Fell Kingdom (PF1 Kingmaker) (Inactive)

Game Master karlprosek

Kingdom and former adventure background
Varnhold Pass | Fort Varn
Combat map


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This is the discussion thread for Fell Kingdom, a modified Pathfinder 1st Edition Kingmaker campaign.


Just peeking in! :D I'll defer to any new players, of course, but I wouldn't mind joining... I feel those character generation juices cookin'! Considering a martial or perhaps a spontaneous caster of some sort. Or an investigator? :O


"New player" here - I've reserved fighter place - but I'd LOOOVE flanking buddy :D


I'm currently thinking of an empiricist investigator, just waffling a bit over whether he can be human, or if his background (and planned progression) precludes it.


Hey there! I was thinking either a cavalier or bolt ace...

I can be flexible and do anything, just those are two classes I haven't played in a long while and wanted to try out. I'd prefer not the skills role in a party- but with an investigator, we're good on that front.


I was thinking about a gnome hunter


These sound great! I love Empiricist Investigator, and with a hunter the kobold should definitely have a flank buddy. Sounds like either cavalier or bolt ace would be fine in this party.


Since someone asked, I use some common house rules.

The main one is collapsing the feat trees to get rid of feat taxes, from The Elephant in the Room blog post/rule. Main takeaways:
-Combat Expertise, Deadly Aim, and Power Attack are usable by anyone with a +1 BAB or better.
-those +X bonus feats (like Dodge or Weapon Focus, or Acrobatic or Persuasive, etc.) automatically scale, so no need to take Greater versions

Also, Skill Unlocks are automatic when you get the appropriate number of skill points. You don't need Signature Skill to use them. Unchained Rogue can get the Unlocked skill earlier, but it doesn't look like anyone's making a rogue anyway.

We're also using Background Skills.


Male Human

Interest!

My initial impulse is mounted Paladin or Cavalier, but I have other builds as needed.


I've settled on the aforementioned investigator, but I'm seriously considering going Unchained rogue for the rest of his coming levels. :D I should have a build up soon.


working on a concept and a rough build.

The idea is a gnome gardener who stole a just rooted sapling treant from his employer's greenhouse and made off with it.

He tried to return the tree to the forest it had been taken from, but it couldn't go back to life in the wild and kept following the gnome when he tried to leave.

Now, years later, the sapling has grown up to be big and imposing, but still needs his gnome buddy to help him navigate the outside world.


Okay, I'll work up the cavalier and bolt ace ideas and see what works better. Seems like we'll be thin on divine and arcane though.... hmmm...


JoshB, that's interesting because the game lore has the Charter members running into a treant sapling.

Treant in the Applewood:
The Charter encountered an ancient (they understood him to have existed since before Earthfall), dying treant named Finglas. Witnessing his death due to old age, they pledged to return in 1 year and harvest an apple from which a sapling would grow, then plant the apple and nurture the sapling. They subsequently did so but didn't have a good place to put the sapling (they suggested a park inside the city but hadn't built any parks yet), so they planted the apple seeds on the grounds of a villa built by a noblewoman who had invested in the kingdom on the condition that they give all fey creatures and nature spirits full citizenship rights if they wanted it. Lady Kitalla is very fey and nature spirit-friendly and has been a good steward to the still-growing treant sapling.

Now, maybe your guy stole Finglas's sapling or maybe Lady Kitalla, since she's so fey and spirit-friendly, was nurturing multiple baby treants. To be honest, if your guy specifically stole Finglas's sapling he'd probably have trouble with one or more of the rulers of the kingdom, so the second idea would be more workable. He could even have not stolen it at all and maybe Lady Kitalla asked him to try to return an older treant sapling to the forest and it just didn't take and kept following him around.


At a player's suggestion, we'll also use the Combat Stamina feat and rules. Fighters get the feat for free at lvl 2, anyone else can choose the feat normally.


Question: at what level do those scaling feats scale? At the same level where it would be possible to take the greater version?

We are VERY light on spellcasters. Not just wizards and clerics, but ANY casters. I've played with flagbearer bard - his buffs were something to remember :D


I've never played on paizo. So technicalities:
How do we post our characters? PDF sheet somewhere? Specific template on RG?

Also, is there built-in dice bot that has to be used?


Found it!

The PostMonster General wrote:
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This is out-of-character commentary for play-by-post threads.

Movie plot spoiler:
This is a spoiler, such as revealing who really did frame Roger Rabbit.

Perception: 1d20 + 3 ⇒ (11) + 3 = 141d6 + 2 + 1d4 ⇒ (3) + 2 + (2) = 7 This is a dice expression.


They scale at 5/10/15/20. So, for examples, Dodge (a +1 feat) is +2 at your current level or Lightning Reflexes (a +2 feat) is +4.


shajnal wrote:

I've never played on paizo. So technicalities:

How do we post our characters? PDF sheet somewhere? Specific template on RG?

Also, is there built-in dice bot that has to be used?

Usually people make an alias for each PC they create (for example, this is one of my PCs from an old game) and put the sheet there. You can make an alias by clicking on Account Settings then on the left side of that page is a Create New Alias button. Once you set that up that you'll be able to post as that alias.


Okay, change of plans: Shaman, working on the crunch now. A Kellid who’s tribe was killed by the Red Tiger tribe, how’s that sound?


Sounds good to me!


Sounds good!


I should have it done today, I assume 16000 wealth by level, and how are you handling HP beyond level 1?


Yeah, normal WBL so 16k, no single item over 8k.

HP is full at lvl 1, 3/4 every subsequent level unless you want to roll here.


Once you guys have your concepts figured out and start working on backgrounds, let's discuss why you're in a small, brand new kingdom in the wilderness between Brevoy and the River Kingdoms in the first place. Let's try to get some connections between the PCs.


Crunch:
Kellen Spirittalker
Male human (Kellid) shaman 6 (Pathfinder RPG Advanced Class Guide 35)
CG Medium humanoid (human)
Init +5; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 52 (6d8+14)
Fort +5, Ref +4, Will +11
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron longspear +4 (1d8-1/×3) or
. . spiked gauntlet +5 (1d4-1)
Ranged sling +5 (1d4-1)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron longspear)
Special Attacks channel positive energy 4/day (DC 16, 3d6), hexes (evil eye, flight[APG], ward[APG], wisdom of the ages), wandering hex (life link[ACG])
Shaman Spell-Like Abilities (CL 6th; concentration +11)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Shaman Spells Prepared (CL 6th; concentration +11)
. . 3rd—cure serious wounds, dispel magic, stinking cloud (DC 18); heroism[S] or neutralize poison[S]
. . 2nd—barkskin, cure moderate wounds, false life, hold person (DC 17); lesser restoration[S] or spiritual weapon[S]
. . 1st—comprehend languages, endure elements, hex vulnerability[ACG] (DC 16), obscuring mist, sense spirit magic[ACG]; detect undead[S] or unseen servant[S]
. . 0 (at will)—dancing lights, detect magic, guidance, light
. . S spirit magic spell; Spirit Ancestors Wandering Spirit Life
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 14, Int 13, Wis 20, Cha 16
Base Atk +4; CMB +5; CMD 14
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Extra Hex[APG], Extra Hex[APG], Improved Initiative, Power Attack, Spirit Talker[ACG]
Traits brigand, storied scars
Skills Acrobatics -2 (-6 to jump), Appraise +6, Craft (leather) +9, Diplomacy +9 (+10 with Kellids), Fly +10, Handle Animal +7, Heal +13, Intimidate +5 (+6 with non-Kellids), Knowledge (geography) +6, Knowledge (nature) +11, Knowledge (religion) +11, Linguistics +8, Perception +6, Profession (medium) +11, Ride +2, Spellcraft +14, Survival +11 (+13 to avoid becoming lost), Swim +0, Use Magic Device +6; Racial Modifiers brigand
Languages Common, Draconic, Giant, Goblin, Hallit, Orc
SQ ancestor's council, finesse weapon attack attribute, spirit animal (flying squirrel named Arcane Familiar)
Combat Gear pearl of power (1st level), scroll of deadeye's lore, wand of bless (50 charges), wand of cure light wounds (50 charges), wand of infernal healing (50 charges); Other Gear +1 mithral chain shirt, mwk cold iron longspear, sling, sling bullets (10), spiked gauntlet, cloak of resistance +1, handy haversack, headband of inspired wisdom +2, ioun torch ioun stone[APG], ring of sustenance, bell, belt pouch, candle (10), chalk, charcoal, compass[APG], flint and steel, magnet[APG], powder[APG], sewing needle, signal whistle, soap, spell component pouch, tindertwig (5), wooden holy symbol, wrist sheath, spring loaded, wrist sheath, spring loaded, light horse (combat trained), bedroll, bit and bridle, hemp rope (50 ft.), military saddle, pot, saddlebags, waterskin, 560 gp, 3 sp, 8 cp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Ancestor's Council (6/day) (Su) As a standard action, grant ally within 30 ft. +2 to attack/save/ability/skill check made before next turn.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (8 rounds, DC 18) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +3 to Fly checks You gain the Alertness feat while your familiar is within arm's reach.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Life Link (6 max bonds, 100 feet) (Su) Bond drains your HP to heal others.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shaman Channel Positive Energy 3d6 (4/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal (spirit animal (flying squirrel named Arcane Familiar)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Spirit Talker (????, 1/day) Gain hex from shaman spirit for 1 hour.
Ward +2 (1 at a time) (Su) Ward another, granting +2 to AC and saves until hit or fail a save.
Wisdom of the Ages (Su) Use Wisdom modifier instead of Intelligence for Int-based skills.

--------------------

Arcane Familiar CR –
Female flying squirrel (Pathfinder RPG Bestiary 3 112)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 26 (1d8-1)
Fort +1, Ref +4, Will +6
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 20 ft., fly 40 ft. (clumsy)
Melee bite +8 (1d3-4)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 8, Int 8, Wis 12, Cha 6
Base Atk +4; CMB +4; CMD 10 (14 vs. trip)
Feats Acrobatic, Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack
[b]Skills
Acrobatics +15, Appraise +0, Climb +10, Diplomacy +1, Fly +9, Handle Animal -1, Heal +6, Intimidate +0, Linguistics +2, Perception +5, Ride +3, Spellcraft +5, Survival +4, Use Magic Device +1; Racial Modifiers +11 Acrobatics, +8 Climb
Languages Common, Goblin, Hallit; speak with master
SQ empathic link, finesse weapon attack attribute, glide
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fly (40 feet, Clumsy) You can fly!
Glide (Ex) When flying cannot hover, must end movement at least 5 ft lower than started.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Master (Ex) You can communicate verbally with your master.

--------------------

Horse, light (combat trained) CR –
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Combat Expertise, Deadly Aim, Endurance, Power Attack, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding, finesse weapon attack attribute
Other Gear bedroll, bit and bridle, hemp rope (50 ft.), military saddle, pot, saddlebags, waterskin
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.


Nice, life link healer with a familiar! How'd Kellen wind up in these parts?


Ha, kamaloo, I love the "Han Solo is Chewbacca's dog" thing! And Investigator going for Elven Battle Focus, very nice- I looked at that for an Investigator I'm playing, too, but she's a rapier user so it didn't work.

Any chance Kellen the Kellid shaman and Levn the half-Kellid Investigator know each other?


Levn:
half-elf investigator (empiricist) 6 HPs:13/39, AC:19*|13*|16*, Fort+4, Ref+8*, Will+6 (+2 illusions, insp for +11) - Per:+13 (+3 traps) Init:+3, CMD:18 (*+2 traps)

Heh! I put a link in his bio to the theory, because it's funny. XD (Also added a link to a better picture of him.)

I'm actually thinking of retraining his elven battle focus at level 9, sadly, so he can take kirin strike. T_T Fare thee well, awesome background feats...

...Unless you'd be willing to let his elven battle focus feat scale to that level at 9? Either way, maybe kirin strike will work out better for your investigator.

Well, it'll probably be a bit before I have to worry about that anyway, LOL.

@Kellen: Levn is a smuggler and a rogue who liked the River Freedoms just fine, and he's down to be hired for shady deals, so long as they don't cross his inner grey morality line. His background, however, has left him a bit wary of other Kellids. Maybe Kellen is the exception to that?


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Certainly could be, I was thinking that Kellen's tribe was attacked and presumably wiped out by the Red Tiger tribe; and has been wandering the stolen lands working as a brigand and looking for some revenge...


I can work with my guy having failed in his job to return the sapling to To the wild.

Got to figure out how he feels about that and if he's in trouble for screwing up.


Torilgrey wrote:
** spoiler omitted **...

Erm...I have rare material medium armor that costs 8400 - it is non-magical, but the material (Noqual) adds +8000 :(

Should I change into something more common?


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

Posting as Basdemar ("Jaw-king")


Levn:
half-elf investigator (empiricist) 6 HPs:13/39, AC:19*|13*|16*, Fort+4, Ref+8*, Will+6 (+2 illusions, insp for +11) - Per:+13 (+3 traps) Init:+3, CMD:18 (*+2 traps)

JoshB: If your gnome needs someone to smuggle him out of harm's way, Levn's your guy! :D


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

I like the idea of Kellen and Levn working together, Kellen being sort of at loose ends looking for vengeance against the barbarian tribe he blames for the violence against his village.

@GM - I'm working up the backstory, but may take a couple days to get it done between work, grad school, and the Super Bowl! :D


shajnal wrote:
Torilgrey wrote:
** spoiler omitted **...

Erm...I have rare material medium armor that costs 8400 - it is non-magical, but the material (Noqual) adds +8000 :(

Should I change into something more common?

Eh. I'm cool with 8400gp.

Kellen Spirittalker wrote:
@GM - I'm working up the backstory, but may take a couple days to get it done between work, grad school, and the Super Bowl! :D

Not a problem. I've got my TT game this weekend so don't think we'd start IC on this game til Monday anyway.

Everybody think they can come up with background and sheet by next Monday?

If we can get everybody linked up somehow, that would be great, or at least get to 2 sets of PCs who know each other.


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Levn:
half-elf investigator (empiricist) 6 HPs:13/39, AC:19*|13*|16*, Fort+4, Ref+8*, Will+6 (+2 illusions, insp for +11) - Per:+13 (+3 traps) Init:+3, CMD:18 (*+2 traps)

I'm down for Kellen and Levn to have some kind of connection! Not sure what Kellen's full background story is, though? Levn flaps his gums a lot about his grudges, but he isn't really that vengeful, himself.

More like Mal. "I do believe that woman is planning to shoot me again." XD

"I do the job, and I get paid."


Male Human Cavalier L6 | AC 23 (T10F23) CMD21 | HP: 74/74 | Saves: F8 R3 W3 | Percep +1 | Init +1 | Challenges: 1/2| Condition: Bless, Prot frm Evil +2+2 || Avalanche AC25 | HP 72/72

Camris here; This is the crunch for Sir Alfric, the Green Knight.


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6
karlprosek wrote:
shajnal wrote:

Erm...I have rare material medium armor that costs 8400 - it is non-magical, but the material (Noqual) adds +8000 :(

Should I change into something more common?

Eh. I'm cool with 8400gp.

Thanks.

For connection to others. Anyone has anything to do with one of the following:
1. Kobold Sootscale clan?
2. Kingdom spy master?
3. Anyone needs small, easily transportable and cheap guard(ian)?
4. Anyone needs small, you get the idea, scout?
5. Personal connections such as nursing wounded barbarian back to health or deflecting mad boar off the shaman also works


Sir Alfric:
Cool background! Want to make him from Restov or New Stetven instead of Egorian, though? Then he could have slain a swordlord or Surtovan and fled the city then been found by, well, I guess multiple people could be named Shalelu.

The Duchess of Veteris is also from a cadet branch of House Medvyed, and one of the big NPCs at one point was the Duchess's cousin in Restov, so Medvyed is a good choice if you want to tie into the kingdom background. Alternatively, it could also be cool if "the man formerly known as Argus" is trying to play dead and keeps his helmet on (or whatever) whenever he has to talk to Duchess Parin so she doesn't recognize him. :)


Levn wrote:
"I do the job, and I get paid."

Love Firefly references. Gritty mercs who sometimes have to be big damn heroes, I like it. :)


So this is what I see so far:

Kellen- Shaman, life link healer with hexes, former bandit
Levn- Investigator, sneaky skill monkey, smuggler
Basdemar- kobold Fighter, sneaky claw flanker, kobold champion
Sir Alric- Cavalier, mounted charger, Green knight of mystery

JoshB- gnome hunter with a treant animal companion?

Everybody's got a good tie-in to stealth or the woods or something, even our knight. Could be interesting if we get a bunch of scruffy mercs and then your client hires on Sir Alric to make sure you don't sell the load of valuable hardwood or whatever to scalpers or something. ;)


Basdemar:
Couple things. Would you mind copying your sheet to your profile here so I don't have to go into my email to find it when I need to look at your numbers? I'd really appreciate it.

I can't get your stats to add up right. Looking at your profile it looks like a 38 point buy and at your sheet it looks like 34.

And I think the noqual agile half-plate is a -1 ACP, not 0. Agile half plate is -4 and noqual reduces that by 3, so -1. Did I miss something?


Levn:
half-elf investigator (empiricist) 6 HPs:13/39, AC:19*|13*|16*, Fort+4, Ref+8*, Will+6 (+2 illusions, insp for +11) - Per:+13 (+3 traps) Init:+3, CMD:18 (*+2 traps)

Levn and "Groot": in bipedal pet solidarity XD XD XD

It sounds like Basdemar is someone Levn could have taken jobs with in the past?

Hahaha, I love the idea of Sir Alric being hired to ride herd on all of us while we have a job. XD Need for shenanigans intensifies


Levn wrote:

Levn and "Groot": in bipedal pet solidarity XD XD XD

It sounds like Basdemar is someone Levn could have taken jobs with in the past?

Hahaha, I love the idea of Sir Alric being hired to ride herd on all of us while we have a job. XD Need for shenanigans intensifies

You actually reminded me I have a full-on Firefly reference already in-game as a briefly appearing NPC, Irig Maldos, itinerant priest of Hanspur and riverboat captain with a tight-knit and loyal crew. He's got a gunslinger first mate and an elven water witch for a pilot (unfortunately Alan Tudyk doesn't make for a good elf). They're married. :-D


*peeks head in*

So...room for either a Wizard, Arcanist, or Sorceror, then?


I'm comfortable with 6, sure. Welcome aboard!


karlprosek wrote:
** spoiler omitted **

It is possible that the stats on the sheet don't align - I think I put STR 1 higher because the sheet doesn't take load bonus from masterwork backpack into consideration and odd number doesn't increase to hit or damage.

I put +1 from 4th level into DEX and I get -2 STR, +2 DEX, +2 CHA from race. That may be the confusion - Koldemar are "PC kobolds" losing great weakness which is -3 racial points giving them normal stats.

I will put all the details by the weekend.


I just spent half an hour typing in the profile and then saving it said I backtracked too far?!?! and lost my text...what happened? Session timeout?


Oof, sorry that happened Shajnal. I think that happens when you're editing a form and keep it open for too long. So yeah, session timeout. I totally forgot that happens. What I would do is Ctrl+A, Ctrl+C in the text box after you're done but before you hit submit so if it times out you can just paste it back in without retyping.

Sorry I forgot, I should have warned you.

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