The Eye of Eons (Inactive)

Game Master Chyrone

The tradeport city of Kharum is Varisia's center of commerce.
From the shadows events are set in motion which, unless intervened, will mean the end of Kharum and much more.

Eons loot sheet


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lol, just Chavon laying groundwork for Thorn and Chavon in case they ever get called upon. I sent Grint a little note to give us a bit of history to play off. You have a great game going, with very flavorful characters and interactions. Thorn and Chavon will be here drinking on Thorn's coins waiting for someone to tap their shoulders sometime down the road, if the need ever arise.


Oh..Okay, The Leader always said making friends was important to d-do. Verim would punch you in the arm here.. but I think I wont do that. L-Lets go see if there are any J-Jobs on the board.


Good day people, i'm re-opening recruitment for this homebrew campaign.
Reading all 2834 posts to get the feel of the situation is too much, so here's the situation in a nutshell.

Spoiler:

The group has prevented a coup within the fictional city Kharum, the commercial heart of Varisia. They've followed leads and are currently in an asylum, which they'll soon (relatively speaking) liberate from those behind the coup's attempt. In the bigger picture, you'll root out and destroy the evil machinations at work.

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

What am i looking for:

Minimum of 1 post a/day, more would be great.
RP is a big plus.
You'll start at lvl 4, see spoiler for additional creation outlines.

There is no set deadline for recruitment yet.

Current party:
Cleric, Mobile Fighter, Monk, Sorceress.

Creation setup:

-20pt buy
-2 traits, no drawbacks.
-Average class start wealth
-Classes: Core and Base, with exception from Gunslinger, ninja, samurai and summoner.
Archetypes allowed, but none that are leaning to evil.
-Races: Core.
-Alignment: Good and neutrals. Non-chaotic.
-Hp max on lvl 1. On gain, half +1.
-No min maxing, 1 stat allowed at 8, prior to racial adjustment.

No 3rd party content.

Your character can choose 1 of the following bonus feats:
*Haggler: When selling weapons or armor in Kharum, get 110% of its selling value.
*Blend with the crowd: When in a "busy" crowd, you get a +2 to stealth for hiding amongst the masses.
*Native to Varisia: You get a +2 to Kn. Local in Varisian settlements.

You start with 4500gp
One of the team has crafting, which means you can buy equipment at reduced pricing ig.


Obviously I resubmit Thorn.. I would just have to level him to 4th however.


Bump....


"...
-Classes: Core and Base, with exception from ..."

Not sure exactly what you mean by this.


They mean the core classes and Base classes.. not say the Hybrid or anything of that nature.


^
That.
I started this before the hybrid classes came out, so i'm keeping it at that.


Almost finished, the question I DO have is about the reduced price.. on items. What exactly is the reduction/how do we play that out?


So CRB and APG, but not any of the other books for classes.
What about feats or spells form the other books?


ith his crafting, he can make things almost, if not at, half price.
You pay him for it, he donates the money gained to a church of Torag/of choice.

Basically, he's your valuable ticket, but he needs time to make it, which is done in down time according to crafting rules. If you want stuff 'instantly', then you buy at full price.


Our monk decided to step down too, focusing more time on PFS.

As such, we need a 2nd replacement.

Elterago:

What were you thinking of?
3rd party is not a thing for this game.

Generally, as long as i can look it up, i'm okay with it.
Since this is homebrew after all.


Anything in particular the group is looking for, I could come up with something if given a bit of direction?

I've got a Kitsune Gypsy Bard I can reflavor for the campaign. I saw you only prefer core so I could change it to Halfling or Human if you prefer, or if you are ok with a Kitsune then it can stay as is.


Also had thoughts of a Zen Archer

Silver Crusade

I have an Oracle of battle that I have been working on.


@ Vincent Fleming: they're not looking for something in particular.
Current party composition after the two leave: sorceress, mobile archery specced fighter & cleric.

@ Tharasiph: sure, sounds good.


Dot, frontline of some sort.


Now the last question I give is.. will the current party be having the same amount of loot/gold as we start out, after the cleric's uses? The reason I ask is this.. It's likely the group say... has gold and then utilizes the cleric.. but our character who have lttle way of knowing such.. would likely spend the gold without knowledge. And those who don't would likely be things such as casters, meaning there will be a deficit somewhere.


Currently, the group has less in value than the 4500, they will be compensated to come on equal wealth. They've been buying stuff the normal way, no great advantages over new arrivals.

Currently they have not made any use, i think, of the cleric's skills.


Guaril the Varisian Bard

Stat Block:

Guaril
Male Bard (Thunder Caller) 4
N Medium humanoid (human, Varisian)
Init +2
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+5 armor, +2 Dex, +3 shield)
hp 23 (4d8)
Fort +1, Ref +6, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Mwk Gold Plated Dueling Sword +7 (1d8)
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 11, Int 14, Wis 10, Cha 18
Base Atk +3; CMB +3; CMD 15/13Fl
Feats Shield Focus, Weapon Finesse, Weapon Focus (Dueling Sword)
Traits Intense Artist, Varisian Wanderer
Skills Bluff +12, Disguise +11 (Rank 4), Know (Geog) +9 (Rank 4), Perception +7 (Rank 4), Perform Dance +12 (Rank 4), Perform Percussion) +12 (rank 4), Perform (Sing) +12 (Rank 4), Profession (Courtesan) +7 (Rank 4), Sense Motive +12, Slieght of Hand +8 (Rank 4), Stealth +8 (rank 4), UMD +11 (rank 4)
Languages Common, Elven, Sylvan, Varisian
Combat Gear Dueling Sword, +1 Buckler, +1 Chain Shirt
Other Gear Explorer's outfit, Waterskin x2, Mwk Backpack, Snuffbox (tortoise shell), Courtesan's kit
--------------------
Special Abilities
--------------------
Bardic Performance 14 rounds/day
Countersong
Distraction
Fascinate 2 targets, DC 16
Inspire Courage +1
Thunder Call 1d8, DC 16 (Sound Burst)
Intense Artist (Dance, Percussion)
Shield Focus
Varisian Wanderer (Sing)
Versatile Performance (Singing=Bluff and Sense Motive) +12
Well Versed +4 save vs Bardic Performance, sonic, and Language Dependant Effects
--------------------
Spells
--------------------
Lvl 0 Dancing Lights, Detect Magic, Open/Close, Prestidigitation, Read Magic, Spark
Lvl 1 4/day Animate Rope, Chord of Shards, Cure Light Wounds, Touch of Gracelessness
Lvl 2 2/day Cure Moderate Wounds, Heroism

He would be able to get into the front line with them, back them up with spells from a distance, inspire them to help do extra damage if in front line with them, do a bit of curing, a bit of debuffing, and of course a bit of help in the skills department. Has about....1650 leftover GP wise unless his stuff was made by party in which case...he'd end up with another 1000 gp I think if memory serves me on the whole item creation bit.


You will be introduced when they get back to the city, the crafting cleric is with them at the asylum, so unfortunately no.


That is perfectly fine by me, is there anything about the character that is a no? Would you prefer a background?


Vincent Fleming:

Every character has one ^^.
It also makes a for hook for something i'm implementing in the game.

As for the items, i don't see anything bad.
But why make an item gold plated, when it costs more and makes the item more fragile?


~snickers~ Flavor of course, I normally make a character background and all I just wasn't sure if you were wanting me to make something if I was selected or before. The gold plated was for lavish and pompousness. Gypsies tend to wear a lot of red, yellow, and gold like colors so I thought, if you had a lot of extra money lying about...what would you do for you favored weapon, gild it. Let's see if this is worth anything.

Backstory:

Guaril was a traveler, spending his days tricking or charming others out of their coin and spending his nights charming his ways into a warm and cozy bed free of charge. He was born into the life of a caravan, a family of Gypsies but his asperations rose hirer then the enjoyment of life and the lack luster lifestyle of a Gypsy. He wanted to be a star, or at least a very very rich man.

He grew up learning and loving the arts. He could sing, he could dance, and he eagerly learned to play the drum for when he grew tired from dancing. These were the things he learned being a Gypsy, he picked up how to charm the audience and the first thing he learned when he set out from the caravan was that inns cost a fair bit more then living in the caravan. He was an incouragable flirt and found a vocation that took advantage of that and fixed that little lifestyle requirement, the life of a courtesan. He was decent at it, the accent, the look, the style, it all worked to give the out of towners that exotic fantasy they secretly harbored.

But that lifestyle soon began to grow boring, while it made a comfortable living for him, there was no real excitement. It was the same thing over and over. He had learned a bit of magic almost intuitively and he used his talents to slip in and start trying his hand as a sell sword. The life definintly helped bring the excitement back into his life but during one little party excursion, he almost lost his head. It was during this encounter that he first called down the thunder. The loud boom blew the goblin he was about to lose his head to into the ravine.

He seemed to have the ability to call upon the weather with his abilities. He began to try and weave those abilities into his style of fighting, making him a more versatile sell sword. He could heal, he could inspire, he could fight alongside the others, and now he could stay in the back and throw a bit of magic to help out as well. It seemed like all was going up for Guaril, but he just couldn't seem to find a group he wanted to stay with. There never seemed to be a connection, they were always a bunch of fighters with nothing but the thrill of battle on their brains, where was the magic, where was the fun, where was the comradery. He kept cycling through the taverns looking for another group, another chance...maybe this one would be different?


Lol, nice ^^.

It's up to the players who's going to be picked.
Background helps in picking, it gives an idea as to what sort of char you're bringing in. ;)


... How did you get weapon focus dueling sword?


Vincent, you know the dueling sword can't be finessed without exotic weapon proficiency.
Thorn's got a point, for weapon focus you need proficiency. Maybe you want to switch weapon focus for exotic proficiency and take it at lvl 5.


Hmm...There seems to be a mistake then in Herolab. I'll do the research real quick just to make sure whether or not it's an oversight but yes, if that is indeed the case then I will switch those out. That was indeed my mistake, herolab doesn't notice the problem. I switched out Shield Focus for the time being and I'll likely pick it up at 5th level if my ac is still feeling iffy.


Herolab is known to make ALOT of mistakes.. frequently..


>.< Damn my tool of ease....Yea, I've noticed it the more I've used it but I still rely on it a fair bit to start up and work with ideas.


This is Tharasiphs Dual-Cursed Oracle of Battle.. almost ready to go.

Background need a bit more work, i'll fix that up tonight.. and I need to spend some more money and maybe utilise price reduction for crafting for gear.


That's not yet possible, the crafting cleric is with them.
So you'll have to buy the old fashioned way.


Do you kind of see my contention now GM?

Basically, what is to stop someone.. from for ' In char reasons ' Via them being say.. a powerful caster.. to save up money.. and then utilize the Cleric... compared to say a fighter who would have little reason to NOT spend most thier amount to SURVIVE .. as far as they know?

I mean how would we know not to spend gold is what Im getting at. We arent in the party we dont have that advantage.


I don't know to what degree characters are using what i've said in the creation. I mentioned it just because the question of the lesser start amount came up, as an assurance that over time that'd be something that could balance the scales.

They'll just have to do it like they don't have the knowledge, since ic they have never met or heard of the cleric, for starters. So buy what your char would logically would use, is all i could say, you have the money, so don't worry about spending it.


Right, which then makes the situation I said before quite real. For example.. Level 4.. lets say Wizard. Has 4k.. What does he spend that on, generally nothing and is saving it up for say.. a headband. Because by the guideline you cant dump all your money on one item (more than half). By contrast a fighter could very well spend that on armor, weapons, ammunition, potions, basic supplies, alchemical solutions, etc. Thus they likely will use that money.

Both characters suddenly meet the cleric. They get particularly well known with the individual and some further adventuring happens.A insignificant amount of loot is earned but it is discovered that the Cleric can craft in the name of Torag. The Fighter has. maybe 400 gold.. the Wizard has 4k..+ 400 gold. So he gets a headband and say.. a cloak of Resist +2.


There's plenty of potions, scrolls, and wands they could be buying.
Crafting takes time, downtime, which isn't on hand at a regular basis when desired. Whoever wants to get something made, will provide all components.

So it's logical they'd buy some of their wants the normal way.


Alternatively we could just as a gentleman's agreement among the applicants spend down to under 500g and call it a day. Easy enough.


^
^
Sounds like a party face XD


But he doesn't have a big sword?


You expect a canary to wield a sword?


That would be reasonable.. assuming they werent something like a Monk.. who has to save (use) money to get things or spiral down. Between two like characters or classes though, In General the Gentlemanly agreement works.

Regardless it doesnt affect Thorn most of his loot will be spent a he IS a frontliner. He is also an Inquistor which is in no way crippled by such things in general.


No but the best faces carry big swords


No they carry 'A sword' Have you not seen power rangers or Record of Lodoss wars? Or like.. LOTR? Or Any fantasy trope? Swords> Everything else... save for like.. Axes.


1 person marked this as a favorite.

In joke with gm about a certain Paladin of mine... they're all big swords too in those references.


Ash's suggestion isn't too shabby though.
I got to spend 5k in a game and had less than 500gc left.

Speaking of which, Ash, how's your idea coming along?

Also:

Thorn wrote:
Swords> Everything else.

I disagree and answer with this.


Ah yes, that lovely improvised scene thanks to the poor actor having something akin to dysentery (I think). Made for a good move on Indy's part.


I love bards, but I don't want to step on the toes of the player who is submitting one for your replacement group. Cyanne, my heavens oracle, had an epic death in a Lost City campaign.

Obviously, she'd have to be tweaked to fourth level, and reflavored for Golarian, but she was a great character and an awesome face. Could she apply?


Sure, it's the team that votes, go wild :)


Turtles All The Way Down:
You know that feeling when building a character where you feel overwhelmed with ideas? That's where Thomas came from. I wanted to try eldritch knight as a frontline, because I haven't played one before. He was a rushing flood of things I -could- do. Books were poured over, the srd was consulted, hero lab was played with. I'm sure you've done something similar at least once. Thomas, of course, was floating along and letting me have fun with the current.

I knew the niche I wanted to fill, but didn't have a firm grip on what motivated him. He was too relaxed. So he floated along, circling this eddy and that while I wrestled with it. Thomas was incredibly patient. Eventually what stopped me was Knots. Knots is a snapping turtle, and poked her head up out of the flow of ideas with an opinion. I was reading about varisia, and more specifically about the wanderers and tattoos. A simple, 'I wonder what Tattoo Thomas has?', and suddenly I knew.

Moreover, I finally realized why I kept thinking about him on his back floating along. He was drawn to the water. Ok, I can work with that. Young boy, rivers and seas in golarion. Not hard to believe he'd have some run in with the water fey. Let's have him be friends with a Nixie, and how would his mother react. Hrm, ok. That helped a lot. I already know I want him to have some water affinity, and I'll end up with a snapping turtle familiar. Guess we're going to be a sorcerer for our EK qualifications. I can work with that. He'll end up in Tattooed sorcerer for 6 levels eventually, but maybe it makes sense to have that be after his parents try to give him a tie to the land and sky.

Maybe his mother was scared the nixie family would move on and take him along with them. That's believable, so she sends him to school. I can imagine his reaction when his mother told him she'd enrolled him in school.

You can almost hear her voice can't you? "Don't look at me like that, school is good for you and some discipline will help. They're a minor enough sect on the river, but you'll be a paladin. No, it's not an order of turtles. A few years with the Knights of The Aurulent Eye will teach you there's more to life than water. You'll have to leave the river of the road, but you'll still be family, and when you're done if you still want the rivers and the seas, I'll teach you the magic of your lineage." A sensible woman, well elf really. (I'll have to make a note for a future character).

A few tweaks later, and there's a solid sketch of what "Thomas" believes and behaves, and more importantly who he is. Tanaagar was a nice fit for diety, as a guardian of the borders he's exposed to the natural seams of the world, which draw Thomas to them. Oh, and because it's varisia I thought up a ridiculous name. Zedlantsal Iowen Slanis, and I'm sure you can hear Knots snickering every time you read it. He'll be Thomas when he joins the group, only his mother (and Knots) ever use his full name.

Sample Fluff Writing:
The night sky spoke, and the owls replied. Zedlantsal Iowen Slanis watched silently as he released the mice. It was a good night for observance. His investigation for the river spirit had given him some pearls and a clue. The pearls paid well enough to afford the repairs to his shield, and the clue had been enough to find the field. When he saw it by day, well, it was nothing special. Some rocks, some flowers, a small spring. That's how the river spirit knew, of course. He'd been patient, and waited. Gathered the mice as they worked their way across. Now, by the night of his patron, it had become a sacred place, filled with the watchers.

He sighed as the last of the mice vanished. The owls hooted their appreciation, and he grinned as he settled his pack. Plenty of time still to make Kharum, and a fine night for travel, no reason to worry about the horrors of the night. On his back, knots sighed and shifted, trying to sleep. Zedlantsal paused. "Have it your way, hard shell" he muttered, and then focused. A moment later, a dark horse seemed to fade into view, the shadows around it peeled away like rushing water. He mounted, and rode into the night.

Crunch:
"Thomas" Zedlantsal Iowen Slanis
Half-elf paladin (hospitaler?, sacred servant?) 2/sorcerer (tattooed sorcerer) 2
LG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception -2
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 36 (4 HD; 2d6+2d10+12)
Fort +11, Ref +7, Will +6; +2 vs. enchantments, +2 vs. death
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron sawtooth sabre +5 (1d8+2/19-20) or
. . dagger +5 (1d4+2/19-20) or
. . mwk cold iron greatsword +6 (2d6+3/19-20) or
. . wooden stake +5 (1d4+2)
Ranged paueliel composite longbow +6 (1d8+2/×3)
Special Attacks smite evil 1/day (+4 attack and AC, +2 damage)
Spell-Like Abilities (CL 4th; concentration +8)
. . 3/day—acid splash
. . 1/day—create water, detect poison, faerie fire, spark (DC 14)
Paladin Spell-Like Abilities (CL 0th; concentration +4)
. . At will—detect evil
Sorcerer (Tattooed Sorcerer) Spells Known (CL 4th; concentration +8)
. . 1st (5/day)—mount, snowball (DC 15)
. . 0 (at will)—arcane mark, detect magic, mage hand, mending, prestidigitation
. . Bloodline Aquatic
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 12, Wis 7, Cha 18
Base Atk +3; CMB +5; CMD 17
Feats Arcane Armor Training, Fey Foundling[ISWG], Skill Focus (Knowledge [planes]), Varisian Tattoo[ISWG]
Traits magical knack, vialesk historian (plane of water)
Skills Acrobatics -1 (-5 to jump), Bluff +8, Diplomacy +8, Fly +3, Handle Animal +8, Heal +2, Intimidate +8, Knowledge (arcana) +5, Knowledge (planes) +5 (+7 to identify outsiders with the water subtype), Knowledge (religion) +5, Ride +3, Spellcraft +5, Use Magic Device +8
Languages Aquan, Common, Elven
SQ bloodline tattoos, elf blood, familiar tattoo, fey magic, lay on hands 5/day (1d6)
Combat Gear cold iron durable arrow (20), cold iron durable arrow (50), scroll of feather fall, glide, vanish, wand of cure light wounds, caltrops (2), caltrops, cold iron; Other Gear +1 armored kilt mithral kikko armor, light steel quickdraw shield, blunt arrows (20), cold iron sawtooth sabre, dagger (2), mwk cold iron greatsword, paueliel composite longbow (+2 Str), wooden stake (4), adventurer's sash, bedroll, belt pouch, flint and steel, grappling arrow (5), holy text, masterwork backpack, mess kit, pot, silk rope (50 ft.), soap, spell component pouch, spell component pouch, string or twine (8), string or twine (2), torch (10), trail rations (5), waterskin, weapon cord (3), weapon cord (2), wooden holy symbol of Tanagaar, wrist sheath, spring loaded, wrist sheath, spring loaded, 7 gp, 4 sp
--------------------
Special Abilities
--------------------
Aquatic +1 CL for [water] spells, aquatic/swimming summoned creatures gain +1 to hit and damage.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Fey Foundling Magical healing works better on you
Fey Magic (Favored Terrain [Urban]) Gain spell-like abilities in selected terrain.
Lay on Hands (1d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Sorcerer [Tattooed Sorcerer]) +2 CL for a specific class, to a max of your HD.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Smite Evil (1/day) (Su) +4 to hit, +2 to damage, +4 deflection bonus to AC when used.
Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.
Vialesk Historian (Plane of Water) +2 to ID outsiders with water subtype, +1 CL when summoning same.
Weapon cord Attached weapon can be recovered as a swift action.
Weapon cord Attached weapon can be recovered as a swift action.

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

Knots
Female napping turtle snapping turtle (pilferer, sage) (Pathfinder RPG Bestiary 2 273)
LN Tiny magical beast (animal)
Init -1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 13 (-1 Dex, +2 natural, +2 size)
hp 18 (1d8+1)
Fort +4, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 10 ft., swim 20 ft.
Melee bite +4 (1d3-3)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 4, Dex 8, Con 13, Int 7, Wis 13, Cha 6
Base Atk +3; CMB +0 (+2 steal); CMD 7 (9 vs. steal, 11 vs. trip)
Feats Improved Steal, Weapon Finesse
[b]Tricks
Attack, Break Out, Fetch, Heel, Sneak, Track
Skills Acrobatics -1 (-9 to jump), Knowledge (arcana) +3, Knowledge (religion) +3, Perception +5, Sleight of Hand +3, Stealth +11, Swim +5
SQ attack, break out, fetch, heel, hold breath, shell, sneak, track
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Break Out [Trick] Chews through bars and bindings restricting itself or indicated creature.
Fetch [Trick] The animal will get a specific object.
Heel [Trick] The animal will follow you.
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Improved Steal You don't provoke attacks of opportunity when stealing.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shell (Ex) As a move action, a snapping turtle can pull its extremities and head into its shell. It cannot move or attack as long as it remains in this state, but its armor bonus from natural armor increases by +4 as long as it does.
Sneak [Trick] Creature stays hidden.
Swimming (20 feet) You have a Swim speed.
Track [Trick] The animal will track a scent.

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Thorn updated mostly Loot adjusts he simply gained a +1 Weapon, +1 Armor and a page of Spell knowledge.

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