Darkness over Arglondar

Game Master Chingo Chaplo


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Arglondar - The Land of the Red Griffon, was a wild
and inhospitable frontierland called the Griffonhaunt,
until Arglon Caeldaran united men and dhouvarr and
tamed the land and its griffons. Arglon became known
as Arglon Griffonheart, and the Griffonhaunt became
known as Arglondar. That was many centuries ago. In
the centuries since, Arglondar grew and became strong. So strong, that
the dhouvarr of Khaladur sought refuge in Arglondar, when the Dark
One's Conquest reached the Spine of Korthas in the year 1099 DE,
the Year of the Dark One's Rise. Arglondar withstood Sarvorath's undead
and monstrous armies for the duration of the Great War, but not without
taking great losses. At the Battle of Highcrest, thousands upon thousands
of arglondarans lost their lives, and Highcrest would henceforth be known
as Mournstone. But all that is in the past. The Great War ended 138 years
ago, when Auluras Amathane vanquished Sarvorath, and Arglondar has
seen over a century of peace. But things are about to change again...
A darkness is forming in the Ylrim Mountains north of Arglondar, a darkness
with a heart full of vengeance, a darkness that will sweep over Arglondar
like a storm. Who will stand against this darkness?...

Welcome to the recruitment thread for Darkness over Arglondar.
The game is set in my homebrew world, Myrndur, a world engulfed
by an omnipresent invisible weave of raw magical power called Myst.
This is the second pbp game I will be running in Myrndur, and
both games will serve as playtests and inspiration for creating
the Mystworld: Realms of Myrndur campaign setting.
Note that the campaign setting is a work in progress.

I expect:

  • High post frequency. At least one post per day.
  • Immersive roleplay.

    Things that are different:

  • Magic I use an alternative energy-based magic system I call Mystweaving. The rules for Mystweaving can be found here.
  • Defense Bonus and Damage Reduction from armor: Each class has a Defense Bonus which they may add to their AC, and you gain DR from armor. The DR from the armor is equal to its armor bonus. You get a Defense Bonus from your class. Defense bonus and armor bonus does not stack. If your character is wearing armor, you use the higher of the bonuses to calculate AC. The exception being the Fighter who has a slower Defense Bonus progression but gets Armor Compatibility, which allows him to stack his Defense Bonus with his armor bonuses.

    Current iteration of the Mystworld: Realms of Myrndur pdf: Link.
    The other game set in Mystworld: Link.

    Character Generation:

  • Ability Scores: 20 point buy or roll 6 x 4d6 drop the lowest and assign.
  • Classes: Core classes, base classes and hybrid classes + classes from the Mystworld: Realms of Myrndur pdf.
    Races: The races of Myrndur can be found here.
    Traits: Two.
    Starting Wealth: Average by Class
    Alignment: Any
    HP: Max at 1st level, Half + 1 each additional level


  • Dotting for interest


    interested.
    Just devoured your setting books. The race and class descriptions at least. Still working on the rest.

    Stat: 4d6 ⇒ (5, 5, 2, 5) = 17 15
    Stat: 4d6 ⇒ (2, 6, 6, 5) = 19 17
    Stat: 4d6 ⇒ (6, 5, 1, 3) = 15 14
    Stat: 4d6 ⇒ (3, 5, 2, 5) = 15 13
    Stat: 4d6 ⇒ (5, 5, 3, 3) = 16 13
    Stat: 4d6 ⇒ (2, 6, 6, 1) = 15 13

    Crackerjack Christ apparently this game wants me to play something with a lot of stat requirements.
    All those uneven numbers are going to drive me insane.

    What is your stance of overcoming racial requirements for classes.
    My first thought is a Koroku swashbuckler/monk dodgy type thing. Would be on a journey to find an Aratheël willing to teach him the secrets of the Windstriders and fly without wings.
    Suffice to say one of them saved his life when he wandered too far from home

    However if that concept is unlikely to come to pass then I've got this Idea rolling around for a Dhouvarr Alchemist. Stumbled onto a book detailing many of the mysteries of Alchemy from his deceased grandfather. Found in a cask of ale, grandfather masqueraded as a Brewer to hide his skill in alchemy, something this character would have taken on as well.
    His family being a high ranking Smith family/dynasty his decision to become a traveling brewmaster and wander the world did not go over well.


    Hi Movin.
    I think I'd prefer to see your Dhouvarr Alchemist, although if you'd really really like to play Koroku Windstrider, I'd allow it.


    4d6 ⇒ (2, 1, 2, 4) = 9
    4d6 ⇒ (3, 4, 5, 6) = 18
    4d6 ⇒ (4, 6, 6, 6) = 22
    4d6 ⇒ (4, 1, 3, 4) = 12
    4d6 ⇒ (5, 6, 1, 2) = 14
    4d6 ⇒ (4, 6, 5, 3) = 18


    I have not had the chance to play an alchemist in some time, I was interested in the wind strider due to it being a type of class (an actually rewarding mobile fighter) that I had not seen pan out in pathfinder before.

    Before I get to statting this guy out I had some questions.

    My concern with the alchemist is your making prepared casters entirely reliant on treasure drops for spells. I can appreicate the idea behind it, encouraging casters to seek new horizons but one of the other half of that genre is experience driven discovery. So with the removal of those granted spells will that mean I can try my hand at the spell research/development rule in this game?
    That is kind of what the newly learned spells per level are supposed to emulate as a prep caster levels up.
    Prepared casters take a long time to scribe spells and learn them. Much less create new ones.WIll the pace of the game be slow enough to permit me to do so? Or is there a house rule i missed speeding up those processes so that the rest of the party isnt stuck for weeks on end while the prep caster learns stuff from their ancient master?

    Does an alchemist use the mist weaving rules for their extracts?

    You settings version is much more magical so it seems to make some sense. If so does you settings alchemist qualify for magic item crafting feats normally?

    Also are there going to be any available feats, abilites, magic items to reduce the massive impact armor= DR is going to have on people with multiple low damage attacks?
    Otherwise it seems like the only combat style worth using in becomes two handed weapons and bows once Clustered shot comes online.


    First of all, I noticed that a table containing Extracts per day and Abiogenesis was missing, so check this link for that.

    There's two reasons why I'd prefer you playing a dhouvarr alchemist over a koroku windstrider. One is that the windstrider is meant to be a class exclusive to the aratheël for lore reasons, although I might revise that. The way of the arith-lashar (windstrider) is an ancient aratheël martial art that is passed down from aratheël master to apprentice. Second reason is playtest reasons. I have a windstrider in my other game, and I don't have an alchemist.

    You get the same number of extracts per day as a Pathfinder Alchemist (see link above). The alchemist doesn't use myst-weaving rules for his extracts. Neither for Supernatural and Extraordinair abilities. He does however use myst-weaving rules for Spell-like abilities.

    Alchemists can select feats such as Craft Wondrous Item. For item crafting we'll work it into the game in a sensible manner.

    Regarding the armor DR, magical weapons for one, ignores armor DR. I might work other ways in.


    This campaign looks very interesting to me and for some reason is making me want to play an arcane trickster even more than usual. I may enter a trickster build sometime tonight for review, any advice using your new content is more than welcome.


    Would you be allowing firearms?


    Yeah I wasn't talking about per day spells. Perhaps I just read wrong but I remember it being said prepared casters dont learn new spells by leveling in this setting. That was my concern. The alchemists is a prepared caster so it would be an issue as not only would I be a prepared caster but one with a niche spell list. Learning new spells could become an issue and spells as a caster are my life blood.

    The koroku would have started as a different class to start and retrained to wind strider once/if he ever found someone willing to teach him. Though now that I've had time I think I have more to bring to the table as the alchemist. I just really dug the race.

    Would I correct in assuming magic armor apply to weapons less enchanted than they are?
    Still fairly painful for characters without a way to pool attacks (pummeling style/ clustered shots)
    Such an issue should be readily apparent in platters though so such guesses can be shelved until the current house rules get seen in action.


    So actually reading your version of the alchemist a second time seems to have answered my questions relating to spell stuff.
    So never mind on that.

    It will be a secondary concern for me having bomb/extract/mutagens but if the Alchemists 1/D SLA's spell like abilities and elemental emulation tricks follow those same rules they are going to be next to useless for in combat effects.
    It seems a rather hefty departure from the core PF rpg magic ruleset so I'll be interested to see if anyone decided to take the challenge and try a full caster.

    I will also be very interested to see the feat/foci rules you have planned for reducing the time to cast spells. Seems like it will be vital for anyone with spell casting abilities to know about.


    @Alistus Consider the race Krimir with a decent Wis. The krimir gets the ability to re-roll a saving throw, skill check, or attack roll
    as many times per day as its wisdom modifier (minimum of 1/day).

    @MisterLurch I will be allowing firearms yes.

    @Movin Now I get it. Disregard that bit. An alchemist will gain new formulas by leveling, reflecting his time studying here and there.

    You can still choose to play as a Koroku if you want.

    Regarding armor as DR, I'm basing the rules on the the PF variant rules for armor as DR. You can find them here. According to those magical armor has DR/Adamantine.

    To negate the caution about the alternate spellcasting rules, here are a few examples of how it would work (keep in mind that a round is only six seconds):

    Example 1
    A level 1 wizard wants to cast Shield in an area of normal Myst density. He wears a magical bracelet which functions as a focus for channeling the Myst (reduces casting time with 1 action) and he has the feat Quick Casting I (which further reduces casting with 1 action). He begins casting the spell.
    Casting time 1d4 + 1 - 2 ⇒ (2) + 1 - 2 = 1 Result: Shield takes one action to cast. The Shield has a duration of 1 minute (10 rounds).

    Example 2
    A level 1 wizards wants to cast Burning Hands on an enemy in an area dense with Myst. The wizard doesn't have any foci or feats that reduce casting time.
    Casting time 1d2 + 1 ⇒ (1) + 1 = 2 Result: Burning Hands takes two actions to cast (1 round). Burning Hands does 1d4/level fire damage (max 5d4), and since the Myst is dense the caster gains Caster Level +2. Burning Hands does 3d4 fire damage.


    Yes I could use another race,however I like the idea of this character being the scion of a hidebound family steeped in tradition. A hold-over from an ancient time that clings to its glory out of knowing so little else.

    So he is from the Last 'true' Dhouvarr city, travels the land as a brew master and seeks to gain more alchemical knowledge. Drinking adherents of Olar Galafin under the table as he goes along is just an added bonus.

    As this game starts at level one hucking a few bombs at some raiders would likely be the extent of his travel experience.

    Are Drawbacks permitted?

    As to the magic thank you for demonstrating. That rule is absolutely crippling for the Magus class. Though the Warpriest's Fervor ability seems to supercede the time requirements with its ability to cast personal spells as a swift action.

    While a round might only be six seconds a CR=Level+1 combat is typically over in four of those.
    Having another group with these rules active does the Aromor=DR rules change that balance point much?


    I like your character concept. Looking forward to see him with name and crunch and fluff.

    Drawbacks are permitted yes.

    The magus would make his attacks at a –2 penalty and the casting time for that round would count as one action's worth of casting.

    Regarding the Armor=DR rules, the characters with armor are taking less damage and are less vulnerable than they would normally be, but that just allows for a bit more challenging encounters.


    Alright here is Magnus
    never played a beatstick alchemist before, with the way this game is set up and my rather less than stellar AC I'm wondering if such a choice is a mistake but we shall see.
    Hoping that bombs will fill the gap and he can reach weapon fight to fill things in from there.


    Hi,

    Haven't had the time to fully dig into the pdf. Some things did pop out to me :
    - Is there a specific reason why races have hit dice?
    - If I'm reading the rules on mystweaving right, the fact they have to spend several actions weaving the myst will not be the biggest problem for spellcasters. The fact that you also have a limited energy pool which restores slowly will eventually be a bigger problem. But I think that is the intention of the rules. Correct me if I am wrong.
    - How do spell-like abilities interact with the rules on mystweaving?
    - In the races document you have the Akavali. They are natural Psionics. Which Psionics ruleset does one use for these? (If one would want to be a psionic character). And how does Psionics interact with the mystweaving?
    - You mention the feat Quick Casting I in this topic and Perfect Two-Weapon Fighting in the pdf. I assume these will be added to the document at some point.
    - Is there a list of the Defense Bonus progression for classes not in the pdf? And are there any changes to these classes? Like for example the regular fighter you mentioned getting armor compatibility.
    - Am I getting it right that armor gives you a bonus to your AC, but also grants that same bonus as DR?

    One more question. What's the starting level? I am currently assuming 1, but I can't find it anywhere in your opening post.


    @Movin Magnes looking good, Movin. One thing I think must be an error, is that he has 72 hp.

    @Theorythmus

  • Disregard the racial hit dice. It was an oversight that I didn't remove it.
  • Yes, the Mystweaver has an Energy score equal to Caster Level x 5 + Con mod, and use energy to cast spells. At first it was Con score x 2 but that was way too much.
  • Normally the Mystweaving rules apply to spell-like abilities, although not to Supernatural and Extraordinary abilities.
  • The psionics use the pfsrd rules on psionics found here.
  • Feats will be added yes.
  • Nope, but ask me for the Defense Bonus progression for a class and I will provide you with it.
    Fighter Defense Bonus progression and Armor Compatibility:

    level Def bonus
    1 +2
    2 +2
    3 +3
    4 +3
    5 +3
    6 +4
    7 +4
    8 +4
    9 +5
    10 +5
    11 +5
    12 +6
    13 +6
    14 +6
    15 +7
    16 +7
    17 +7
    18 +8
    19 +8
    20 +8
    Armor Compatibility
    Because they are trained to shrug off blows rather than relying on agility to dodge them, fighters have lower natural Defense bonuses than other fighting classes. However, fighters benefit more from armor. When a fighter wears armor or carries a shield, his class Defense bonus stacks with the equipment bonuses of the armor and shield.

  • You are getting it right.
  • Starting level is 1.


  • Thanks for the quick response.
    I'm thinking of playing some form of spellcasting person as it seems like an interesting, yet somewhat difficult system. :)
    I've got a few more questions :
    1) Does Psionic manifesting work with the same rules as mystweaving or does it not interact with it at all?
    2) Akavali get "racial" power points, which state that they get added to a psionic class as bonus points if they actually take one, but what does "The akavali's natural psionic ability functions as that of a psion." mean?
    3) Again about the Akavali, the racial feat Mind Over Body, states that they may use their WIS mod instead of CON mod for hp. I assume it only affect that and that Fortitude saves and Energy score (if relevant) is still based on CON.
    4) How do lvl 0 spells/powers interact with mystweaving? I assume they don't cost energy?
    5) Am I reading the mystweaving rules right in that prepared arcane casters (wizards, witches, ...) don't automatically learn new spells at level up, but the spontaneous ones do? How difficult is it for a wizard to learn new spells?
    6) Energy replenishes with the use of potions/healing spells. At what rate do they replenish? The same amount as HP regained?
    7) Does Energy also replenish from supernatural/extraordinary abilities such as an Akavali's Accelerated Healing I or II (if they took those feats) or for example a cleric's channel energy ability?
    8) What happens if you take damage while mystweaving? (For example, you are taking more than one round to cast your spell and someone hits you with a sword)
    9) Can you interrupt mystweaving yourself and continue at a later point? For example, weave one round, move twice the next round, weave again the round after?
    10)Can one combine mystweaving with other actions? Moving with one action, while weaving with another, maybe even actively defend yourself while weaving?
    11) Is it realistic for a lvl 1 character to have a magical focus item to reduce casting time? (or in other words, what does such an item cost?)

    Hope you don't mind the amount of questions :) I also know that I am mostly asking questions about mechanics, but this is mainly so I don't have to be busy wondering about it when it might happen and I can focus on the other aspects of the game.

    I'm currently looking mostly in 2 directions qua character :
    An Akavali Vitalist or an Ikaji of currently undetermined class.


    No problem.
    Glad you are interested in playing a spellcaster.

    1) Psionic manifesting works with its own rules.
    2) It means that if they aren't a psionic class, the psionic powers they gain access to are those of a psion.
    3) You assume correctly. Mind Over Body only applies to hp.
    4) They don't cost energy.
    5) It won't be difficult. A wizard would typically pay a fee to become a member of a wizards' guild where he'll have access to most spells.
    6) The Energy replenished from potions and healing spells is the same as the amount of hp regained.
    7) Energy doesn't replenish from an Akavali's Accelerated Healing but it does from a cleric's channel energy ability.
    8) If you are injured while mystweaving you have to make a concentration check.
    9) No, the mystweaving has to be maintained with at least one action each round.
    10) Yes
    11) You can start with a focus item. It would cost 200 gp, take whatever form you want, and it'll reduce casting time with 1 action. The reduced casting time for foci doesn't stack. The focus with the highest casting time reduction applies.

    I don't mind the questions at all. I understand they need to be asked. Hope I answered satisfactory :)

    Would love to see someone roleplay an Akavali, so an Akavali Vitalist would be great. Whatever you decide on, I am looking forward to see your character take form.

    Dark Archive

    Dotting for interest, I may make a bhakiri samurai or cavalier


    @hooded figure I hope you do. Would love to see a bhakiri. The bhakiri is one of my favorite races.

    Grand Lodge

    Here is the start, just don't have the stats- hooded figure


    I still have some questions, but I think I have enough of an idea to start building my character. Still not certain which way I would go :)
    A bit divided on what to play, as I would indeed think the Akavali Vitalist has much potential, but from what I read it would not be much affected by the mystweaving spellcasting system.

    Let's see what the dice rolls have to say.
    4d6 ⇒ (5, 4, 6, 6) = 21 17
    4d6 ⇒ (2, 3, 4, 4) = 13 11
    4d6 ⇒ (6, 6, 1, 5) = 18 17
    4d6 ⇒ (4, 2, 6, 6) = 18 16
    4d6 ⇒ (5, 5, 4, 6) = 20 16
    4d6 ⇒ (1, 1, 2, 2) = 6 5

    Hmm, That's a very funky stat division. Wouldn't know how to put these, as a 5 is quite limiting for most stats :)

    So now back to the questions :
    1) Assuming I read your answer correctly that "Psionic manifesting works with its own rules."
    1a) Psionic characters do not interact with the myst?
    1b) Do not use energy?
    1c) just use the rules found in the Psionics Unleashed book for powers known & power points per day?
    2) Would a vitalist using his Collective ability be capable of separately influencing the amount of HP and Energy a person heals. Or does the Energy replenishment go where the distributed HP go? (I'm assuming this last one, but would seem funky as a concept to me.)
    3) As we would be starting with average starting wealth I am uncertain how one would start with a focus at lvl 1, but I could be wrong.


    Dotting this page.

    Seems interesting so far. Considering of creating "Acolyte of Dragon Matron" with a black pseudodragon (going towards acid)

    Rolling the stats to see how lucky I am:

    the sweet stat: 4d6 ⇒ (3, 4, 2, 6) = 15 13
    the sweet stat: 4d6 ⇒ (3, 4, 1, 2) = 10 9
    the sweet stat: 4d6 ⇒ (3, 3, 6, 3) = 15 12
    the sweet stat: 4d6 ⇒ (3, 6, 6, 6) = 21 18
    the sweet stat: 4d6 ⇒ (1, 3, 6, 1) = 11 10
    the sweet stat: 4d6 ⇒ (6, 6, 3, 6) = 21 18

    well... aint that interesting. 1 Stat clearly under 10 but otherwise charming fellow.

    EDIT: Hm, got really interested lorewise towards Bhakiri, so why the heck not. Seems like a fun combination and could strife for some interesting dialogues and interactions between players & npcs

    Grand Lodge

    Questions:
    My class gets a mount at lvl 1, are there any particular mounts a bhakiri? Or should I just use a horse like normal?
    Also, I'm only available during weekdays, could I go autopilot on weekend s?


    @Theorythmus You may reroll the 5.

    Answers:
    1a) Psionic characters do not interact with the Myst, at least not the ambient Myst.
    1b) They do not use Energy, but Power points.
    1c) Yes.
    2) Energy replenishment goes where the hp goes.
    3) I'm considering making a background trait which allows for greater starting wealth. But a focus won't be hard for you to come by.

    @Grovo Sounds fun. If you go with bhakiri, you and hooded figure could have a shared background.

    @Sabrik Just use a horse like normal. A bhakiri riding a stag would be too much antlers :)
    I can autopilot your character on weekends, no problem.

    Grand Lodge

    Here is a basic crunch

    Stats::
    Hp:12
    AC:16(+2dex,+4armor,+1sheild)
    Speed:30ft(20 in armor)

    saves and attack:

    Saves: fort:+4 ref:+2 will:+1
    BAB:+1 CMD:14 CMB:+4
    Mele: spear +4(1d8+3)x3(crit) 20ft(thrown)
    Ranged:short bow+3(1d6+2)x3(crit)

    feat/skill:
    skills: ride+1, handle animal+3, intimidate+1, sense motive+1
    Featsshake it off(teamwork), endurance

    mount:
    horse: Brunswik
    HP:10
    AC:16(+4natral+1dex) speed:50ft
    Str:16
    Dex:13
    Con:15
    Int:2
    Wiz:12
    Cha:6
    Mele:bite+3(1d4+3), 2hoves+1(1d6+1)

    Inventory:
    hide armor, spear, buckler
    Backpack: hooded lantern, 3pt oil, travelers outfit, 1weeks rations,10arows, short bow.

    Order:
    order of the dragon
    Challenge:1/day: +1attack vs. Challenge

    Grand Lodge

    I still need a saddle


    @Sabrik If you don't have enough money for a saddle, you can have one for free.

    How did you get your attribute scores - did you use point buy?

    Grand Lodge

    Yes, is the base 8? I'll a just accordingly


    Base is 10. But if your scores look like this before racial modifiers:
    STR: 15 DEX: 15 CON: 15 INT: 10 WIS: 10 CHA: 14
    then I get 26 points spent...

    Grand Lodge

    ... Oh, yeah I'll change that


    Interested how HP will be done? Adding both Class & Race HP together or taking the higher one?

    [Grovo here with some shape on his Bhakiri]


    4d6 ⇒ (2, 2, 1, 1) = 6 <-- that's another 5, I assume you will allow me one more reroll.
    4d6 ⇒ (1, 6, 4, 2) = 13


    @Bhalur Cool name and portrait. You only get HP from class. It was an oversight that I didn't remove the racial hit dice from the pdf. Racial hit dice was something I considered for a time, but went away from.

    @Theorythmus Looks like the gods want you to have a 5. Muhahaha! Kidding aside, you get to take the 12.


    Another question regarding my black pseudodragon-> Noticed that there is still spot / hide / move silently and wondered if I should change them according to Perception but combine M-S and Hide together and take the middle value [what I try to say is that should it be like Stealth +9]


    Yep. Spot is Perception. And combine M-S and Hide to +10 Stealth.

    Grand Lodge

    Okay, I adjusted my stats and choose the beast rider archetype


    Now I get 19 points spent.

    Grand Lodge

    Sorry, I keep forgetting that the cost increases with the amount in one stat, I'll just dump it into dex


    Character is ready to be inspected.

    Just need to get background up and maybe weave it together with "hooded figure"

    Grand Lodge

    BTW, I'm hooded figure. I'm fine with that weave in.


    I've opened the discussion thread for you to weave a background together at.


    Do you have typical age/size/weight type stuff figured out for the Lhurienathi?

    Also, when they shift, what happens to their gear?


    Hey, would it be a problem to modify the 'Alchmyst' of yours so I could use the Moonshiner's Drunken stupor ability instead of Mutagens like normal?
    Potentially swap the second level ability for poison use as poison in pathfinder is mostly useless for a PC to use. Cost is way too high.

    I was thinking of using alcohol as Magnes's extracts anyway but this is a really cool set of tricks for that.
    Starting to feel like the dice gods did not like me nearly as much as I thought they did. so many danged 18's for the last few that attempted it.


    @MisterLurch Nope, just use elf, although lhurienathi are stockier than the typical elf. Haven't really thought of what happens to their gear when a lhurienathi shift, but for ease of the game, I'll say that their gear becomes part of the wolf form.

    @Movin That sounds like a great idea. Magnes the Moonshiner. Heheheh. I like it :)


    Sounds good to me.

    I need to finish up equipment and background (background is mostly formed but still in my head). But I think the rest is done.

    This is Kevroth the Lhurienathi gunslinger.


    Hrmmm... should probably purchase gear.
    Good thing Magnes has such a good save VS psn, Roadbrewed moonshine is likely to kick like a mule and taste like one as well.
    Might as well drink rubbing alcohol.

    Hrmmm... perhaps using Craft:Alchemy to synthesize liquor that tastes like a ten year brandy but only took a week to make. That's some liquid gold right there.


    @Kevroth Cool character concept. Looking forward to read his background.

    @Movin He isn't a brewmaster for nought.

    Both of you can go ahead and join the others in the Discussion thread.

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