Eberron - Echoes of the Past (Inactive)

Game Master Dennis Harry

Colrac Hall

Whitehearth

The Rose Quarry

Link to Final Post in Original Thread.

The Excavation Site

My House Rules for Hero Points:

Hero Point Mechanics:

1) One permanent Hero Point may be used to avoid a final death scenario allowing a narrow cinematic escape,

2) One temporary Hero Point may be used if you are between -1 and -9 hit points to stabilize yourself to prevent further blood loss,

3) Temporary Hero Points may be expended to power Feats. These grant a lasting bonus for a one scene or one round duration depending on the feat description,

4) One temporary Hero Point grants a character a chance to supplement their d20 roll by 1d6 and add the result (whatever it was - no re-roll) to the d20 result,

Progression system:
Level 1-10 1d6,
Level 11-20 2d6,
Level 21-?? 3d6. and

5) No more than one Hero Point may be expended per round.

Perception:

Viorr [dice]1d20+1[/dice]
Dev [dice]1d20+5[/dice]
Kana [dice]1d20+8[/dice]
Frank [dice]1d20+3[/dice]
Zabeth [dice]1d20+8[/dice]
Gauntlet [dice]1d20+2[/dice]
Pink-Eye [dice] 1d20+9[/dice]

Initiative:

Viorr [dice]1d20+6[/dice]
Dev [dice]1d20+3[/dice]
Kana [dice]1d20+4[/dice]
Frank [dice]1d20+2[/dice]
Zabeth [dice]1d20+2[/dice]
Gauntlet [dice]1d20+2[/dice]
Pink-Eye [dice] 1d20[/dice]


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Shadow's Status

Back again, had a nice little posting streak there and then BAM RL got in the way!


Shadow's Status

Shadow's Status Thread

The link is in my Avatar.

For those new to the game, I have a status thread that I try to keep updated when I cannot post, if I am MIA for some time drop by there and you will likely see what my RL issue for not posting is.


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

Oh yeah, thanks for mentioning that ^^


Shadow's Status

This may be the most rounds I have ever run in a PbP combat :-)


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

Is that good, bad, or neither? xD


Shadow's Status
Frank E. wrote:
Is that good, bad, or neither? xD

Just a useless fact :-)


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

More like:

fun fact

:P


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

Merry Christmas everyone! ^^

Also, the rest of the week I may or may not be able to post due to Christmas and a short trip I'll be joining, but I'll see if I can't post from the hotel ^^


Male Human Wilder 5 | HP: 40/40 | AC: 22; T: 14; FF: 18 | Fort: +4; Ref: +5; Will: +7 | Normal Vision; Init: +3; Perception: +8 | PP: 0/35 | PsiFocus: Yes; Active Energy: Cold

Happy holidays, everyone!


Shadow's Status

Had a post get eaten, too tired to recreate, will get to it tomorrow.


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

Nuts!

Better luck next time? D:

also, happy new years? :D


HP 19/32, Fort +4, Ref +5, Will +5 Shift 3/4, Spells- 1st: 5/7, 2nd: 5/5 Active effects: Lowlight vision, See In Darkness, Life Link (Meridian, Zabeth, Frank, Kana)

Is anyone injured?


Shadow's Status
Aerin Aurora wrote:
Is anyone injured?

Yes, the Warforged across the pit is down, the half-elf behind the Naga is down, the dwarf on the bear side of the pit os down, and the human near Brou is injured. I believe Viorr is also a bit scuffed up but not reachable by you ATM, the man in bandages is clearly stunned.


Female NG (Unchained) Eidolon (Agathion) | HP: 28/28 | AC: 20 (14 TAC, 17 FAC) | CMB: +5, CMD: 18 | F: +4, R: +4, W: +4 | Init: +3 | Perc: +18, SM: +0; Darkvision 60' | Speed 30ft (30ft fly) | Active conditions:

B just got hurt before her turn.

Does the healing work on the healer's turn or on the turn of the guy who got healed?

Oh, I guess it doesn't matter this battle xD


Shadow's Status

Good question B, I would assume on your turn but as most of the group is going in the same "segment" of initiative here it does not matter.


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HP 19/32, Fort +4, Ref +5, Will +5 Shift 3/4, Spells- 1st: 5/7, 2nd: 5/5 Active effects: Lowlight vision, See In Darkness, Life Link (Meridian, Zabeth, Frank, Kana)

The healing happens at the end of Aerin's turn each round. It's a free action on her turn.


Shadow's Status

The Queen had 2 HP left, rather than drag it out I had her leap into the Pit where she perhaps believes the Dragon Below will save her, perhaps he will :-)

---

Viorr, Dev and Electric Eye - please advance to Level 3!

The rest of the group, remember, you are here to recover an amulet stolen by a criminal named Nym and were hired by Mickey P. to do so.

Once Taryn and Rission are revived (not to mention Carduus and Jiri), we can complete the RP with those former PCs and send them off.


CG Warforged Investigator 4 / Conscript 1| Status:
Stats:
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
HP 49/49 | Inspiration 5/6 | Repairing Oil 1/3 | Sunburst Yellow 0/1

I'll use this moment to redo EE's build for more consistency. He'll be exactly the same guy, just using SoM I won't need to multiclass out of Investigator since a Martial Tradition will give me the proficiencies I need.


Shadow's Status
Electric Eye wrote:
I'll use this moment to redo EE's build for more consistency. He'll be exactly the same guy, just using SoM I won't need to multiclass out of Investigator since a Martial Tradition will give me the proficiencies I need.

OK.


Init +7, fort+5 Rfx +6 Will 0. hp 39/39 two-blade+8(1d8+3/19-20x2) or 2 at +7/+7 (d8+3,d8+2) cg Elf fighter (2-wpn) 5

Cool. I should have the new build up by tomorrow.


Male Human Wilder 5 | HP: 40/40 | AC: 22; T: 14; FF: 18 | Fort: +4; Ref: +5; Will: +7 | Normal Vision; Init: +3; Perception: +8 | PP: 0/35 | PsiFocus: Yes; Active Energy: Cold

Same here.


HP 19/32, Fort +4, Ref +5, Will +5 Shift 3/4, Spells- 1st: 5/7, 2nd: 5/5 Active effects: Lowlight vision, See In Darkness, Life Link (Meridian, Zabeth, Frank, Kana)

Rules Question about how Life Link interacts with Warforged-

Normally, the target of the Link heals 5 HP, and I take 5 damage.

With Warforged, that is halved. When I heal Warforged with Lifelink, do I take 2 damage (half) or 5 damage (full)


CG Warforged Investigator 4 / Conscript 1| Status:
Stats:
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
HP 49/49 | Inspiration 5/6 | Repairing Oil 1/3 | Sunburst Yellow 0/1

I'd say you take 5 instead of 2.

Reason: The feature says "[the target] heals 5 hit points and you take 5 hit points of damage" instead of "you take as much damage as the target has been healed for". So you take 5 hp no matter how much the target actually healed.


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

I'd be happy to hear a more favorable ruling, but absent our glorious leader's GM's opinion, I'm inclined to agree.

Also some part of me actually likes the thought that there's some sort of feedback or something because of the magics that animate EE.

@EE: Also, don't forget to enjoy that half-of-9 hp that Zabeth healed everyone for! I presume it's the same as a cleric's 30' radius channel, which is quite large! :D
...that brings you up to 0 before considering a second dose of life link, right? :3


CG Warforged Investigator 4 / Conscript 1| Status:
Stats:
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
HP 49/49 | Inspiration 5/6 | Repairing Oil 1/3 | Sunburst Yellow 0/1

Exactly 0, yes.

Guys, I'm considering capitalising from the fact that EE has had a near-death experience to implement some roleplay changes, but I would like to make notice of his android-like voice somehow. Do you know any editing, html way to achieve that? I'm pretty bad at this and only know the typical: bold, italics, quotes, etc.

Maybe bold plus italics?

Another question, for Shadow: The Alchemy Sphere has a talent which allows you to craft healing potions, here. Could it be possible to learn another talent which modified this crafting so as to make Repair potions? You know, for healing warforged characters in case we ever cross path with one ;)

Also, I swear I'm through leveling up, but it'll take me a bit longer than expected. Crazy days here, as in my country the holiday season lasts up to 6th of January (and now is when all the kids get their presents).


Shadow's Status
Electric Eye wrote:

I'd say you take 5 instead of 2.

Reason: The feature says "[the target] heals 5 hit points and you take 5 hit points of damage" instead of "you take as much damage as the target has been healed for". So you take 5 hp no matter how much the target actually healed.

Agreed.


Shadow's Status
Electric Eye wrote:

Exactly 0, yes.

Guys, I'm considering capitalising from the fact that EE has had a near-death experience to implement some roleplay changes, but I would like to make notice of his android-like voice somehow. Do you know any editing, html way to achieve that? I'm pretty bad at this and only know the typical: bold, italics, quotes, etc.

Maybe bold plus italics?

Another question, for Shadow: The Alchemy Sphere has a talent which allows you to craft healing potions, here. Could it be possible to learn another talent which modified this crafting so as to make Repair potions? You know, for healing warforged characters in case we ever cross path with one ;)

Also, I swear I'm through leveling up, but it'll take me a bit longer than expected. Crazy days here, as in my country the holiday season lasts up to 6th of January (and now is when all the kids get their presents).

I do not, but bold plus italics makes sense.

Sure, create one for Repairs that replicates healing as repair instead.


CG Warforged Investigator 4 / Conscript 1| Status:
Stats:
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
HP 49/49 | Inspiration 5/6 | Repairing Oil 1/3 | Sunburst Yellow 0/1

Leveled up and updated.


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

just don't forget to use quotes, I'm using bold+italics without quotes for telepathy xD

after trying a couple of different HTML tags, I've convinced myself that we're stuck with the short list of BB code formatting tags listed below the message-typing-box.


CG Warforged Investigator 4 / Conscript 1| Status:
Stats:
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
HP 49/49 | Inspiration 5/6 | Repairing Oil 1/3 | Sunburst Yellow 0/1

Yes, the site seems to use a nerfed list of BB Code tags.


Male Human Wilder 5 | HP: 40/40 | AC: 22; T: 14; FF: 18 | Fort: +4; Ref: +5; Will: +7 | Normal Vision; Init: +3; Perception: +8 | PP: 0/35 | PsiFocus: Yes; Active Energy: Cold

MK, i'm leveled as well. Per previous discussion, I swapped out 'Trap Finder' for 'Black Sheep'.


CG Warforged Investigator 4 / Conscript 1| Status:
Stats:
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
HP 49/49 | Inspiration 5/6 | Repairing Oil 1/3 | Sunburst Yellow 0/1

I left Trap Finding because I didn't find an archetype I liked that was taking it away. I'll keep it as a backup, leaving the bulk of the job to whoever specialises on it.


Shadow's Status
Electric Eye wrote:
I left Trap Finding because I didn't find an archetype I liked that was taking it away. I'll keep it as a backup, leaving the bulk of the job to whoever specialises on it.

Never bad to have a back up.


Male Human Wilder 5 | HP: 40/40 | AC: 22; T: 14; FF: 18 | Fort: +4; Ref: +5; Will: +7 | Normal Vision; Init: +3; Perception: +8 | PP: 0/35 | PsiFocus: Yes; Active Energy: Cold

Yup! Kept my skill ranks in Disable, but basically traded it being a class skill and the ability to deal with magic traps, for sleight of hand as a class skill (which I was already invested in but now am more capable!) and Know Local as a class skill which fits well, I think.


Female NG (Unchained) Eidolon (Agathion) | HP: 28/28 | AC: 20 (14 TAC, 17 FAC) | CMB: +5, CMD: 18 | F: +4, R: +4, W: +4 | Init: +3 | Perc: +18, SM: +0; Darkvision 60' | Speed 30ft (30ft fly) | Active conditions:

BTW, seeing the lewt reminds me: How should we handle equipment that Broulnindre carries/wears?
My first guess: she can disappear from the prime material plane (when dismissed) with gear up to her maximum carrying capacity (like teleport spells), and bring it back with her when Frank spends the 1 minute to summon her again xD


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Shadow's Status
Broulnindre wrote:

BTW, seeing the lewt reminds me: How should we handle equipment that Broulnindre carries/wears?

My first guess: she can disappear from the prime material plane (when dismissed) with gear up to her maximum carrying capacity (like teleport spells), and bring it back with her when Frank spends the 1 minute to summon her again xD

Hmmm I'll have to look up those rules I don't know them off-hand :-)


Female NG (Unchained) Eidolon (Agathion) | HP: 28/28 | AC: 20 (14 TAC, 17 FAC) | CMB: +5, CMD: 18 | F: +4, R: +4, W: +4 | Init: +3 | Perc: +18, SM: +0; Darkvision 60' | Speed 30ft (30ft fly) | Active conditions:

After looking for a rule once again, I was reminded that eidolons are mostly treated as summoned creatures.

Normally summoned creatures show up with the gear on their stat sheet and said gear disappears with them (along with any active spells they had cast ending)
For an eidolon that doesn't have a stat-sheet that lists equipment, that means they'd always show up completely naked and dropping absolutely everything they're carrying when they disappear
...but eidolons also aren't 100% the same as normal summons in that they can't be dispelled or blocked by protection from evil/chaos/law/good spells, so I don't think thats necessarily the case...

I liked the answer I found here, but that's hardly an official rule written down in a book somewhere ^^;


HP 19/32, Fort +4, Ref +5, Will +5 Shift 3/4, Spells- 1st: 5/7, 2nd: 5/5 Active effects: Lowlight vision, See In Darkness, Life Link (Meridian, Zabeth, Frank, Kana)

Back to Life Link for a sec, what that means is that Electric Eye will have to be excluded from my healing network. Me taking twice the damage I heal would only be acceptable in an emergency.

Sorry, EE.


CG Warforged Investigator 4 / Conscript 1| Status:
Stats:
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
HP 49/49 | Inspiration 5/6 | Repairing Oil 1/3 | Sunburst Yellow 0/1

No worries, that's understandable. Everton has always had this thing with Warforged, and that's why they included this new spell, Repair X Damage.

I've picked a homemade Alchemy talent to create repairing concoctions, but I'll need 30 minutes (or just 15 if you let me use the Alchemy kit we've just found).


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

@Storyteller Shadow: just to be 100% clear, the things listed here (and now here too) is the stuff that is going to be split 8-ways and not the personal items going to loved ones, yeah?


Shadow's Status
Frank E. wrote:
@Storyteller Shadow: just to be 100% clear, the things listed here (and now here too) is the stuff that is going to be split 8-ways and not the personal items going to loved ones, yeah?

Correct, I just did not bother to list the personal stuff.

Whether the existing group wants a "cut" of the Amulet I guess remains to be seen!


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

I listed the 75 gold we were promised just in case that happens xD

Also, we'll see if that 10% for Dolom that was mentioned earlier will come out of everyone's shares or not (I'm 90% sure it should) xD


Shadow's Status

Does the group want to bring the Aristocrat's body up from the COGS with the goods or leave it for the Watch (assuming they arrive of course!)


Male Human Wilder 5 | HP: 40/40 | AC: 22; T: 14; FF: 18 | Fort: +4; Ref: +5; Will: +7 | Normal Vision; Init: +3; Perception: +8 | PP: 0/35 | PsiFocus: Yes; Active Energy: Cold

Definitely bring it up ourselves. That's how you make friends with wealthy patrons!!


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

Yeah, we have infinity rope, and if we distribute the treasure, the donkey can carry 190lbs of corpse xD
In fact, now that I think about it, B can carry 112.5 lbs (111.5+ 2 sacks) all by herself (heavily encumbered), and Frank can likewise carry around 100lbs of lewt. +50 more in his haversack xD
Normally I'm annoying about carrying capacity, but I think without trying too hard we can carry everything (perhaps taking a minute here or there to make hundreds of feet of rope for +999 lulz...)

edit (and also changing topics, mostly just avoiding a double post):
Can anyone else in the party attempt to identify magic items besides Frank? I didn't notice anyone else trying xD


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

Well, if it's any use, i'm willing to adapt Kana to another archetype with better trap solving skills etc.. Or even go unchained rogue.


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

First of all, I won't/shouldn't/can't say no to that, but I recommend against it unless you'd really like to.
(it would make my life easier, 'cause then I'd be able to save a feat or two or three, not to mention no longer worrying about it)

Secondly, Broulnindre can handle non-magical traps better than any but the most dedicated rogue (whether B or a rogue-that-spends-feats-on-Disable-Device-etc gets a bigger bonus is level dependent, not to mention she can "die" for a day from some massive failure and we won't mind too much... which reminds me, even with B around, it'll always be nice to have another Disable Device capable character, even if it's Frank with his one rank).

For magical traps, there are a few different options that I can think of: feel free to make suggestions if you have a better idea, what are discussion threads for, if not discussion? :3
1) someone (like Kana just suggested) goes rogue or gets some-archetype/trait/etc
2) our GM let's Broulnindre get the Additional Traits feat and one of the two Traits gained is Trap Finder
3) Frank (and/or someone else) spends a feat at 5th/7th level to get Arcane Trap Suppressor and we can just walk by the trap for the 1d4 minutes it's turned off
4) Sometime between B's 5th hit dice and our 13th level, B spends a feat on Signature Skill (Disable Device), and then we wait all the way until 13th level for it to allow her disable magical traps (at -10 to her check)

2&3 or 3&4 also can be combined nicely, suppressed magic traps are much less lethal to rogues that are tinkering with them, after all.


CG Warforged Investigator 4 / Conscript 1| Status:
Stats:
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
HP 49/49 | Inspiration 5/6 | Repairing Oil 1/3 | Sunburst Yellow 0/1

Or Electric Eye, who has Trapfinding as an Investigator, maximizes his Disable Device ranks from next level onwards, which seems the easiest (and actually I asked about it before re-doing the character, if you remember). He has 2 ranks currently, which adds up to a +12 total (with tools), nowhere near what B has but I think high enough to be a decent backup.


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

I vaguely recall something about that, but no details. Sorry ^^;

...I'm going to go reread whats up there
*whistles*


Male Human Wilder 5 | HP: 40/40 | AC: 22; T: 14; FF: 18 | Fort: +4; Ref: +5; Will: +7 | Normal Vision; Init: +3; Perception: +8 | PP: 0/35 | PsiFocus: Yes; Active Energy: Cold

Lol yeah, I just ditched the Trap Finder trait based off the previous discussion. I think we're in an okay spot for it as is/as planned.

The big difference as I recall is magic traps, and +12 seems reasonable, tbh.

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