TWO's Mythic Kingmaker Discussion


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Hunter 7 | HP 39/63 | AC 20, Touch 15, FF 16 | CMB +6 | CMD 20 | Fort +7, Ref +10, Will +6 | Init +4 | Senses: Darkvision, Perception +13 Defenses: 5/fire/cold/elec | Hunter Spells: 1st 5/5, 2nd 4/4, 3rd 1/2 | Cohort: Deneb Flynvias

I guess since mythic specifically says "areas without any vegetation" you might be right. If that won't work then Sleet Storm. Doesn't say it can't be cast inside. Same size but DC 10 acro or they can't move all and line of sight is blocked.

Or if that doesn't work, just sting the bow.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Wheee, mayhem and chaos for all!

Seriously, the devourer plus soul biter combo is lethal. You have a devious mind, TWO.


Male Half Elf Druid (Treesinger) 7 | HP:84/84 | AC: 17; T: 13; FF: 15 | Fort: +8; Ref: +4; Will: +10 (+4 vs Fey, +2 vs Enchant.) | Low-light Vision; Init: +2; Perception: +13 | Cohort: Tai Reen

TWO,

I thought we'd talked previously about which shapes one would be allowed to assume with Wildshape, and possibly basing this off the 'Monster Lore' use of Knowledge: Nature or something like that. I can't actually find where we had that conversation despite looking very, very hard for the last 30 minutes, so maybe I'm imagining it?

Either way, since I'm about to shape in to something, figured it was a good time to bring it up! I was thinking 5+CR or 10+CR as a take-ten Knowledge Nature DC seemed a fair way to represent what a Druid (or anyone else Wildshaping for that matter) had either encountered or been made aware of; what are your thoughts on the matter?

edit: maybe impose a penalty to the check for funny/different subtypes?


Hunter 7 | HP 39/63 | AC 20, Touch 15, FF 16 | CMB +6 | CMD 20 | Fort +7, Ref +10, Will +6 | Init +4 | Senses: Darkvision, Perception +13 Defenses: 5/fire/cold/elec | Hunter Spells: 1st 5/5, 2nd 4/4, 3rd 1/2 | Cohort: Deneb Flynvias

I think some people have missed it, but EVERYONE gets a full round action before the baddies enter. Then init happened and we all go first. So that's another full round action.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Post coming soon, Wednesdays are really busy for me.

GM, both Darivan and Sylvia keep backup component pouches in their haversacks. Would they also be bound?


M Roleplayer 25 / GM 8 / Writer 18 - Neutral Annoyed - Atlanta, GA - SA: Punctuation, Spelling, Sentence Structure

Lyda is right re: initiative.

Acaciano, re: the wildshape discussion, the question was here and the reply here. A quick copypasta:

Wildshape Familiarity Ruling wrote:
Most creatures with which you'll be familiar are going to be the ones local to your usual area. Define that, and you pretty much have your 'critter set' defined for you. If it came to a roll - not likely, but possible - you'd be looking at a KS: Nature DC 10 check for anything in your home territory (call it a 20-mile radius), and a +1 for every 10 miles - or wait, this is Kingmaker, call it a 3-hex diameter circle for your 'home area' and a +1 for every additional map hex distant. Things can be very different a hundred miles away, but at the same time as you wander and familiarize yourself with the area, investigate and watch the animals, you can make yourself familiar with the critters. I'm thinking right now that if you spend double the amount of time necessary for exploration (hexploration? ;) ) you'll make yourself familiar with that hex's animal population.

TL;DR - typical creatures in a) your home range (60-mile diameter circle, basically) and b) the hex that Restov is in are a 10- roll; +1 per additional map hex distant from those areas.

Considering your CR suggestion, I'm going to actually blend the two and make the following ruling (which I'll stick into the House Rule tab above).

====================================================================
Wild Shape
. . . Druids will be familiar with all creatures of the type(s) they can wild shape into that exist within their home domain (that being defined on a standard 12-mile-hex area map of a five-hex diameter circle, or as close to it as is reasonable considering terrain, e.g. one side of a mountain rainge, with a maximum of 19 hexes); this includes subtypes that are in the area.
. . . For creatures outside of their home range, they must make a KS: Nature roll with a DC equivalent to 10 + (Creature's CR) + (1 per 50 miles beyond the druid's home range) to know enough about the animal or plant creature to wild shape into it. If the druid has been familiarized with a creature despite it being well outside his home domain or the creature's natural range (e.g. a tiger in a sideshow, the druid's extensive traveling), familiarization being able to take at least three hours studying and interacting with the creature(s), he may add that creature to his 'familiarity list' for which no roll is required.
====================================================================

So right now, Acaciano is looking mostly at wolves, bears, weasels, badgers, hawks and eagles, that sort of thing - East/Central Europe, or South Brevoy / The Stolen Lands animals.

:: Darivan / Sylvia, Gear's Tied Up::
As Sylvia does not have her Haversack, this is a moot point for her.

Coalhouse is moderately paranoid, but not completely; half the security was, well, the security. The mouths of bags of holding, flaps of handy haversacks, and the like are secured, but only by a simple string tie-down (Break DC 14, easily cut without a roll as a move action with cutlery on the table ten feet away, untied as a standard action). Even so, you could probably retrieve something small (such as a spell component pouch) out of it by snaking your hand between flap and opening.

:: Amavin ::
Don't forget to spoiler your rolls, please. You also haven't time to do all that - retrieve the scroll, cast the spell, AND tell everyone what's up - in one turn. Are you getting into your gear (where-ever you stashed your scroll of Fly) with your first standard action, retrieving your scroll with the first move action, then explaining what's going on with the second move (because while saying something brief may be a free action, explicating knowledge is not), and casting the scroll with the next standard? If so, that'd work. However, I would like actual information being relayed rather than what we used to call 'Power Word: Blah'.

:: Darvan ::
Yeah, like that!! And that F/X is cool!

:: Everyone ::
If you move your character icon, I expect there to be a post explaining the move. I see at least three characters who have simply been shifted; please don't do that, especially in these bigger battles, as it can wind up with someone sleight-of-hand-ing a character halfway across the battlefield before anyone realizes it. Remember, just because you're posting doesn't automatically mean you used up all your actions, especially if you have to wait for someone else.


Female Human Sorcerer 7
Stats:
Init +6 Perception +8

My apologies, I have been, (and still am) sick so forgot to spoiler the roll z_z.

Anyway, my action is probably invalid because was unaware of restrictions on gear. For instance, if its a standard action to untie a handy haversack then its a standard + move to get the scroll, whereas if the handy haversack is not secured, its move + standard to cast the scroll spell. I'll be more detailed in future RE knowledge roll, again, was sick which limited my post somewhat.

So probably standard (haversack) + move (scroll), then standard (cast) and move, relay information (which until now, assumed was a free action).

Diregard the Fireball action I posted later, its invalid now due to action restrictions on speaking and locating/casting scroll.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Okay. Post will be up in about an hour.
Something to note, is that I've always intended that both of them would keep all components for eachother in their pouches, along with their own. So, Darivan would have his pouch and toss it to Sylvia, who could then cast normally.


Male Half Elf Druid (Treesinger) 7 | HP:84/84 | AC: 17; T: 13; FF: 15 | Fort: +8; Ref: +4; Will: +10 (+4 vs Fey, +2 vs Enchant.) | Low-light Vision; Init: +2; Perception: +13 | Cohort: Tai Reen

Ah! I searched every page of Gameplay, Discussion and Recruitment for 'Shape' but never 'shaping'. Dang! And good finding skills!

Moving back to the nitty-gritty though, Acaciano, as a Treesinger Druid, can't turn into animals: only plants. SOooooo, as I'm not really sure what the distribution of plants in Brevoy & The Stolen Lands is, mind if I post a few suggestions, and you approve or disapprove? I've tried to stick with more plants from temperate forests, fields, and plains for these, and I've put down a few more rare samples of which maybe Acaciano is aware? Feel free to ignore completely.

Rarer Plants, requiring Dice Rolls:

Fungus Queen
Distance to the Tanglebriar: ~700 miles = +14 to roll:
DC = 10 (base) + 9 (CR) + 14 (distance) = DC 33
Impossible Roll

Vegepygmy
Distance to a Darklands Entrance: ~1000 miles = +20 to roll:
DC = 10 (base) + 1/2 (CR) + 20 (distance) = DC 31
Vegepygmy? DC 31: 1d20 + 11 ⇒ (16) + 11 = 27

Mi-Go
Distance to the Scar of the Spider: ~400 miles = +8 to roll:
DC = 10 (base) + 6 (CR) + 8 (distance) = DC 24
Mi-Go? DC 24: 1d20 + 11 ⇒ (16) + 11 = 27


Hunter 7 | HP 39/63 | AC 20, Touch 15, FF 16 | CMB +6 | CMD 20 | Fort +7, Ref +10, Will +6 | Init +4 | Senses: Darkvision, Perception +13 Defenses: 5/fire/cold/elec | Hunter Spells: 1st 5/5, 2nd 4/4, 3rd 1/2 | Cohort: Deneb Flynvias

DM TWO: Need clarification on entangle. Prefer that over Sleet Storm I think. And also, what is the construction of the building if you don't mind. Wood timbers, stone, half and half? Would Shape Stone work if stone? Checking options here.


Status: Mirror Imaged (5 images), Long Arm (+5' reach) | hp 62/62 | AC 24/16/19 | CMD 25 | Fort +7 Ref +9 Will +5 | Per +12 | Sense +10 | Init +7 | Skie

@(Velar,) Aramil, Dragaryen, Darivan, Kaellin, Theodric and Tomáš - You are all Hasted for seven rounds.

Targets were picked among the PC's that were within the 30' blob at the time of posting, before Velar moved out. Sorry people whom didn't get it!


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);
The Wyrm Ouroboros wrote:

:: Darvan ::

Yeah, like that!! And that F/X is cool!

No idea what I did, lol, but glad it meets your approval! And nice, I'll make note of that accepted visual effect in Darvan's sheet for future reference.

Just to clarify, the posts for Theodric and Darvan were the preemptive full-round actions granted before the doors were kicked open. I figured it might be easier to let everyone else get their preemptive round taken taken care, then do the proper first round posts when I can account for others' actions during the preemptive. (Since I don't know what you'll rule Darvan's shouted explanation as taking by way of action--more than a free round, apparently--his first proper round may be partially over with in any case.)

Also, which devourer was the one that had itself a meal after entering? Darvan wants that one for a special bit of whuppin' on. Or do I just pick one?

Finally, Darvan has Personal Trial, which is a swift action to activate. Interestingly, his story feat offers a similar ability with an identical activation time. Can I slap those two together into a single activation?


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Velar- Darn. I had just written an awesome description about hasting you and a bunch of other people while I was away from internet. Guess it'll have to keep for the next combat.

Should we distinguish hasted targets somehow? I have Sylvia and Darivan, who are flying, in green. Perhaps either blue or yellow for Haste?


Damn, the map! I actually explained my movement but forgot to do it on the combat map :P Okay, so headed now to post second's round actions and modify the icons according to it.


Status: Mirror Imaged (5 images), Long Arm (+5' reach) | hp 62/62 | AC 24/16/19 | CMD 25 | Fort +7 Ref +9 Will +5 | Per +12 | Sense +10 | Init +7 | Skie

@Darivan - Sorry about that!

Hmm. Not sure about if we should distinguish the targets. As opposed to Fly there really isn't any special targeting restrictions or such and the map might get cluttered fast if every buff gets their own colour. On the other hand Haste is such a significant buff it might be worth adding something as a reminder, just to avoid confusion.

Speaking of ...

@Darvan - I noticed you added Haste in your summary. I suspect that this may be from Velars casting (if not ignore all this and carry on : ) ). Sadly he didn't target Darvan but Darivan as the former would violate the "all targets must be within 30' clause". Sorry!


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

@Velar: Yeah, that was meant to go into Theodric's spoilered section; I did both posts as a single for my sanity and ease of typing, then copied and pasted Darvan's section under his alias, forgetting that I had the Haste block under his spoiler at the time. By the time I noticed, too late to edit it -_-.

Brains don't brain too bloody well on painkillers :p.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

You guys post a lot after I go to sleep. Makes for quite a morning of catch up.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Velar-
[sarcasm]I mean, seriously, how dare you buff me with the same thing I was about to cast?[/sarcasm] ;P

Regarding buffs, GM, what's your call? Things like invisibility and flying seem like obvious choices for differentiating. Perhaps turning up transparency for invisible PCs, and a border of some color for flying?


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Discussion and Gameplay threads are readable again.


Status: Mirror Imaged (5 images), Long Arm (+5' reach) | hp 62/62 | AC 24/16/19 | CMD 25 | Fort +7 Ref +9 Will +5 | Per +12 | Sense +10 | Init +7 | Skie

Rejoice!


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Huh. I guess I missed it. Also, here's a list of effects that have been used (for everyone's convenience):

Sickening Entangle or Sleet Storm (from Lyda), centered on the devourers.
Magic Circle against Evil (from Father Laszlo), centered on himself (so, affecting most of the cohorts)
Inspire Courage from Sylvara (+2 competence to weapon damage/attack, +2 morale for fear effects) to everyone in the room
Stone Call (from Sylvia), centered on the devourers, making it difficult terrain.
Haste (from Velar), targeting himself, Aramil, Dragaryen, Darivan, Kaellin, Theodric and Tomáš.
Glitterdust (also from Velar), targeting a burst in the middle of the enemies, striking both devourers and most of the soulbiters.
Web (from Bartek), targeting… 4 squares about 10 feet from any enemies.
Obscuring Mist (from Samantha), centered approximately where Tobias is.

I think that covers most of the multi-person effects. Let me know if I missed anyone.


Yay!


Female Human Sorcerer 7
Stats:
Init +6 Perception +8

Theres no Fireball Darivan, it was retconed.


Status: Mirror Imaged (5 images), Long Arm (+5' reach) | hp 62/62 | AC 24/16/19 | CMD 25 | Fort +7 Ref +9 Will +5 | Per +12 | Sense +10 | Init +7 | Skie

Demons are immune to electric and resists fire while daemons (as this seems to be) resist both. Which means that the common AoE thingies work so-so.

What we would need is a giant flyswatter or something ...

Hmm. Gust of Wind could have been handy!


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Amavin- Ah. Yep. Missed that. Edited the prior post.

Velar-

GM TWO wrote:
DC 18: Soulbiters are a rare demonic version of the cacodaemon...

Or, to a lesser extent, Aqueous Orb. Fortunately, I happen to have one prepared...


Female Human Sorcerer 7
Stats:
Init +6 Perception +8

What does Gust of Wind do precisely?


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Amavin-
Gust of Wind

What would specifically be helpful here is

Gust of Wind wrote:

A Tiny or smaller creature on the ground is knocked down and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet.

Small creatures are knocked prone by the force of the wind.

For some reason, though, it offers a fortitude save and is affected by SR. It makes kind-of sense from a game balance standpoint, annoying from a 'reality check' one.

EDIT:
.... and you have it known. That is quite fortunate.


Male Human Sorcerer 7 HP 59/59, Init +6, Per +0, AC 18/12/16, Fort +5, Ref +5, Will +6 Cohort: Kliment Yaroslav [L1 8/8, L2 7/8, L3 5/5]

Just to clarify the 4 squares I listed for web, that's just to give the precise intersection it will be centered at. Then there's a 20 foot radius of webby goodness to hopefully screen the unarmored cohorts from too much attention.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

Bartek- Ah. My bad. That's what I get for not reading the spell description carefully enough.


Status: Mirror Imaged (5 images), Long Arm (+5' reach) | hp 62/62 | AC 24/16/19 | CMD 25 | Fort +7 Ref +9 Will +5 | Per +12 | Sense +10 | Init +7 | Skie

@Gust of Wind - Not sure if it is actually the best choice to go for. I mainly mentioned it because the mental image of smacking a good chunk of those blighters into a wall was too good to pass up :P


Female Human Sorcerer 7
Stats:
Init +6 Perception +8

It also lasts for just one round. So its only going to be good against something small, that fails SR, that fails Fort, and is only prone for 1 round. Maybe if the Paladin's entered melee could I consider using it, but for now at this point in time, its not optimal.


Man, you people. I doze off ONE night ...

Quick observations/clarifications/answers to questions seen here in the Discussion thread:

:: Crowd Control ::
The yellow-dotted area on the map is the crowd; there are roughly 500 people inside that area, so the following currently apply:

. . A) For movement at ground level, like other crowds it is considered difficult terrain (2 squares per 1 square of movement).
. . B) Anyone in the crowd has Cover from ranged attacks (+4 to AC).

A) applies MORE to the PCs and less to the cohorts, who make up a significant part of their area, but currently still applies to them. I have not adjusted it for anyone; I'll let it go this round.

The crowd is not yet panicking, i.e. turned into complete mayhem; most people (i.e. swordlords) have been getting their weapons, and are thus just now cleared for action. This may not last very long; if/when the crowd panics (with a +3 to the roll, fails a DC 10 Will save twice in a row), there will be tramplings; the Alexandrian's rules look appropriate to me, basically boiling down to a DC 12 Reflex save to avoid being caught up / crushed. I will allow the replacement of your Reflex with half the sum of your armor bonus and strength bonus, to represent you basically being 'the crusher' instead of 'the crushee' - but hey, what's a little damage to NPC noblemen, right?

As a note, this means that any spell or AoE effect in that zone is going to affect Rostland and Restov nobles and swordlords, and probably people in your expedition as well, as THEY were distributed through the place too. It also means that conversation between one group (the leaders) and the other (the cohorts) is utterly impossible, unless using the grossest manners possible - horns, shrill signal whistles, a shout spell, or large-movement sign language (which, y'all will find out, exists).

.

:: Tables ::
Something I will NOT let go is movement 'through' tables; you have to either shove a table aside, knock it over, or vault it. Handling the first, you can vault a table with a DC 13 Acrobatics check. This will knock food and tableware to the ground on the other side, making the square beyond difficult ground after you have vaulted the table (i.e. it doesn't count as difficult ground for the person knocking the stuff off).

Tables can be moved with a DC 12 Strength check; they can be overturned with a DC 15 Strength check, or carried with a DC 18 Strength check (for use as a battering ram, perhaps). Cooperation adds half your STR bonus to the roll, with a minimum of +1 per person, maximum 5 people to overturn (one per fully-adjacent square, e.g. 3 on a side, one on either end), maximum 8 people to move or carry (again, one per fully-adjacent square, 3 on each side, one on either end). Overturning a table will make the area beyond it difficult ground, due to food and tableware on the ground.

.

:: Map ::
In general, the map should be used primarily to indicate location, areas of effect (instant and continuing), and sight differences. In the air? It's indicated on the map. (For fliers, there are four effective levels - ground, mid-first, second (level with the balcony), and mid-second. Think of each as being one square upwards.) Invisible? Sure, put the icon on 50% transparency. But if you're Hasted, or whatever? That should be on YOUR character sheet, as well as what that thing does for your character. Better yet, put it in your character header. That's what it's there for.

I may indicate things like Stunned and the rest with icons or other indicators overlaying the NPCs; if you have suggestions, make them, copy them to the sheet in the grey section below, and add it to the character image sheet to boot, so we can use it later. (Obviously the red-circle-x is 'in a bad way', though I admit that Hareth is probably still fighting.)

:: Acaciano ::
Plants look fine. From a quick review of something else, the TN for vegepygmy is actually rather lower, as the closest ones are in Numeria. (Please drop me a note about what / where the Scar of the Spider is, so that I can eyeball it for inclusion in this campaign.)

:: Lyda ::
Entangle needs plants to work, sorry. Go with Sleet Storm - feel free to have the F/X pull 'outside weather inside', because it IS winter out there. ;)

The primary construction of the citadel (walls, floor of the level you're on) is stone, though the second level's floor is timber. Stone shape WILL work, but since it affects only one piece of stone, it is limited when used in an environment of worked stone like this. Your best target would be one of the blocks in the walls, which are of more significant (5' cube) size. The flagstones of the floor aren't really worth your while, as there are too many individual ones. (And shaping the stone beneath them ... could be catastrophic, because removing vaulting in basement means collapse of floor you're on.)

.

:: Amavin / Theodric / Everyone ::
Specifically, regarding speech. 'Talking' is usually not considered 'an action' because you can talk while you're moving, cutting ties, swinging a sword, that sort of thing. In addition, specifying what you're saying helps to adjudicate this; making a grand speech is going to take considerably more than a full-round action, you know? This in part is why I'm good with what Darvan said, but not with Amavin's 'I relay what I know'; what Amavin knows is a considerable amount, but what she was relating was not written out. (Does this make me a snob? I guess.) Part of the rest is that Amavin is spellcasting (or scrollcasting), which is not something you can do simultaneously with a discussion like you could with something physical.

I apologize to Amavin for being persnicketty about this, and being a mean stick-in-the-mud at this moment and penalizing her; I'm kind of getting into the swing of running a combat and everything I need to keep in mind, stuff I need to let everyone know at the very start of combat (like the crowd thing, etc. above), and all that. This is somewhat an aside of 'what I like to see in posting' - things being written out, all that. Again, my apologies, and I'll try to be not-quite-so snobbish in the future, because I know what it's like only being able to get three lines of text out on some nights. :/

.

:: Darvan ::
Hmmm. No, you aren't going to be able to merge these into one swift action; two swift actions (or whatever can replace a swift action) are required. I am also going to note that the close similarity between these is going to mean that the attack bonus (the only thing both items share) will not stack.

The devourer on the left consumed the soul-pearl.

.

:: Spells / Effects ::
Inspire Courage: To be affected, an ally must be able to perceive the bard's performance. In all the screaming, crowd, that's going to be a 30' radius centered on Sylvara. Please indicate.
Gust of Wind: I think a fortitude save for it is meant to indicate 'digging in and holding on', leaning against the wind, that sort of thing - a strength maneuver. Makes sense to me if thought of in that manner, anyhow.
Glitterdust: Hmmm. This is not an illusion or evocation effect, creating light or anything, but rather a creation effect, creating bits of, err, glittery dust - like the mica material component it requires. IMO this is liable to be wrecked by a Gust of Wind spell; at the very least, I'm thinking the GoW would allow an additional save against the blindness. Thoughts?

.

:: Darivan / Sylvia ::
If your intend is for the spell component pouches to be always available to both of them, please double their purchase price. No, it isn't much, but it's a principle - a mage acquires the components for the spells SHE needs, not the components for the spells OTHER people need, and picks up bits and bobs along the way. They might share as an emergency measure, but this is not the sort of thing that is usually done. If you want it to be a thing that they usually do, you pay the (now relatively negligible) price for doing so.

.

:: Peace-bindings ::
Remember that you need to roll ONLY if you're trying to speed it up. If you take the time, it's done, but if you fail a roll but spend the full round action, it's done.

... and I'm sorry, but may I ask where Tomas got that knife? If you're thinking it's a table knife, you wouldn't have that in the tableau; if you're thinking it's a standard knife or whatever that you had in your gear, again, simple (string) peace bond (as compared to the cord peace-binding on your sword). Plus, see above regarding movement and the tables you seem to have passed through.


Female Human Sorcerer 7
Stats:
Init +6 Perception +8

Hey GM what are your thoughts on using spell combinations

For instance, if someone cast Grease and I cast Fireball, is that going to ignite the grease?

I'm asking in reference to a specific combination of Glitterdust (10 foot radius IIRC) then being targeted and spread by a Gust of Wind to increase the effect. There's no real rules on this, since its more of an innovation - and I don't mind either way as to how you rule it, just wondering if its something we can pull off.

No apology required RE talking + actions, I don't feel penalized and its totally fine to have the ruling as it is, makes sense, and I'll be clearer in future with what I say when distributing information.

Any chance though that I would learn a little more about strengths / weaknesses beyond merely identifying a monster though :)


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Well, in light of the tidbits covered in TWO's post, I'm glad I stopped Darvan's movement at the square with the benches; I assumed the empty space between was table, and would require more effort to cross than I could afford on 10 feet of available movement. Also glad I had him shouting his Knowledge results, lol.

GM TWO wrote:

:: Darvan ::

Hmmm. No, you aren't going to be able to merge these into one swift action; two swift actions (or whatever can replace a swift action) are required. I am also going to note that the close similarity between these is going to mean that the attack bonus (the only thing both items share) will not stack.

The devourer on the left consumed the soul-pearl.

I sort of figured that would be the case, but it never hurts to ask just in case, you know?

There should be no issue to their stacking, since the granted bonuses are not the same type. The attack bonus from Personal Trial is an insight bonus while the attack bonus from Champion is untyped. The rules themselves state that two bonuses to the same stat stack as long as they're not the same type--excepting only dodge bonuses--or from the same source. And similarity or not, Champion and Personal Trial are not the same source.

Devourer on the left it is! It shall feel Darvan's fury, and know the bitter taste of defeat (and de knuckles, and de knees...)


GM wrote:
... and I'm sorry, but may I ask where Tomas got that knife? If you're thinking it's a table knife, you wouldn't have that in the tableau; if you're thinking it's a standard knife or whatever that you had in your gear, again, simple (string) peace bond (as compared to the cord peace-binding on your sword). Plus, see above regarding movement and the tables you seem to have passed through.

I had the knife in my gear (all my PCs have one). Sorry but I don't understand what you mean with 'simple (string) peace bond'. In your previous post I've read using a knife made it a moce action. If I did something bad I can correct it, same as I'm correcting right now the movement thing (sorry but I didn't know at the time).

Edit: Regarding movement, Tomas will then use both actions to move around the tables up to, more or less, where William Lawsrick is (placing him there now).


Cohort of Selene

I think adding custom spell interactions is possible, but will make the game harder to run, so I'd vote just run it RAW as much as possible because I like the game and don't want you to burn out adjudicating it. I say this as someone with maybe the most to gain from custom interactions since I have a pile of not yet fleshed out arcane elementalists.

Anyways, pure opinion time: I think GoW would make it -harder- to save vs Glitterdust, not easier, in the case of 'we'll do custom interactions anyways'. Source: decades of beach and glitter experience. Wind is not a good way to flush your eyes. It dries them out and makes grit worse. You want to have cool water on hand in clean cups with proper salination. So If I were trying to build custom interaction rules for those two spells, I'd go with GoW making glitterdust's dc harder by 2 for that round.

Grease being flammable is a time honored elfgame holy war and I have no opinion on the matter.


Male Human Paladin of Apsu 1 | HP: 12/12 | AC 18 TC 11 FF 17 | Fort: +4, Ref: +1, Will: +1 | Init +1| Per +3 SM -1 | 20 ft. speed | +5 CMB | CMD 16| Resist Fire 1 Smite Evil 1/1

I kind of agree with the no spell interactions, for ease of play if nothing else. However, if you are up for it, it's the exact sort of thing that Darivan and Sylvia would both love and enjoy using a lot.
Web spells being blown by wind, frozen enemies being more conductive to lightning, create pit plus wall of stone for serious carnage....

Also, just a heads-up, I'll be out of town Friday-Saturday. I'll be back come Sunday, though.


All right, questions answered and gameplay scanned through. I will post for the NPCs and bad guys tomorrow. (I WILL note that all y'all main PCs are charging AWAY from the guy you're sworn to protect ...)

:: Amavin ::
Strengths/weaknesses - you'll absolutely know most of the damn things' strengths and weaknesses (which, I suppose, I should refinagle on the soulbiters and put up, just for fits and shiggles and my own convenience). See GM TWO's character page for information. I will point out that these are ... awfully short for stormtroopers the usual devourer - devourers tend to be Large, these are looking to be Medium.

Regarding spell combos, I'm typically all for them - with the notation that 'what's good for the goose is good for the gander'. Specifically regarding the Glitterdust/Gust of Wind combo, I believe I'd rule that the Glitterdust effect would spread as per the AoE of the Gust of Wind (from the point of the Glitterdust), and last for two rounds, or half the remaining time of the Glitterdust spell, whichever is less. Hm. I think I agree with Samantha's commentary - +2 DC to the blindness save for that round, standard DC for everyone in the temporarily-extended AoE.

Note that web 'must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears' - so no blowing it with a wind spell. Frozen enemies may be more conductive, but that means they're going to be less vulnerable to lightning. And wall of stone has to merge with and be solidly supported by existing stone, otherwise it crumbles (and does no damage, thank you for trying).
.

:: Theodric / Darvan ::
What you identified as benches ARE the tables, actually, the dark line being the front of it. (Okay, it's what I USE as the narrower feasting tables. Maybe they were meant to be benches, I dunno. :P )

*mulls, mutters* All right, fine. ;) Stack 'em away.
.

Peace Bonding Explained:

My apologies for being unclear. Like I said, still getting used to everything I need to be saying. :P Everyone's 'main weapon' was peace-bonded to itself (the basic bond that the leaders have to deal with), and then peace-bonded to the table (which is what the cohorts have to deal with). When 'the tableau' was set up, the leaders' weapons were freed from the tables and brought to them, to be included in the tableau. Those bindings were leather cording that would take you a good five or six seconds to undo - first from the table, then to free weapon from scabbard (or to open the component pouch, whatever). All the rest of your main PC's gear - that which was 'on display' during the party - was also peace-bonded: flaps tied down, knives bound to sheaths/belts, bows unstrung, spears and such with a leather blade-sheath tied over them, that sort of thing. This was so that nobody could snatch a weapon from your gear; it also acted to stymie possible theft. Because that gear was being guarded to boot, instead of using a nice thick piece of leather cording like with the main gear, simple strings were used instead.

Links are to images that are SFW. Here is an example of modern peace bond / peace binding; this is generally how the tied-up items would work. From a considerably more extensive article on Viking swords: 'The (Norse sagas) talk about the use of friðbönd (peace straps) to prevent the sword from being drawn in anger in places where its use was prohibited. An interpretation of friðbönd is shown on the reproduction scabbard . . . The sagas suggest that in some cases, the friðbönd had to be untied to allow the sword to be drawn. The reproduction friðbönd need only be slipped to the side (right) to release the sword.' The case for the party was not 'just' the strap, but the actual tied-up version.

I don't have a major issue with Tomas - or anyone else - having their main weapons; they're supposed to, but the dinner cutlery isn't going to slice the leather cording the way it will the simple string, and your own personal nice-and-sharp belt knife has the string peace binding on it.

Yes, this was done out of paranoia - justifiable, considering Restov. (If this thing with demons &c. hadn't happened, the dueling tables in the city would probably have gotten a bit of a workout tonight. If Chalm hadn't been here, and the swordlords had borne their weapons, there'd've been at least four duels an hour ...) Yes, this means that if you're not really strong (and can manage a DC 20 STR check) or clever-fingered (Sleight of Hand or Disable Device) you're going to be spending a minimum of one round getting your main weapon out. The fastest any cohort should be getting their Main Weapon Free is 1 full round; main PCs without the STR, Sleight of Hand, or Disable Device are the same (cut the bond on your own sharp knife as a move action, then cut the peace bond on your main weapon as a move action).

Again, sorry for not making sure this was completely understood. In any case, Tomas SHOULD have his weapon in hand by this point - he just may not be as far out as he originally wanted.

========================================================================

All right, at this point I'm going through the gameplay thread and noting errors/inconsistencies and answering questions.

:: General Targeting ::
Yes, you can target off-map. The space between the outer and inner gates is, IIRC, 15'; both are open, so anyone with a straight view (like most of the cohorts) can see out into the bailey.

Also, I put a little brown 'explosion' thing on the bottom of the page; use that to indicate a square with difficult terrain, such as that with food in it. (Or whatever.)

.

:: Lyda ::
As a divine caster, I presumed Lyda to have always had her divine focus with her. Hm ... see general info above. I don't believe you can target a square 'around the corner'; correct me if I'm wrong. However, going by a line drawn from her past the door, she can drop the center on a target 3-4 squares back from the doors.

.

:: William / Winnie ::
You cannot talk to your wife - or rather, your wife can't talk to you. :P And please start checking your spelling. (For the record, artillery, not 'artilary'.)

.

:: Theodric / Darvan ::
Nice sleight-of-hand checks!! Rest is handled. ;)

.

:: Kaellin / Sylvara ::
As with William, the two can't talk - 120' distant, with a big bunch of people between the two. ;)

.

:: Tomas / Fr. Laszlo ::
Hah, got to your second posts. :P :)

What is Laszlo's 'main weapon'? It'll be there on the table in front of him unless he acts to retrieve it.

Re: Tomas and Warrior Spirit. First, go with the action requirement for the paladin ability. Second ... hah. Double-checked, your sword is a +1 weapon. Do me a favor in the future and remind me of that. ;) Nice move, though. Bad-thing smiting, fired up!!

.

:: Acaciano ::
Nice move, and well done, doing it anyhow!! In regards to your wild shifting, please make a post for what you do afterwards; you will of course get permission, but I'd like to rampage on tomorrow after writing that 'yeah, the king gives you permission', and I'd like to have the rest of your action(s).

.

:: Darivan / Sylvia ::
I was gonna say you can't talk, but hell, you paid a feat. Talk away. I'll note that what's limiting Gwaihir is not a string, but a leather cord (like most jesses), but between smart bird with a sharp beak and two hands' hard pull I'll allow it.

*** Writing Clipped. See PM. ***

This once I will permit the wing-feather post and allow Sylvia that spell component. Make a note for your maximum height - you're looking at an effective maximum of 25 feet if Sylvia presses herself flat against the ceiling; she'll earn herself a concussion if she goes 30' up. ;)

... I'm sorry, why is Darivan sending his spell-component pouch to Sylvia?? Isn't Sylvia's 'primary weapon' her OWN spell component pouch? (Nor, I will note, would I permit you to be 'trading' spell component pouches. You just sprung that on me; that's a no-go.) Presuming she DID bring that - what else WOULD she bring?!? - Sylvia's pouch is bound shut with a leather cord, and tied to the table with another leather cord, just like every other cohort's main weapon.

I recommend you retcon both your posts and re-think what you need to do, then try this again.

.

:: Velar / Skie ::
Yes, the battle shape claw will count. (Gotta admit, seeing the spell failure rolled as a percentage instead of just reduced to a d20 roll is ... not something I'm used to. :P ) I presume the peace-bond you cut - and thus the main weapon you offered - was that of your spell component pouch, however, considering you've cast two spells so far. That being the case, I feel it behooves me to point out that your physical weapons do still have peace-bonds on them, and are thus sheathed.

So ... is Skie to the right (towards the princess and prince) or on top of the table? Climbing up there will fit a move action just fine.

.

:: Bartek ::
Bartek needs to open up his component pouch; I presume for him that's going to be a full-round action. Unless you can open it faster, I will consider your Round 1 action to be your movement and mage armor.

.

:: Selene / Samantha ::
First, please put links to your cohort and leader in their headers.

To be on the princess's side of the table, Samantha would need to either leap over as part of a movement (requiring an Acrobatics check - DC 12, I think I said?) or spend a move action just climbing up (or, honestly, crawling under). I recommend her being on the opposite side of the table from her, at N10.

.

:: General Order ::
I don't have knee-jerk familiarity with spells; sorry. From now on, whenever you cast a spell, you need to provide for me a link to the spell in your spoiler. Or, you know, in your verbal component. ;) I recommend that while you're acquiring the link, you re-familiarize yourself with the spell, considering the M vs. MF thing above.

Also, since SOMEONE rolled high enough to know, you people OOC get to know these things have SR 22. I'll double-check and roll for the spells that are there now, but favor me a do and add that roll for spellcasting in the future. (Them cute little beasties are probably unhappy, though ...)


Status: Mirror Imaged (5 images), Long Arm (+5' reach) | hp 62/62 | AC 24/16/19 | CMD 25 | Fort +7 Ref +9 Will +5 | Per +12 | Sense +10 | Init +7 | Skie

@Velar/Skie concerns - Erp I'll have to admit, despite it being a major talking point earlier, that the fact that the component pouch would also be peacebond slipped my mind. Velar would have to free that one first (unless there so happens to be a desert made out of licorice and ground rock :P?).

Though I'm having a bit of difficulty imagining how a peacebond on a spear would work if it was aimed to prevent the act of drawing the spear (gluing it to the ground?). Would it be reasonable to assume that a spear would instead have a something wrapped around the sharp bits and then secured - which would prevent the spear from effectively stabbing people (perhaps force the -4 to nonlethal or -3 to minimum damage?) but not from actually swinging it?

Or perhaps someone decided that he would look more heroic/convenient to fit in a crowd without dragging around a ~10' spear and convinced him to leave it somewhere...

Skie would like to be on the table. While trying to shoot someone without improved precise shot is going to be a chore at least the higher ground might give it a slight chance!

And it isn't that often you get to break out the d100 so I like to honour the occasion ^^

@Glitterdust - The blinding effect only occurs when the spell itself is cast so it would probably be better to view it as an side effect of tons of bright particles suddenly appearing rather then the glitter itself getting into your eyes. Like the flash part of an flash bang rather then cs gas. Additionally the spell notes that the dust "cannot be removed" so any interactions with Gust of Wind would probably be marginal at best. Just my opinion of course - I'll bow down to the GM and the rule of cool :)

@Protecting - It should be noted that Chalm himself pointed out that we were also sworn to serve the people. Many of those gathered here would presumably qualify as people^^

@Spell links - Will do!


Status: Mirror Imaged (5 images), Long Arm (+5' reach) | hp 62/62 | AC 24/16/19 | CMD 25 | Fort +7 Ref +9 Will +5 | Per +12 | Sense +10 | Init +7 | Skie

Oh and I forgot to add...

@Speaking - If anyone has something they really need to say come poke Velar and he'll use his scroll of Clarion Call on you. That should let the target be heard. (Though I suppose a scroll case would also be peace bond?)


Spear sheaths exist. And most of the people of Krádira whom you are sworn to serve that are here are all significant members of your respective groups, 4-5th level and above.


Status: Mirror Imaged (5 images), Long Arm (+5' reach) | hp 62/62 | AC 24/16/19 | CMD 25 | Fort +7 Ref +9 Will +5 | Per +12 | Sense +10 | Init +7 | Skie

@Spear sheath - Mm that looks like I imagined. Something that prevents the pointy sharp end from being pointy and sharp. But would it, in your mind, prevent Velar from using his spear to trip people/daemons given that the sheath doesn't actually restrain the weapon?

@Important people - True! The most proper course of action would probably be to form up around the king and wait for his command - partially why Velar didn't haste-move too far away :P


I was considering Stone Call, too...no SR and no Save is nice, but the 40-feet radius seemed prohibitive. that's 80 feet across, meaning lots of people in the hall would get stoned, and not in the good way...

Should have brought a proper Blaster-Spell to dinner :P


GM wrote:
Double-checked, your sword is a +1 weapon. Do me a favor in the future and remind me of that.

Will do, sorry (in my mind it was so taken for granted a Level 7 swordsman would have a magic weapon).

GM wrote:
What is Laszlo's 'main weapon'? It'll be there on the table in front of him unless he acts to retrieve it.

Laszlo has a Masterwork... something. Flail, I think. He basically fights summonning lads and buffing, so he only uses weapons as a last resort. Hence, he carries around whatever is avaliable at the moment, but doesn't really pay any attention to it. As long as his Holy Symbol is not peace-bonded, he doesn't really care. Of course, our beloved GM might make him repent in a horrendous way, but that is just part of the fun, ain't it? ;)

Regarding the removing of peace-bonds: Sorry, I understood 'use your knife, move action'. Didn't thought about a move action to free the knife (wait, how do I use the knife to free itself if it's peace-bonded to begin with? I would need a second knife! Which... would be peace-bonded, right? oh, well...)

So correcting my movement again.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Indeed, that is the proper course of action - and its why Aramil was actually within haste radius and not already on his way to the fight.

I'll be having Porablum climb onto a table to assess the situation once she has her weapon free, then she'll probably join in the Inspire Courage party.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Already rolled a caster level check to overcome SR on Darvan's cast spell, when I posted his Round 1 action. Knowing now what SR the devourers have, I can hang my head in sorrow as my result of 21 just missed the mark. Investing a trait for Magical Knack was a good idea, though. That +2 caster level increase is going to be very handy once Darvan gets some bigger casting muscle to use it with.

Question regarding successful Knowledge checks though. Does making the check make it acceptable to look up the creature and, in spoilers, give an OOC rundown of the learned knowledge for the benefit of others? I didn't know if it was permitted, so I didn't go diving into the bestiary entries for either, to avoid metaknowledge contamination.


Hunter 7 | HP 39/63 | AC 20, Touch 15, FF 16 | CMB +6 | CMD 20 | Fort +7, Ref +10, Will +6 | Init +4 | Senses: Darkvision, Perception +13 Defenses: 5/fire/cold/elec | Hunter Spells: 1st 5/5, 2nd 4/4, 3rd 1/2 | Cohort: Deneb Flynvias
GM TWO wrote:

:: Lyda ::

As a divine caster, I presumed Lyda to have always had her divine focus with her. Hm ... see general info above. I don't believe you can target a square 'around the corner'; correct me if I'm wrong. However, going by a line drawn from her past the door, she can drop the center on a target 3-4 squares back from the doors.

I thought that was supposed to be in the spell pouch, which I need anyway for the dust and water combo material component. Doesn't reduce the actions. As for 'around the corner', sure you can. Just gotta twist the focus to curve the shot. Kidding. I need line of effect. 3 spaces above F is actually perfect. I put a circle on the map to indicate this. It should not effect either guard since cylinders are blocked by obstructions. I think.

::Everyone::
I added a legend above the map for the spells, abilities and obstacles I could identify on the map.


Status: Mirror Imaged (5 images), Long Arm (+5' reach) | hp 62/62 | AC 24/16/19 | CMD 25 | Fort +7 Ref +9 Will +5 | Per +12 | Sense +10 | Init +7 | Skie

Added glitterdust graphic and legend to the map.

Note: If the area next to the assaulting daemons appear to be very crowded as Velar casts his spell he'd move the targeted area 5' to the north just to avoid hitting people.


Male Half Elf Druid (Treesinger) 7 | HP:84/84 | AC: 17; T: 13; FF: 15 | Fort: +8; Ref: +4; Will: +10 (+4 vs Fey, +2 vs Enchant.) | Low-light Vision; Init: +2; Perception: +13 | Cohort: Tai Reen

Regarding Fire and Grease specifically, since we're going Mythic at some point, Mythic Grease is flammable, which sort of requires that non-Mythic Grease NOT be flammable.

Regarding the general case: I'm against mixing spell effects, as it really throws off the intended game balance. Might a lot of wind move things from the air? Maybe. I'd rather hand-wave it as 'magic does what magic wants' than open that can of worms.

By that logic --that is-- if lighting grease on fire makes it worthy of a mythic spell, we probably shouldn't add other riders and things onto spells without AT LEAST requiring an investment on the part of the character. Otherwise we're just basically just handing out free Spell Focus and Heighten Spell to people.

Seems more problematic than helpful. If we were having a hard time being flavorful, maybe, but that doesn't seem to be a problem so far.


Spelling is a dark spot for me most of the time, I will try to do better in the future. Times like these I wish paizo could just let us edit all we want while having a "Past versions" button on posts. Gets annoying to make a little mistake and not be able to fix it.

On speaking with Winnie, if the case is no yelling over the crowd then he will still say those words and Winnie will still take those actions (It is pretty much their stock strategy for now) just the line "at Williams behest" will be removed.

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