Miteke's Legacy of Fire

Game Master miteke

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Player's Guide - Knowledge Skill Success Topics - House Rules - PC bonus traits and feats

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Geographical Maps - Kakishon

Current References
Party Info - NPCs and Handouts

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Grand Lodge

Male Aasimar Wizard 18/ Rogue2

I am gonna have to drop this, My heart is just not in making a character like this right now.

I tried, but after the whole site down, I wanted to fulfill the obligation, but the task just seems to daunting and just not into it Sorry


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (102/175) ( Non-lethal) | Burn 6/10|Active Conditions: None

Ah well... Good gaming Critzible.

@Miteke, I talked to a friend about joining this game and he sounded interested in trying a witch who will take some healing spells for the group. He is traveling and I am sending him the link to check out if you are ok with adding him.


Definitely OK with that. Cool class, with some nasty abilities and spells.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (102/175) ( Non-lethal) | Burn 6/10|Active Conditions: None

Amaimon, I can heal you for around 40 or so, but you will take 12 nonlethal that cannot heal until we rest. Would you like me to heal you?


Wounds (39) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (2/3) Ember (3/3) Azer Occultist (12) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (3/4) Transmutation (8/10) Abjuration (8/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip, Flight, Quickness) Lesser Extend Rod (1/3) Extend Rod (0/3)

Amaimon (-120/137 HP + 20 temp HP;

Should be -100, as I spent 2 abjuration points as an immediate action to negate 20 damage and as a swift action another 1 abjuration point to add 20 temp HP going forward.

—-

Malgrim I think it’s best if you blast the giants. A dead giant can’t attack, and they can dish out more damage than we can heal.


Ok. Making a note of that in gamelplay.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 58/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

Yeah, our healing is hurting. I'm going to swap out some spells for Path of Glory and the greater version at next level. That will help a little.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (102/175) ( Non-lethal) | Burn 6/10|Active Conditions: None

Ready for Healing Amaimon?


Wounds (39) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (2/3) Ember (3/3) Azer Occultist (12) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (3/4) Transmutation (8/10) Abjuration (8/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip, Flight, Quickness) Lesser Extend Rod (1/3) Extend Rod (0/3)

Always ready. Alright waiting until all enemies are down but I bow down to your tactical decisions on this. :)


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (102/175) ( Non-lethal) | Burn 6/10|Active Conditions: None

I don't think you are standing if both dogs go after you again. So I will heal.


Amaimon Emberheart wrote:
Only 1 abjuration point left, still have 20 temp HP up

Could you explain this to me. The hounds did 42 damage and burned through your 20 temp HP. Do they regenerate every round (it does not sound like it from the description) or did you mean you want to reactivate it using a standard action? I do not think you have the abjuration points to do it as a swift action. Or is there some way you can do it as a swift action?


Wounds (39) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (2/3) Ember (3/3) Azer Occultist (12) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (3/4) Transmutation (8/10) Abjuration (8/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip, Flight, Quickness) Lesser Extend Rod (1/3) Extend Rod (0/3)

Every point is like a spell slot. Every power is like a spell.

The base power allows activation as a swift action for temporary hit points (1 point)
The base power allows activation as an immediate action as well (2 points)

This is my first time using an occultist at this level. It’s fascinating to me at how useless their actual spells feel. But their focus points and powers? It defines the class.


Got it. Now I see the "As a swift action' at the beginning of the description. Occultists are new for me too.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (102/175) ( Non-lethal) | Burn 6/10|Active Conditions: None

Occultists get some cool power choices. But the spells are definitely a side perk and not the focus.


female human arcanist 2 | HP 12/12; THP 0/4; N/L 4/10 | AC 12, TAC 12, FF 10 | F +0, R +2, W +3 | CMB 0, CMD 12 | Init +2 | Per +0 | Reservoir (2/7); Spells: 1-st (4/4)

[quote-Rahella]I saw this pop up when I was looking at some of my hidden threads and I'm glad to see things are still going for this one. I know things were kind of rocky for a while but it's nice to see it hung on.

Aaand I totally did not mean to post that in the gameplay thread, sorry about that.


That's OK. We can handle a little clutter.


Wounds (39) HP (137) AC (35/12/34) Saves (16/11/15) CMD (31) Initiative (+2) Heroic Splendor (2/3) Ember (3/3) Azer Occultist (12) Lvl 1 (7/7) Lvl 2 (0/7) Lvl 3 (4/5) Lvl 4 (3/4) Transmutation (8/10) Abjuration (8/8) Spirit Warrior (2/2) Current Buffs (Greater Magic Weapon, Freedom of Movement, Certain Grip, Flight, Quickness) Lesser Extend Rod (1/3) Extend Rod (0/3)

And it is nice to see that others are reading and enjoying this along with us. :)


2 people marked this as a favorite.

I gotta say that was an intense, nerve-wraking, and exciting combat you all went through. I love those as a player even if they end in a death :) I'm glad you chose not to wait.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (102/175) ( Non-lethal) | Burn 6/10|Active Conditions: None

So my friend is looking at a Shaman. He is wanting to join the campaign.

That was a crazy fight. Undead that just keep coming back can make an insane fight.


He would be welcome to join if he wants to.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 58/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

1/1 smite
1st level 6/7
2nd level 4/5
3rd level 3/4
4th level 1/2

This is what I used during the fights. My understanding is that I can use higher level slots for lower level spells. So, I could keep one 4th level spell slot to give us all haste if needed and then cast the other three as CLW. If that works I'll do one for each of us.

Me
CLW: 1d8 + 5 ⇒ (5) + 5 = 10

Amaimon
CLW: 1d8 + 5 ⇒ (8) + 5 = 13

Malgrim
CLW: 1d8 + 5 ⇒ (3) + 5 = 8


Make your rolls in gameplay. I will ignore the ones you made here. And, yes, you can use higher level slots to cast lower level spells. I assume the wand rolls are different.


Hey there

apologies for disappearing there. Got really sick over Christmas and the break. then felt the need to take a mental break from online pursuits for a bit.

I had my wizard mostly done before having to step away, if you still desire his presence :) Just need to re-examine my gear and spell selections and work up the fluffy bits.


Sure, if you can get a sheet up we can get you started.


Think I'm finally done. Working on the sheet, with all the numbers you've requested.


Great


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 58/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

To the redoing spells. With a rest I will take you up on the offer and switch out the following:

2nd level
Cacophonous call >>> Path of Glory (let's me heal everyone at once for 10pts of dmg out of combat)
Blindness/Deafness >>> Mirror Image (defense and my save DCs are not real high)

3rd Level
Charm monster >>> Displacement (50% miss chance to replace greater invisibility, since I sing it is not hard to figure out where I am standing)
Phantom steed >>> Confusion (although it is a save I can hit multiple targets with one spell)

4th Level
Greater Invisibility >>> Break Enchantment (insider knowledge but works on enchantments, transmutations, and curses)

What do you guys think?


Great choices.

Suggestions:

Some of the finale spells are great for when an ally misses a save that are a really bad idea to miss. I would take saving finale instead of grease. I also recommend the spell sonic scream (which is pretty low level) and a metamagic rod of Concussive. The combo is pretty awesome. the damage is pathetic, but the metamagic Consussive feat will kick in all three times the spell is discharged and with no save, giving the targets a —2 penalty on attack rolls, saving throws, skill checks, and ability checks for two rounds. -2 isn't much, but the fact that it is an area affect spell and there is no save on the penalties makes it a great go to when you do not want to waste more valuable resources.

Also look into getting a few utilitarian scrolls or potions. You know, the kind that you need once in a blue moon, but when you do you really appreciate it. Like scrolls of restoration, reinvigorating wind, silence, tongues, comprehend languages, etc. Maybe even the greater invisibility or phantom steed spells you had to give up. If there was a spell you really liked, but passed it up because you figured you would almost never use it, get it in a scroll! Since your WBL resets each level, their opportunity cost is vastly reduced.

With confusion, the focused or persistent metamagic rod is nice (or any area effect spell that needs a save, frankly). And since you can cast confusion at level 3, you only need to pay for the lesser rod.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (102/175) ( Non-lethal) | Burn 6/10|Active Conditions: None

I think it would be good to see if Spazmodeus can take Break Enchantment as a Wizard (I think he was making some kind of wizard). Then you could keep Improved Invis and you could take Slow or Haste (not that it helps me much) instead of Displacement.


Yeah I could grab Break Enchantment, probably on a scroll.

GM, could you explain the scroll rules from the house rules document.
As an 11th level character, my guy has a WBL of 82K, so does that leave me with 8200 to buy scrolls/potions with, at half price since he's crafting them?


Scrolls work like normal. The advantage is that with WBL house rules, you basically get back your expendables.

If you take the craft scrolls feat, which a wiz gets by default, it does, indeed, mean you get up to 8200 of scrolls for half cost at 11th level. Basically your pay the craft cost for the items.

But you may make a 12th level character, so you have more than that to spend.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (102/175) ( Non-lethal) | Burn 6/10|Active Conditions: None

So in this case a scroll might be not as useful as just scribing it into your spellbook for a level. In theory, you can rework what you have spent on your spellbook next level as well.

We need 3 DC 24 Caster Level checks. One scroll is unlikely to be successful.


miteke wrote:

Scrolls work like normal. The advantage is that with WBL house rules, you basically get back your expendables.

If you take the craft scrolls feat, which a wiz gets by default, it does, indeed, mean you get up to 8200 of scrolls for half cost at 11th level. Basically your pay the craft cost for the items.

But you may make a 12th level character, so you have more than that to spend.

ok thanks.

Remember, my wizard is half-efreet, so has the CR -1 .


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 58/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

I already have haste. Need to cast it more often.

As a wizard he could put it in his spellbook and cast as needed. That might be best. If he does that I will go with Path of Glory Greater. It is an out of combat 50pt heal for everyone. It takes a minute but that would be up to 200pts of healing. That's hard to beat.

The concussive rod would require me to rework my gear to a major degree and I want to move away from direct spells and do more buff spells and then arrows.


Marcus Nocturnus wrote:
The concussive rod would require me to rework my gear to a major degree and I want to move away from direct spells and do more buff spells and then arrows.

Understandable


Spazmodeus wrote:
miteke wrote:

Scrolls work like normal. The advantage is that with WBL house rules, you basically get back your expendables.

If you take the craft scrolls feat, which a wiz gets by default, it does, indeed, mean you get up to 8200 of scrolls for half cost at 11th level. Basically your pay the craft cost for the items.

But you may make a 12th level character, so you have more than that to spend.

ok thanks.

Remember, my wizard is half-efreeti, so has the CR -1 .

I don't think that should affect your WBL.


Ok. WBL at 12th levelL an extra 26K. 2nd Shopping spree!


I do love nice surprises :)


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 58/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

I was waiting to see if our wizard was going to take break enchantment but I guess I will go for the bird in the hand and take it.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (102/175) ( Non-lethal) | Burn 6/10|Active Conditions: None

Sounds good, there are a lot of times where Break Enchantment can come up as a nice cure all.

But if you look at the spell, you target a number of creatures equal to your caster level. So you can roll for yourself and make another roll for Amaimon and Malgrim since you cast it twice.


I did take Break Enchantment.
Still working through scroll crafting, hope to have that all done today.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 58/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

Excellent catch.


@Spazmodeus
You ready to jump in yet? You have a background so I can figure out how you enter the 'stage'? Please update your profile with character information and add your rolls to the slides pointed to by the Party Info link above.


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 58/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

I'm celebrating my 20th anniversary in Gatlinburg starting tomorrow. I will post again on Monday evening.

Marcus will continue to sing on his next round, use a move action to follow Malgrym if he moves, and cast heroism on himself. In the next round he will continue to sing and begin shooting arrows.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 37, 17 Touch, 33 Flat Footed|DR 6/Adamantine | Resist Fire 12 | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (102/175) ( Non-lethal) | Burn 6/10|Active Conditions: None

Happy Belated Anniversary!


Skills2:
Craft bowyer fletcher 15 Handle Animal 18 K: Engineering 22 K: Geography 22 K: History 22 K: Nobility 22 P: Sing 20 P: Dance 20 P: Oratory 20 Prof: Cook 14 Sleight of Hand 20
Fetchling Bard 10 / Paladin 2 | HP 58/96 | AC 29 T 17 FF 22 | F+14 R+19 W+18 | CMD24 Resistances Cold 5 Electricity 5| Init+7 Percep+10, darkvision 60', lowlight vision | Current effects: Invisible 10 mins
Skills:
Acrobatics 20 Appraise 6 Bluff 20 Climb 4 Intimidate 10 K: Arcana 18 K: Dungeoneering 12 K: Local 12 K: Nature 12 K: Planes 16 K: religion 12 Perception 10 Ride 9 Sense Motive 20 Spellcraft 17 Stealth 22

It won't make a lot of difference but I was tracking you could search a 10x10 in 1 round, not just a 5x5. Still, that cuts looking in half.

And thank you.


Actually it would be in fourth due to the nature of squares, but I think a round per 5x5 makes sense if you are really searching and not just glancing around. It's tough because searching a flat floor is much different than a furnished area. Then again, you guys are looking for anomalies like trap doors, secret doors, and doing more than just looking like thumping the floor.

If you want to do a cursory search which would not notice such things but just check the obvious, I could rule a faster search. To be honest that kind of search would catch most things, but you would miss unexpected oddities. This room would have been well served by a cursory search, for example.

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