Tomb of Annihilation plus 3 expansions
(Inactive)
Game Master
DoubleGold
This will be a fast paced game given the time constraints.
Map
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Frank, badly damaged but not out, steps back and Thunderwaves again.
DC 13 Con Save or take: 2d8 ⇒ (6, 4) = 10 Thunder damage and be pushed back 10'. On a successful save, take half damage and you are not pushed.
8-07 Map DungeonMaster
Scarwing misses but Scarwing blasts the last of the enemies.
Heroes find some gold and mundane weapons and about 20 arrows but nothing magical. Here they can long rest for 8 hours or keep on going, what do you want to do?
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
"Rest,"Scarwing says. He restocks his arrows.
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
"Ya. I don't like getting hit on by dudes."
8-07 Map DungeonMaster
Heroes rest the day, set up watches and the night happens uneventfully.
Heroes can stay on the path and continue their journey and adventure into the woods and go off path.
Assuming the first, heroes make it to eelstead perception checks, dc 16
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Scarwing studies the night...
Perception: 1d20 + 3 ⇒ (6) + 3 = 9
8-07 Map DungeonMaster
Anyone else, no one beat the dc yet, 24 hours, then I bot.
Female Hill Dwarf Cleric of Berronar Truesilver (AC17(16), HP 28/39) Saves: STR+2;DEX-1;CON+3;INT+0;WIS+5;CHA+2; Init:-1
Perceptipon: 1d20 + 3 ⇒ (9) + 3 = 12
8-07 Map DungeonMaster
Two Gila lizard brutes sneak up behind you all with thick steel clubs
hit: 7 + 1d20 ⇒ 7 + (6) = 13
hit: 7 + 1d20 ⇒ 7 + (12) = 19 dmg: 3d10 + 1d8 + 5 ⇒ (9, 5, 3) + (8) + 5 = 30 blunt dmg
hit: 7 + 1d20 ⇒ 7 + (10) = 17
hit: 7 + 1d20 ⇒ 7 + (19) = 26 all on Svala dmg: 3d10 + 1d8 + 5 ⇒ (3, 8, 2) + (5) + 5 = 23 blunt dmg Yes he chopped at your uncouncios body, so you failed one death save, until someone else hits them
init: -1 + 1d20 ⇒ -1 + (4) = 3 enemies
roll init and go if before them, they are strong in attack, weak in defense and HP
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
I can't get less than a 4 on initiative.
Frank will use Earth Tremor on the biggest group of them he can without harming his allies it's a 10' radius burst.
DC 13 Dex save or take: 1d6 ⇒ 1 Bludgeoning damage and be knocked prone. If the area is loose earth or stone, it becomes difficult terrain until cleared.
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Scarwing squawks and turns to see the enemy. He lets out a shot.
Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 2d6 + 3 ⇒ (4, 1) + 3 = 8 (remove 2nd d6 if no sneak attack)
He then tries to hide.
Stealth: 1d20 + 7 ⇒ (20) + 7 = 27
Female Hill Dwarf Cleric of Berronar Truesilver (AC17(16), HP 28/39) Saves: STR+2;DEX-1;CON+3;INT+0;WIS+5;CHA+2; Init:-1
Death Save: 1d20 ⇒ 14
Init: 1d20 - 1 ⇒ (2) - 1 = 1 (in case it is relevant at all)
8-07 Map DungeonMaster
Frank causes and earth tremor dex: -1 + 1d20 ⇒ -1 + (18) = 17 dex: -1 + 1d20 ⇒ -1 + (3) = 2 and Scarwing just barely misses
The two lizards look for scarwing, believing Frank is not a threat. perc: 8 + 1d20 ⇒ 8 + (4) = 12
perc: 8 + 1d20 ⇒ 8 + (5) = 13
Heroes are up
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Scarwing shoots at one of the lizards before hiding again.
Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 2d6 + 3 ⇒ (1, 3) + 3 = 7
Hiding: 1d20 + 7 ⇒ (14) + 7 = 21
8-07 Map DungeonMaster
Scarwing delivers a clean shot then hides into the woods.
8-07 Map DungeonMaster
svala death: 1d20 ⇒ 12
Frank will rage hit one hit: 5 + 1d20 ⇒ 5 + (13) = 18
dmg: 1d8 + 5 ⇒ (3) + 5 = 8 and the lizard goes down
It swings back at frank hit: 7 + 1d20 ⇒ 7 + (15) = 22 dmg: 3d10 + 1d8 + 5 ⇒ (4, 10, 6) + (1) + 5 = 26 but his rage soaks up a lot of the damage and he is still up.
hit: 7 + 1d20 ⇒ 7 + (1) = 8
Heroes are up You can run away safely or continue to fight, this one has more HP than the other.
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Scarwing fires upon the one next to Frank before trying to hide again.
Bow attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 2d6 + 3 ⇒ (3, 1) + 3 = 7
Stealth: 1d20 + 7 ⇒ (20) + 7 = 27
8-07 Map DungeonMaster
Scarwing hits and then hides again
death save: 1d20 ⇒ 19 for Savala, eventually they kill the last one. He does get back up again with 1 HP.
Heroes come to a set of houses in the open clearing, most of them appear abandoned, but if even one person is here, they might be able to tell you what is going on.
Female Hill Dwarf Cleric of Berronar Truesilver (AC17(16), HP 28/39) Saves: STR+2;DEX-1;CON+3;INT+0;WIS+5;CHA+2; Init:-1
"What happened while I was out?"
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
"Death," Scarwing says. He indicates that they should take a short rest so the dwarf can heal from her wounds.
8-07 Map DungeonMaster
Heroes enter the first empty house and take a short rest (roll Hitdice), only 1 house is occupied. How do you approach.
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Scarwing stealths and tries to peer into the house.
Stealth: 1d20 + 7 ⇒ (14) + 7 = 21
Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Frank begins counting, clearly attempting to be reasonable and not just have his own way. Basically going to be delaying for a minute or until I hear combat.
8-07 Map DungeonMaster
Scarwing sees one lady making some explosive chemicals in the room and she is reading something called classified documents.
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Scarwing reports what he saw to the others.
Female Hill Dwarf Cleric of Berronar Truesilver (AC17(16), HP 28/39) Saves: STR+2;DEX-1;CON+3;INT+0;WIS+5;CHA+2; Init:-1
"If she's preoccupied we could prob'ly take 'er down 'fore she's ready?"
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Scarwing nods and indicates for the others to follow.
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Frank stops counting and walks to the door, then opens it and says "What chu got there?"
8-07 Map DungeonMaster
Don't come any closer I'll blow this place up.
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Sense Motive: 1d20 ⇒ 4
"Okay, I'll help!" says Frank.
Female Hill Dwarf Cleric of Berronar Truesilver (AC17(16), HP 28/39) Saves: STR+2;DEX-1;CON+3;INT+0;WIS+5;CHA+2; Init:-1
SenseMotive: 1d20 + 3 ⇒ (19) + 3 = 22
"Easy now, let's not do anything hasty, no one has to walk out of here on fire."
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Scarwing tries to hide outside the house, keeping a watch for anyone who might come by.
Stealth: 1d20 + 7 ⇒ (1) + 7 = 8
8-07 Map DungeonMaster
She resolves things peacefully Okay, I was paid off by the cult. You have a chat with her and long rest
2500 xp to all
Last part of Return of the lizard king, you enter the pyramid
Two options: take the long way (stealth of 13 with more than half the party passing and get the drop on several enemies fight 7 enemies, surprise round)
Take the short way (athlectics 13 with more than half the party, fight only 2 enemies very tough, gain magic items early, the other way you get them after the fight, this way, before).
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
I don't have a particular preference.
Female Hill Dwarf Cleric of Berronar Truesilver (AC17(16), HP 28/39) Saves: STR+2;DEX-1;CON+3;INT+0;WIS+5;CHA+2; Init:-1
I'm not at all stealthy (-1), but I've got +4 Athletics
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Am stealthy. Also have leveled up so that can help. I guess we could try the short way and if our athletics don't succeed we can go the long way?
8-07 Map DungeonMaster
you're stuck fighting something and you don't want to do both fights since you get all the experience and gold anyway.
8-07 Map DungeonMaster
Okay, so the party pays off the enemy to pass through the pyramid (you only lose a very small portion of the treasure, like 10 gold for each person).
Last fight: fight the lizardfolk cultist (has magic) or fight the lizardfolk king (is a brute with lots of HP). Neither have minions, when one dies, the other rises to power and this affects the ending, which I report. You can fight them both, but they have to die on the same round, not turn for them to both die. Make your choice
Oh, you found a +1 one handed axe and a +1 dagger which will be helpful in the fight.
init of enemy: 2 + 1d20 ⇒ 2 + (15) = 17 then after this fight, you get downtime, renown, gold and yes lots of magic items in this module.
Yes, roll init. I'm downing the enemy's HP by 30 to even this out.
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Initiative: 1d20 + 5 ⇒ (20) + 5 = 25
I would vote for the mage, since there are only three of us, we should be able to drop him faster. Thoughts?
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Yeap, Mage. Svala takes the axe and I'll take the dagger unless Frank can use them?
Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Female Hill Dwarf Cleric of Berronar Truesilver (AC17(16), HP 28/39) Saves: STR+2;DEX-1;CON+3;INT+0;WIS+5;CHA+2; Init:-1
Svala hefts her new axe.
Never reallcated my Artisan's Blessing bonus, will add it to my own armour for AC19 after the long rest.
Init: 1d20 - 1 ⇒ (11) - 1 = 10
8-07 Map DungeonMaster
Frank is up
On his turn he will cast Bane on you all. wis save 13 or take 1d4 penalty to all attacks and saving throws for a minute.
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Frank will cast Sniloc's Snowball Swarm on the mage.
Dex Save DC 13 or take: 3d6 ⇒ (6, 6, 2) = 14 Cold damage, with half on a successful save.
Female Hill Dwarf Cleric of Berronar Truesilver (AC17(16), HP 28/39) Saves: STR+2;DEX-1;CON+3;INT+0;WIS+5;CHA+2; Init:-1
Wis Save: 1d20 + 5 ⇒ (1) + 5 = 6 Well, should have known the best bonus will be the one to fail...
Svala rushes in regardless of any curse upon her.
Not sure if in melee range, ignore if I can't reach it
Axe: 1d20 + 5 - 1d4 ⇒ (3) + 5 - (4) = 4 dmg: 1d8 + 3 ⇒ (8) + 3 = 11
not that it matters much since I can't hit a beached whale with that roll, but by 1-handed axe did you mean battle axe or hand-axe? I've assumed the former...
Max HP: 20 | AC: 16 | Saves: Str: -1; Dex: +3; Con: +2; Int: +5; Wis: +2; Cha: -1 | Initiative: +3 | Spell DC: 13 Damage: -8 | Hit Dice: 3d6 | Inspiration: [ ] |
Wisdom Save: 1d20 + 2 ⇒ (2) + 2 = 4
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Wisdom: 1d20 + 1 ⇒ (16) + 1 = 17
Male Kenku Rogue 3 | AC: 14 PP: 13 HP: 12/21 | ST: S:0 D:5 C:1 I:4 W:1 Ch: 1 | Stealth +7 | Spells 1st/2
Scarwing fires upon the target, then hides.
Bow: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 3d6 + 3 ⇒ (6, 1, 4) + 3 = 14
Stealth: 1d20 + 7 ⇒ (15) + 7 = 22
8-07 Map DungeonMaster
concentration on bane: 1d20 + 2 ⇒ (7) + 2 = 9 and he loses it.
thunderwave on all in meleee: 2d8 ⇒ (2, 7) = 9 con save of 13 for half, you can also get pushed if you fail
All heroes are up.
Recent threads in Play-by-Post
Return of the Lizard king expansion then Heart of the Wild expansion, then Tomb of Annihilation then Turtle Package expansion Adventures League, then finish tomb of annihilation.
As soon as your character is ready post in gameplay and discussion.
Level 1 though if you want to give your character magical items via dming credits, go ahead, as well as applying them midgame to level up. This game has to be completed by January 2018 according to the death curse primer, I plan to speed run it. These expansions will get you to the level you need.
Edit: this is a public game, anyone can join as long as there is room.
I would assume this is under 5e adventurers league rules?
Do you think it's possible to complete it before Jan 2018? It's already mid Nov... I run APs and it takes more then a month per book and I'm basically pushing my players and myself hard just to achieve that pace - we're looking at 2 combat rounds/day.
And don't worry, my 5e knowledge pales in terms of my pathfinder knowledge so I'm also very limited in 5e.
I may need to start looking at tortles though.

If we are nearing the end, say the game has 2 to three weeks left, we will date it as if the session ended 12-31-17. Reporting is optional, but I know what level you would have to be to beat the Acererak, and reporting affects future story lines, I'll report it as if he was beaten, but failures on quests not yet completed. To fast run it, I'll have to run few random encounters but with lots of enemies or with few powerful enemies, given everyone terrain advantage and enemy advantage due to party. For example if you have lots of wizards with fireball, run an encounter with 100 enemies with single digit HP clumped up. If you have people that deal massive damage to one enemy, say rogues, put in an enemy that can go down without too much overkill. Like if you are choosing between an orc/bugbear at low levels vs 3 to 5 goblins, the orc/bugbear would be better suited. They need to get XP? Okay you have a cr 3 creature with lots of AC, then you have one with lots of accuracy or dmg. Is the party tanky or more accurate? Party of magic missile wizards and ranger or fighter with archery fighting style and 16 dex at level 1 making a +7 to hit, ac. Party of fighters and barbarians, create the heavy hitters, low ac/hp. etc. You can also make the enemy go up hill and say difficult terrain, create more cover over where the heroes are at, create a pond nearby when a hero has swim speed, etc.
Ok, two questions:
1) Didn't you just setup and then not run a pathfinder conversion of ToA because you were too busy?
2) I'm confused by your expectations vs your plans to subvert the playing and reporting for DnD Adventurers League. Why are you going this far to be able to report a played game to them?
If it's against AL stuff I don't think I want to subvert AL intent. I do have characters under 5e in AL and don't want WOTC after me.
I am Lawful at the end of the day. Sorry, I'll pass.
I have nothing against AL itself, but I kind of don't like a lot of things they did with season 7. And they can give whatever reasons they want as to why they changed so many rules with season 7, but in the end I think it is all money. But I did buy those products cause I wanted them, so I might as well run them.
I'll join in. Have to make a new level 1 PC, though.
Here is bookrat's PC.
Tortle Barbarian, eventually going ancestral.
Using the new XGE as my +1.
Still need to do equipment and set up tagline, and he's good to go.
Cool, we need a min of 3 though. If we don't get min by Thursday, consider this canceled. Lots of reasons why people might not want to join this.
1. They would feel rushed given how fast I'm trying to run it all.
2. This site is mostly Pathfinder.
3. Previous Tomb of Annihilation game was canceled.
4. People are busy, as I'm trying to run this during Thanksgiving and Haunaka and Christmas, ie. time of year.
5. Many people don't like season 7 because of the Death Curse, or for many other reasons.
Point of order, there is nothing in the Primer that says you have to finish by Jan 2018. It is just that if you choose to wait it out, then the HC is closed to that character forever.
Since you will be playing, you will be accepting the Death Curse and will be fine to continue.
I'll make a character. Let me take a look at my current characters and see what I don't have yet.

Waiting It Out. (copied and pasted from death curse primer 1.3 pdf)
When the Death Curse is applied.
Any character can choose to be rid of the curse by:
Defeating Acererak. A character who seeks out the cause of the curse and frees Faerûn from its effects by completing the final chapter of Tomb of Annihilation is freed from the effects of the curse. Surrogates that do so free their original character.
Alternatively, characters can wait until others have done their dirty work by retiring from adventuring until the release of Season 7’s Tier 3 adventures (January 2018), or by starting any Tier 3 or 4 non-hardcover (non-DDHC) adventure, and resuming adventuring following Acererak’s defeat. A character choosing this option can’t play Tomb of Annihilation, or any Season 7 Tier 1 or 2 adventures—with or without a surrogate; these doors to adventure are forever closed to them.
I interpret that as the game has to be be finished before January 2018, and that after that date you can never play the book AL ever again.
If there is no pressure to finish this by 2018, then I won't rush the game, so players can actually roleplay and enjoy the game. And not feel combat heavy and rushed with headaces.
One of the reasons I disliked season 7 so much is cause I read it that you cannot play the book, tier 1 or tier 2 AL PDF after January 2018. If you really can play it long after that date, that will make he dislike season 7 less.
Here is my character, all done.
I'll throw something together. I'm not enamoured with speedrunning, but lets have a go, already got a barbarian and a wizard, so I'll create something with Cure Wounds on the spell list.
Still waiting on XGtE, so I may rebuild between "sessions" (if that's still allowed) when I've had time to read and process that book.
Those that have a character bring it into gameplay and discussion.
At spinningdice, I will not have to speed run it, if I get confirmation the game doesn't have to be completed by January 2018.
Well, here is Svala, Dwarven Life Cleric. Will get at it either way.
1 person marked this as a favorite.
|
I like the idea of going a bit faster, similar to how the LMoP game was run.
I'm not sure how long I'll be able to stick with a full hardback, and completing this book by, say, March fits rather nicely with the timeline I had in mind for my games.
My interpretation is that it is only closed off if you choose the Waiting it out option. Otherwise, it would be AL shooting themselves in the foot.
So by my interpretation, as long as you accept the curse into your PC's life, you are good to take as long as it takes!
Good luck, guys! I have a lot on my plate and long PbP games have never worked for me. I am happy sticking to the DDAL/DDEX mods!
Go and kick the soulmonger in the tail!!! ^_^
Hi, I’m following the link DG posted in another thread. I have never played adventure guild before but have played a tiny amount of 5h Edition. I do have a number through the D&D website. I’ve skimmed he AL book and will give it a better look later tonight, but can I assume I can just create a character and it’s playable, or do I need to register it in some way? Also, looks like you need a Rogue-type. Thanks!
Just make sure you read up on Adventures league rules and bring your character in. Right now we aren't in the book directly, but in an expansion of the book provided on the Dungeons master guild.
Is this for 1st level chars only? or Tier 1 characters?
Uriah has played a few adventures and is level 3.
I'd prefer you'd start at level 1. Also, if you start at higher level and level past level 11, according to AL that character would no longer be legal to use in the Tomb of Annihilation book which is written for levels 1-11, but if you start at level 1 and level up way to high, say to 15, you can still use that character in ToA. Not to mention, I plan to get people to at least 12 or 13 before going up against Acererak if I can help it.
1 person marked this as a favorite.
|
Removed a post. Do not disparage other companies on our forums.
eakratz as Mani. I am still building but wanted to get this out here.
Also, wow. What’d I miss?
The additional people can jump into gameplay into the middle of combat if they wish, especially helping with this fight.
Interested in jumping in. Space for one more?
GM Star Drake here - My character; a Kenku Rogue.
Paizo forums swallowed everything I typed so had to redo.. might have made some mistakes.
Let me know if it's okay to join the game.
It's okay to join game, you will be a level or 2 behind everyone, but as the experience to get to next level increases as level increases, at the end of the first expansion you be like 1/4 of a level behind everyone.
I’ll get my Alias up and ready and post tonight.
Recent threads in Recruitment
|