TWO's Mythic Kingmaker Discussion


Play-by-Post Discussion

301 to 350 of 898 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>

:: Mage Armor, Defensive Spells, Items ::
First, no, in fact I didn't tell you what security was in place, because THEY didn't tell anyone what security was going to be in place, and that for a reason; if you don't know, you can't know to circumvent it the way you are trying to do right now. The 'pearl of power' and 'feather token' things were courtesies before you tried to parley them into something more; now, they're not being courteous.

Second, because no active spells are being allowed. Attribute-boosting magical items? Particularly on the mental side, sure, part and parcel of the whole politics thing; quiet, defensive items (quick-runner's shirt, ring of protection, even a cloak of defense) are okay, because sure, there can be one nutcase and a 'bit extra' is kosher. 'Powering up' for combat - and make no mistake, Mage Armor is exactly that - is a sign of 'Ima gettin' ready ta throw down' and not an indication of peaceful intent. Other active spells, well, they have to be shut down too, because without being present and specifically watching at the time of casting, they can't absolutely know what the spell is, or what it does - and even then they can make a mistake, so it's 'err on the side of paranoia'. Plus, you can't frisk someone through mage armor.

Third, wands are weapons, and not the sort of thing that would just get 'tucked in'; spell component pouches don't have the sort of room necessary for large (6-12" wands, or 4"x1" vials) items, which is why I was being nice re: the pearl of power and the feather token. If they had significant room, then they wouldn't have all the little peculiar items and tufts of fur and whatzits that a spell component pouch normally has in it.

Last, OOCly, and most importantly, because you tried to add it on. You didn't cast the spell in your first IC post, nor was it cast in your first OOC post. You didn't have wands, nor potions in your first post. Adding sh!t on after the fact is Not Kosher, and Pisses Me Off because it shows that you are Trying To Game The System as well as Take Advantage Of My Being Nice. It smacks of the guy playing the rogue character who is always the very first to the treasure chest, but then claims to have been by the door / nowhere near it when the trap goes off. I don't take kindly to those players, so don't fvcking be one.

:: Golden Gorget ::
It either gets allowed, sent up to the dias, or sent back to camp; it isn't permanently taken away from you in any case. Presuming you wear it to the party, it will be allowed.


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 active spells::

Figured I'd be proactive and bring up that (as I'd written in my morning-of/arrival post, before the 'Mage Armor' discussion) Acaciano had cast a 'Ward of the Season' on himself. I don't really care about the defensive aspect of the spell, I really just wanted the visual aspect of being covered in vines. The problem is that this spell ISN'T dismissable. Soooooo thoughts?


Aw man. I want that for Deneb. But Fall instead. Cloak of leaves sounds cool. I hadn't thought about spells as fashion statement.


Ok, failed to comment on it... because there's nothing to comment on it. But just in case... neither Tomas nor Laszlo are carrying or wearing anything magical. Anything. If there's something missing or if any problem rises, we'll see how to handle it, though I'd say a new king would be wiser than to show a weakness like that in front of his new subdits who are going to help him give birth to his new nation.


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

Fair enough. I can accept that. The primary reason, I will add, that I didn't mention mage armor in my firs post was a combination of being in a rush and not thinking about it. When I made my second post, Sylvia was having Gwaihir perched on her shoulder, and it seemed painful without some kind of force block active. Sorry about that. Updating my stats to account for that.

They will, if somewhat reluctantly and begrudgingly, send their non-approved gear back to their room and dismiss their armor.

Lyda- it's not so much that I'm expecting a fight (Although, to be fair, I kind of am. Just read the description of the campaign in the opening recruitment post.). It's more that Darivan and Sylvia are. They always take precautions against attack. It's part standard "adventurer paranoia," part intelligence (if there's no reason not to be prepared, be prepared), and partly because they've spent the last several years defending the Auram Chain (and, before that, random villages and so on) from frequent bandit, giant, and monster attacks.
To put it simply? Darivan and Sylvia are both kind of paranoid and have a "why not?" attitude when it comes to safety.


M Half-Elf Fighter 6/Swordlord 1
Darivan Orlovsky wrote:
Why isn't Mage Armor allowed? I'm slightly confused. It's a purely defensive spell. She'd just dismiss them, I guess. Or, if she had known that it would be an issue, she wouldn't have cast them at all.

Are you allowed to wear a bulletproof vest to prom? Or to the oscars? Anyone trying to get a seat for the State of the Union while wearing a gas mask or army helmet is gonna get some hard looks from securty... etc... And when it's *invisible* armor that only a few people can see, that's probably *more* suspicious.

(In much of European history, it was common to attend feasts, parties, etc. in some level of armor, but that's because people were often allowed to keep their swords; if you're banning one, it makes sense to ban the other)


Male Dwarf Wizard 7; Perception +7; Init +1; Tarna

I am slightly embarrassed. I was 100% sure that Yuri spoke Gnome. Six languages, and no Gnome. Well, so be it.


Working on posting, sorry.

:: Acaciano ::
Acaciano is a divine caster, and as I missed it before this discussion started, and considering this version of Ward of the Seasons is a last-ditch 'save your life' thing, some amount of flexibility is called for. The spell is permitted, though at a slight cost: the wearing of a magethorn manacle.

Magethorn Manacle:
This 'manacle' (actually a half-inch-wide cold iron bracelet, though in the current case it has somewhat decorative engravings) will automatically, upon the wearer beginning the casting of a spell, inflict damage upon them (as outlined below) and force them to succeed at a concentration check. The damage increases each time they spellcast or attempt to do so, though a 'held spell' or one with a continuing duration does not trigger either damage or an increase to the damage. At will, once per round the individual who locked the magethorn manacle upon the wearer's wrist can change the damage applied from nonlethal to lethal or vice-versa, but cannot increase or decrease the damage being done.

The magethorn manacle is a keyed item, and can normally only be removed by the person locking it on or with a duplicate key (made at the same time as the manacle), but the manacle can also be removed by characters with the trapfinding ability as if against a magic trap with a Disable Device DC of 35. Doing this yourself suffers a penalty (-5 to -10) due to having to work with only one hand; failure results in the manacle triggering as though you'd cast a spell, both dealing and increasing damage for the next go-round. It can also be removed by way of an Escape Artist (DC 40) to slip out of it (1 point of damage on failure), or a DC 30 Strength check (receiving 1d4 or current damage, whichever is greater, regardless of the success of the maneuver). All damage inflicted during attempts to remove the magethorn manacle is piercing lethal damage.

A magethorn manacle has hardness 12 and 15 hit points.

1st Casting: 1d3
2nd Casting: 1d6
3rd Casting: 1d10
4th Casting: 2d8
5th+ Casting: 4d6

This would be locked on in nonlethal mode; in short, if you don't do anything, you won't have to worry. If something goes down, get to the person who locked it on (who in this case will be the security mage, though they'll have told you that the Captain of the Guard or the head of security can also do it). This one's design is also subtle enough to fit under a sleeve, and appears entirely decorative (no visible thorns) if glimpsed, so there's no social stigma attached to wearing it - if anyone even recognizes what it is.

:: Languages ::
There is now a note on languages at the top of the page, but to give you the spiel - because this is a PbP, we have the opportunity to use neat scripts and that sort of thing for different languages. For this campaign, we will use those languages that can be found in Google Translate. When doing so, for audible speech, use the Latin-alphabet phonetic translation (typically found underneath the box in which the script translation appears) so that we can read what it sounds like. If, however, the conversation is telepathic, mental, or if the words are physically written down, use the language's own script, if it has something else (Arabic, the Cyrillic alphabet, etc.), which is usually found inside the translation box.


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

Magethorn Manacle
Sounds fair to me. How would it interact with Wild Shape?

Aramil
Quick aside OOC to say I love how much you dislike the Mageford's liberation efforts.


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

It's as much lack of interest as dislike. Having been raised in Restov, Aramil shares far fewer of the Elven homeland's sensibilities and objectives. He's far more in touch with the human world than Elven, and believes there's probably a diplomatically acceptable solution that will allow the Elves access to Sevenarches without either annexation or conquest. He also thinks the dozen young elves who are venturing forth with him don't stand two figs worth of a chance of succeeding if they attack, and he has no intention of allowing people he trained to throw themselves away on what he sees as a pointless, irrelevant attack.

He also hates the group name. Partially because I as a player am not a fan of it.


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

Still waiting for Axhammer.

DM, that spoiler had a lot of people to talk to and I might have missed it but, is a roll necessary to find out that little bit of info about them? Specifically, the Sliver Star and Grey Torch. Do I need a roll to find out one hunts lycans and the other is hunting a lich? Or can I just "overhear" something. Lyda would want to talk to them about possible enemies they might encounter and how to deal with them. She's not dealt extensively with lycan and never a lich.


No - the info there is public knowledge.

And the magethorn would go off as you begin to assume wildshape, but then stop, since it's a continual effect.


:: Nakir ::

Nakir wrote:
Alright what is the guy referring to about Nakir? He has some mischievous intent and tries to hide his casting ability but going by what he said about his hands he knows about that some how already. Which kinda defeats the purpose of the bluff Nakir made. A little confused here.
Well, that would be this:
Nakir wrote:
As for Nakir, he has a pathfinder pouch. Basically it's contents and the pouch are undetectable via magic or physical examination as anything but a pouch. While he won't use it for smuggling weapons, doesn't really need or use them, he will use it to smuggle his wand and such in.

The guy has a sense that Nakir knows he's doing something wrong, but the guy doesn't know what, specifically, it is. Breaking his hands is a casual general threat that'll impact pretty much any adventure.


Initiative +3, Perception +12, Leader: Aolis

Oh in that case my answer still works I think. That guy has no chance, Nakir feels zero guilt about keeping himself safe. Lawfuls are silly, every time they are a fey gets their wings. xD

Thanks for the clarification DM.


:: Re: Country Name ::
Not only has it not been announced, I have not yet come up with anything that sounds remotely decent. Suggestions are welcome!!


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

Ah. Okay, I thought it hadn't been announced.
Suggestions, eh? I'll start brainstorming.


Initiative +4, Perception +19, Cohort: Nakir

I think I am going to bow out of this game. Honestly at this point it's not fun and that is the only point for me really. While I am willing to roll with things, it's a two way street. Between the inflexible railroading and bogging down of rules in my view. It's starting to be more work then anything else. Personally I like collaborations, not playing the part in a scripted play with expected lines and situations without creative freedom. Just my opinion, what do I know, besides what I like. Nothing personal but just not my cup of tea anymore.

Wish everyone the best and good luck. I am sure you will all have interesting adventures. At least the A-Team will line up again. :)


... very well, accepted. I am sorry you feel the way you do, considering the extraordinary flexibility I showed in your particular case.


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

Sorry to see you go, Aolis.

GM-
What god does Chalm revere?


Unlike the standard Brevoy trio of Pharasma, Gorum, and Abadar (with additional input from Erastil), Chalm is a well-known - probably the most well-known in Brevoy - follower of Sarenrae and Iomedae.


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

Does Chalm have any overarching hopes for his new nation? Does he want it to be a place of great learning, a place known for accepting individuals on their own merits, or something else?


ICly, that's unfortunately unknown at this time; this is the first time he's really been able to talk about that in any sort of political environment.

OOCly, his desires/intents would essentially make the place a constitutional monarchy.


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. Good to know. I'll brainstorm a few ideas, and hopefully have a few possible names for the nation before long.

Sovereign Court

Male Gnome oracle (enlightened philosopher) 1/paladin (Oath of Vengeance) 6

Sorry I have been away, my grandmother had a heart attack and I have been out of state dealing with that fallout, I will be attempting to catch up later today as I am back home.


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, so a few ideas so far: Iomae, Sarene, Saren, The Reclaimed Lands, The United Kingdom of Rivers/ The United River Kingdoms, Jednosc An approximation of the Polish word for "unity", and Natalin. Those are just the first few, I can keep thinking if none of those spark an idea or work good on their own.

Sorry to hear that, Axhammer.


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);

Regarding the language equivalencies, Theodric has Hallit and Gnoll and Darvan has Osiriani, which aren't covered in your list.


Armor is mandatory, gotcha, just thought that with him being pretty darn late he would be in a hurry and not take the time.

I got Winnies extracts down, I thought I had done it already but I guess the save button just hates me. As for her main weapon, besides her bombs its her short sword.


Sending your adventuring gear in at noon was compulsory, actually; if it didn't arrive by then, they send a runner and a couple of bullyboys/porters to get it and haul it in to the Citadel. This is, after all, how the PC is going to 'have all their stuff' when things go down.

Also, Winnie can choose only one thing - either her 'bomb pouch' or her short sword.


Okay so being late would have no bearing. If Winnie was to choose it would be her bombbag, probably more a satchel really.


I'll post sometime tonight. Got some sick kids on my end so been a bit slow.


M Half-Elf Fighter 6/Swordlord 1

Ugh, fell behind again. Sorry, I'll try to catch up or look for a place to reinsert myself etc.


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

Are we going to move on to Block 2 this weekend?


Sorry; doing so now, actually. Have had major tooth problems the last several days (and, technically, ongoing), so my focussing has been a little shoddy. However!! I be postin'.


1 person marked this as a favorite.
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

Hey TWO, unless it's easily accessible somewhere else, or there's a reason you're not doing it, can you add the Group Names to the "Characters, Fame and Honor, Rolls, Etc." spoiler at the top of the page?


+1 to that.


Sorry for the delay in IC posting - minor medical issue kept me away. I'm glad I and everyone are done with our reenactments of the St. Valentine's Day Massacre, and can get back to some serious slaughter.

Oh, wait - party. Okay, I'll see what I can do about adding slaughter to the party. ;)

Two links have been put into the 'Active Gameplay' spoiler, one to the IC post that listed all the groups (PC and NPC), and one to the OOC post that listed the PCs and their associated groups, with some info about them.

Languages are updated with Gnoll and Osiriani; 'Kellid' (the race) has been corrected to indicate its language, Hallit.


Oh your fine Gm. If anyone should be apologizing for slow posting it should be me. I don't even HAVE anything medical going on, I'm just a lazy asshat sometimes.

Anyways looks like things are about to get a bit exiting for William... Unless the Mayor is sane and says no that is.


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);

Hope your medical stuff was nothing painful in body or finances to deal with.

Does Theodric get some NPC conversation too, or am I going to have to talk entirely to myself :p? I can do that, mind, but it won't be remotely interesting.


*headslap* Knew I forgot someone. Thanks for reminding me; will post.

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

Between Sylvara and Darivan, the swordsmen will be willing to turn the duel into a verbal one; a swordlord isn't going to back down from a duel, but Sylvara was persuasive enough to lower Darivan's target number to persuade them to make it verbal -- if, that is, William agrees (which he might not). Take a look at Verbal Duels, especially the duel section. For these purposes, the two verbal duelists will be on equal social footing (leader but outsider vs. non-leader but local).

If William does, step one is to hit the System Flash Cards and review the sequence of a verbal duel as well as how to assign skills to tactics. Basic things to remember:

  • You can default on many of these skills (such as all the Performance skills);
  • Your tactic bonus is Ranks Spent + Attribute Bonus (+ 3 if class skill AND you have ranks in it); it does NOT include feat bonuses, which go into Edges;
  • Unless you're a bard w/ versatile performance, you can assign a skill to only one tactic;
  • With few exceptions, tactics can only be used once in a duel.

Take a look at the list of tactics, what skills can be assigned to what tactics, and assemble your tactical layout. From the look of it, William's Determination Pool is going to be (7 + (5/3 = 1.66 = 1) 1 = 8); I will, for this, let his Signature Skill in Intimidate give him one Edge for whatever tactic to which he applies that skill.


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

This took an interesting twist. Glad people are paying attention.


HP 98/98; AC 17 (T 12, FF 16); saves fort 11, refl 9, will 12; bab 7 melee 9, ranged 8, CMB 9, CMD 23, init +3, honor 29, fame 24, smite 3/3, loh 8/8 human Paladin/7 | cohort Hareth | familiar Corwin
skills:
craft weapons 4, diplomacy 16, handle animal 6 intim 6, know hist 6, know nobility 8, ling 5, perc 9, perf sing 8, prof soldier 6, ride 6, sense motv 10

Leaving for a con early in the am tomorrow and limited posting, if any, til then... please bot me as necessary to keep the flow of game going... thanks and see you all Monday night when i get home and 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

Do you have rules for stealth-casting? Do we have to have that one feat from Ultimate Intrigue (I forget the name) if we don't want everyone and their mother to know we're casting a spell? Or will a stealth check do, or perhaps slight of hand? Darivan is just planning out what he'll do if things go south in this encounter.


To stealth-cast, Darivan would need either the appropriate metamagics or the feat from UI, Conceal Spell.


Whoof, you people. ;)

A new player-editable map is up in the Active Gameplay spoiler - actual positions, icons, etc. 1 square is the typical 5'. Yay me. Now to post.


Notes on the map - brown things on the sides are doors, the star-ish-shaped things are the pedestal/mannequins (just generally), and there is (generally) one person per 5' square inside the area that's more-or-less being occupied by the party, i.e. the area inside the black border. While there are 'only' 400 guests, and that blocked-in area does have 650 squares, there's a veritable army of servitors moving around with trays of tidbits and little cups of alcohol. It's definitely a crowd scene.


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]

Thank you for the map


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);

Hmm, drinking contest off to the side, someone got thrown out by the bouncers, and there's about to be a knock-down fight. All that's missing is the cover band behind the protective fencing :P.


Oops didn't roll those things you said to roll. Don't even know if I can do this while the whole duel debacle is going down, but here you go.

Diplomacy: 1d20 + 13 ⇒ (1) + 13 = 14
Perception: 1d20 + 1 ⇒ (17) + 1 = 18


Thanks for the map, looks good!


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

GM- I just discovered the Tinkerer Alchemist Archetype, and I was wondering if I could restat Vetia, my alchemist follower, to this archetype. All it would really entail at level 1 is replacing the mutagen with a small clockwork spy, and it would fit the character (having hailed from Numeria). It's fine if not, I just really liked the archetype and wanted to bring a bit more depth to one of my followers.

301 to 350 of 898 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / TWO's Mythic Kingmaker Discussion All Messageboards

Want to post a reply? Sign in.