of a group? She knows her role and does them. Otherwise she keeps to herself preferring to sit back and sing. She will if drunk be more receptive to others and open up but even then if they ask too much about her past she will clam up and keep to herself.
How do they feel about other races, like humans, dwarves, halflings, elves, etc.? She judges people on there skills and actions and not there words. Be them Human or not that is what she has learned.
How do they feel about "evil" races like goblins, kobolds, orcs, and gnolls? Same as above
How does your character feel about magic? Magic is a tool, but like all tools to much reliance on them dulls you. So she tends to focus not only on items that enhance her already formidable skills instead of just the items or spells.
How does your character dress? When on a mission she dresses the part. When relaxing in as little as possible.
What does your character look like? Do you have distinguishing birth marks, deformities, hair color? She has a limp and a gnarly scar on her right hip. After that she has deeply etched tattoos of some alien language on her left shoulder blade and one on her stomach below the belly button. Has a sword scar under her breasts form a stab through the heart.
Do they have any personality quirks? She hums alot when concentrating. She limps, but when necessary she can move without restriction on her leg. She will also twirl her hair when she is reading or thinking.

15 years ago was what changed Ihrins life forever. She woke up in the dark, cramped box. She could barely breath and had to claw her way free. For over 6 hours she made her way from the tiny box to the surface, Ihrin Ardelean was lying in her own grave. The grave of a child! Confounded the priests that found her in that little Shrine side graveyard were shocked and quickly took her in. There she was examined and put through a variety of spells and incantations. They feed her and clothed her. After a few months she began to pick locks and go out to steal and enjoy her freedoms. The only mark on her was the strange wound on her hip and the tattoo on her shoulder.

The priest did not appreciate this girls constant escapades form her confinement and began to get better locks, and even shackled her to the bed as well as moving it in harder to sneak by places. Still she continued to get out. One of her late night excursions happened at a tavern, she had come to enjoy the music while some locals talked about the Arabs and bandits. Well Bandits appeared and demanded money, food and women. One thought to grab her, and with deftness young Ihrin grabbed one of the knives and killed him. After a fight she managed to kill three of the five Bandits while another man one Vlad the Dragon. Illegitimate son of Wallachias king, Vlad took in young Ihrin as a sister. The 16 year old and the 10 year old grew up in the house of his father. Vlad trained his sister to become his family's secret weapon against the Arabs. Using her to go out get information or kill influential people. She did this until she died when she turned 14. She took a sword to the heart below her rib cage. Which she still has a scar.

Sister to the Dragon sounds fun

Done except for one more thing

Grand Lodge

^Done and I added the Dracul!!! YAY

Sweet! Feel free to start posting in gameplay on table 2 with Sister of the Dragon...

Grand Lodge

I PM'd you with a couple of ideas one which will determine where I start in the thread!

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