Kingdom Building for Beginners (Inactive)

Game Master robertness


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Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2

Not knowing what to do, Juwwem dives away from the path and tries to escape notice by taking cover but is having a hard time escaping the eyes of the men up on the platform. With his blowpipe not being of much use against anything larger than a squirrel, Juwwem takes out his mace and tries to hide behind a tree.

OOC:

Stealth check: 1d20 + 3 ⇒ (5) + 3 = 8


Male Human Ranger/1; HP 9/11; AC 15/12/13; Init +2

After a sharp breath as the arrow gashes through his arm, Gordom raises himself up to take aim at the same bandit who wounded him.

Attack Roll:1d20 + 5 ⇒ (16) + 5 = 211d8 + 3 ⇒ (7) + 3 = 10

Edit: Forgot the plus two. These are humans aren't they?


Unless I say otherwise, treat all bandits as humans. ^^ *runs off to consult bestiary for non-human races suitable for conversion to banditry* (j/k I wouldn't do that to you. Would be a total tool move.)

"Yeeeah!" The bandit screams as Gordom's arrow strikes him in the chest. Ref Save DC15 (10 + Damage/2) 1d20 + 1 ⇒ (18) + 1 = 19 He slumps down onto the platform unconscious.

Grand Lodge

Male Gnome Elemental Sorceror 1 (HP 2/7)

Shix focuses his inner fire into the palm of his hand, then throws it at one of the bandits with a bow.

Produce Flame, ranged touch:1d20 + 3 ⇒ (20) + 3 = 23 damage 1d6 + 1 ⇒ (5) + 1 = 6 crit confirmation 1d20 + 3 ⇒ (2) + 3 = 5

After he sees his ball of fire connect, Shix tries to get behind the nearest tree. Then yells "You know its rude to shoot people with arrows unprovoked!"


"Aaaah!" The bandit screams in pain as Shix's flames cover his body. He's badly burned, but can still fight.

Waiting for Najara before posting a new bandit turn. I'll wait until after work tomorrow.


Female Human Inquisitor/1

Instincts beckoned her to rush towards the platforms, but the danger of traps lurking about gave her pause. It was perhaps safer to stay put and return fire here. Najara then reached for her crossbow.

Taking out crossbow and loading it.


"I'll tell the boss we've got company," the badly singed bandit tells his companion in the other platform. "Keep these jokers busy." He then leaps from the platform. Acrobatics DC15 1d20 ⇒ 10 Potential non-lethal damage 1d6 ⇒ 3 He lets out a grunt as he lands on the ground, but he starts running down the pathway.

The remaining bandit shoots at Gordom. Attack 1d20 + 2 ⇒ (18) + 2 = 20 Damage 1d8 ⇒ 2 Oh, I have to do this... The arrow hits Gordom in his other arm.

For the record, I do make some rolls "behind the screen." Gordom was randomly selected for both bandit attacks.


Male Human Ranger/1; HP 9/11; AC 15/12/13; Init +2

If the fleeing bandit is still in sight, I will aim for him. If not, I aim for the remaining bandit on the platform.

Attack:
1d20 + 5 ⇒ (14) + 5 = 191d8 + 3 ⇒ (3) + 3 = 6

Grunting through the pain that now affects both arms, Gordom levels his bow and fires again.


Even with concealment mods, that's good enough to get the fleeing bandit.

Gordom's arrow strikes the fleeing bandit in the thigh and the bandit goes down and looks like he won't be getting back up.


Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2

"Cdibet pufc!" Juwwem softly exclaims as he presses himself against a tree trying not to get shot.

Language(Terran):

"Stupid bows"

Once again he doesn't seem to be able to communicate normally with his companions. Juwwem peeks around the tree to see if there's more bandits than the few on the platforms. Carefully he slips away from the tree and tries to circle the bandits to make sure he notices any reinforcements first.

OOC:

Stealth check in case: 1d20 + 3 ⇒ (7) + 3 = 10


Juwwem starts sneaking into the woods trying to outflank the bandits.

You can get to the main pathway by the next bandit turn.


Female Human Inquisitor/1

A stern Najara took aim and returned fire with her crossbow.

OOC:

Shooting at whichever bandit is still standing, then reloading.

1d20 + 2 ⇒ (10) + 2 = 12 Attack with crossbow.
1d8 ⇒ 7 Damage.

Grand Lodge

Male Gnome Elemental Sorceror 1 (HP 2/7)

Shix will attempt to sneak from where he is now to another tree 20 feet closer. If there isn't one, just sneaking will be fine.

Stealth 1d20 + 6 ⇒ (11) + 6 = 17


Najara's crossbow bolt flies inches from the bandit's face and plows into the tree he's standing in with a sold thunk.

Shix sneaks through the woods to get closer to the bandit in the platform without drawing his attention. Fortunately for gnomes random shrubs will serve as cover when trees are lacking.

I need a post from Vivian before taking the bandit's turn. If she doesn't post by the time I'm back from work (roughly 12 hours from now), the bandit will take his turn.


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 66/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

I hope you'll choke on that one!

Quick and swift, Vivian let another arrow fly, trying to aim better than her first try.

Spoiler:
attack roll 1d20 + 3 ⇒ (8) + 3 = 11 dmg 1d8 ⇒ 6

Unfortunatly, all she manages is to lose her arrow in the green, and she sighs

Maybe I should switch to my sling...


1d3 ⇒ 1 G,N,V

The bandit fires another arrow at Gordom.

Attack: 1d20 + 2 ⇒ (17) + 2 = 19 Damage: 1d8 ⇒ 4

The arrow strikes Gordom in the chest.

At least Gordom has been able to take the punishment so far.


Male Human Ranger/1; HP 9/11; AC 15/12/13; Init +2

Breathing heavily after the last wound, Gordom manages to choke out a few words before aiming at the last Bandit.
"I'm...really...tired...of getting...shot."

Attack:
1d20 + 5 ⇒ (5) + 5 = 101d8 + 3 ⇒ (4) + 3 = 7

The damage is starting to take a toll on Gordom and his arrow flies wide.

Grand Lodge

Male Gnome Elemental Sorceror 1 (HP 2/7)

Shix will continue his sneakiness towards the bandits.
Stealth 1d20 + 6 ⇒ (3) + 6 = 9


Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2

Looking for the next place to hide, Juwwem hears another missile hitting one of his new-found friends. He looks around to see Gordom stagger. Without thinking Juwwem abandons his tactical movements and heads over to Gordom as quickly as he can. At the same time he feels a tickling sensation on the back of his neck as he's casting a spell. Still not entirely used to his ability to do so, it takes a few moments before he realizes it's a spell that will heal some of the wounds Gordom has sustained.

OOC:

Not sure if Juwwem can make it to Gordom this round with a single move, if not then he'll use his entire turn to move and try to end up between the bandits and Gordom.

Cure Light Wounds on Gordom: 1d8 + 1 ⇒ (1) + 1 = 2
If Juwwem can't cast this round should he roll again or use this?
edit: awww bad roll!


Female Human Inquisitor/1

Gordom had taken the brunt of the attack thus far and his worsening condition was of growing concern to the inquisitor. She gritted her teeth and returned fire once more. With seemingly only one left, he should fall soon enough, right?

OOC:

Attacking and then reloading crossbow.
1d20 + 2 ⇒ (12) + 2 = 14 Attack.
1d8 ⇒ 5 Damage.


Shix continues sneaking towards the bandit's hideout. His efforts to sneak through the woods aren't the subtlest, but the bandit is too focused on the three humans shooting him to notice. Shix will be at the bandit's tree next round.

Juwwem and Gordom feel divine energies flow from the gnome to the ranger's wounds. Gordom feels like he is gaining strength from the world's very core.

House Rule on Healing Spells:
IMO, it takes too many of the healer's limited resources for CLW to result in terribly low rolls. Especially since most of the time the CLW is used to support the healer's friends. If you roll below average on a Cure spell, take the average. After that roll, Gordom gets 4 + 1 = 5 HP back.

The steely eyed inquisitor aims her crossbow at the bandit and pulls the trigger. "Oof!" the bandit grunts as the bolt hits him in the gut. He sets his jaw determinedly and Najara realizes that Gordom won't be the target if the bandit fires again.

Waiting for Vivian before next bandit turn. Andarr, if you're still out there, you can re-join the party at any time.


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 66/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

Spoiler:
attack roll 1d20 + 3 ⇒ (14) + 3 = 17 dmg 1d8 ⇒ 6

this time, the arrow strikes true and get deep in the bandit's chest.

As soon as there's no immediate threat, Vivian gets close to Gordom, looking genuinely concerned

How are you? Thank you for healing him, Juwwem, I guess he really needed it...


All of the bandits you've seen have been dealt with. Franco spent the fight trying to hide from the other bandits by crouching behind a bush. "Damn, damn, damn," he mutters. "When did they start waiting here?

We're out of combat for now.


Male Human Ranger/1; HP 9/11; AC 15/12/13; Init +2

Gordom visibly winces as he pulls the arrow from his chest. The wound creates a dark stain through his armour before the divine energy closes the hole. However, the wounds on his arms remain.

"I'll be fine. Never been shot in the chest before. Thank you Juwwem. Shix, you should get back to the path. We don't know where the traps are."

Gordom turns to Franco. "You say they aren't usually here? Do you think they've realized we're coming?"

Sense Motive:1d20 + 1 ⇒ (9) + 1 = 10


"No, boss, I don't think they're waiting for us," Franco says. "I'm just glad they didn't decide to shoot me because I was in front. N-n-not that I'm glad they shot you."

Gordom:
If he had known where the bandits were and wanted to betray you, Franco would have had plenty of opportunity to alert them to your presence before Najara noticed them.


Male Human Ranger/1; HP 9/11; AC 15/12/13; Init +2

GM:
I had thought as much, but figured it best to ask.

"Well, I'm sorry to say we need you in front again. How much further are we from the camp? We need to keep moving because the risk of discovery is even greater now."

Stealth Roll1d20 + 5 ⇒ (4) + 5 = 9


"We're about fifteen minutes away," Franco says. "Far enough that they probably didn't hear the fight. I think I know where the rest of the traps are from here."

Exp award for defeating bandit outpost: Gordom, Vivian, Shix, Najara, and Juwwem earn 85 exp each. Are you going to check them for loot and such?

Grand Lodge

Male Gnome Elemental Sorceror 1 (HP 2/7)

check them for loot?!?! who do you think we are savages?!

Shix continues to the bandits lookout and checks to make sure they are all dead. (or more accurately to see if any are alive)

Heal 1d20 - 1 ⇒ (6) - 1 = 5

Then he will ruthlessly scour their corpses for loose pocket change and other valuables. ;)


Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2

With combatstress gone, Juwwem exhales slowly and looks around to see if there's anything still alive around them.

"Wow... now that was well handled considering the circumstances. Too bad we didn't get a chance to talk to them... well at least I can use one of their bows."

With those last words, Juwwem approaches the platform, careful where he threads after the mentioning of traps by Franco and Gordom, to check the bandits and find a bow he can use.

OOC & Gordom:

@Gordom: I'm hesitant to heal you for just those 3 hp but if you'd rather have me heal you I will. Otherwise I'll pay good attention and stick close.

Perception: 1d20 + 3 ⇒ (3) + 3 = 6

CHECK FOR LOOT!!!!! CHECK FOR LOOT... I mean.. Juwwem needs a bow and ammo. Blowpipe was a stupid idea without poison.


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 66/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

Checking Gordom's vital points and for some eventual trace of poison in his wounds, Vivian speaks aloud*

Be a good boy and don't move, Gordom. Let me have a closer look...
I'm not a real specialist about magic items, but remember that Oleg gave us some potions before we went. Do any of you have some knowledge about what these potions are about? I mean, what do they REALLY do?
Healing potions are obvious, but if there's one creating some magical armor, it may become handy.
Keep some arrows, because if we come close to the bandit camp, we'll have to fight the hatchett wielding woman. I guess that someone putting such trust in her axes and her fighting prowess should better been dealed with at range. We should have asked Oleg for some entangling device.. too late.
By the way, Franco, did you ever notice some rings on that girl's- what's her name?- fingers? She stoled Svetlana's wedding ring, and I'd truly like to give it back to our host.
In fact, if we retrieve the ring, it would even be better that Oleg's gives it back to his sweetheart, don't you think?

*Healing check 1d20 + 7 ⇒ (17) + 7 = 24


The bandits all have a suit of leather armor, a bow with arrows, and a day's worth of rations. Between them, they're carrying about 10 gold pieces in coin. None of them is breathing.

Vivian examines Gordom's wounds. The arrows were not poisoned. By carefully tending to the wounds, she cleans out some of the dirt and grime that got into them during the fight. Gordom gains a hit point from Vivian's Healing to Treat Deadly Wounds.

Vivian:
The healing would have been much more effective (Gordom totally cured) if you'd had a healing kit. We'll have to figure out some way to get you one.

I'd like Stealth rolls for everyone for the final approach to the bandit camp. If there's anything else you'd like to do here, let me know by this time tomorrow. Otherwise, I'll assume you're pressing on to camp.


Male Human Ranger/1; HP 9/11; AC 15/12/13; Init +2

Gordom allows Vivian to do some preliminary checking but gently pushes her hands away. "I'll be fine. We'll see if these men have anything useful and then we need to be moving again. As for the effects of the potions I really have no idea how we would find that out without having to actually use the things."

How particular are you about arrow counting? All of my DM's have had different feelings about it from one who said if they weren't magic arrows you had an unlimited supply to ones who counted every arrow and when you were out you had to scavenge or buy more.

Gordom's earlier stealth roll was a 9.


"Ummmm..." Franco obviously has something on his mind, but hesitates before speaking. He finally says, "From here on, it's probably best to shoot first and talk later if you know what I mean. Unless you know the password, they'll shoot as soon as they see you. And Kressla didn't share it with me, only Happs knew it in our little group."

Long Ass Post About Arrows and Mundane Ammo:
Generally, I'm not very picky about arrow counting. After all, Robin Hood and Legolas never seem to run out. I assume you go into a fight with a full quiver of 20 and it is possible to go through your quiver in the course of an extended fight sequence. Between fights, I allow some in story hand waving (e.g. I gather the reusable arrows from the battlefield, I loot the bandit's arrows, or while in camp I use my crafting skill to make a few more arrows) to replenish your supply. Supersized quivers or carrying two quivers just isn't possible (you may have the carrying capacity, but you're still size medium). I make gunslingers count more closely as it adds to the class's "Old West" vibe of having the "six shooter". Magic arrows in my campaigns will be rare and precious things. If you see one it's likely to have a name, back story, and is probably the BBEG's bane. (Magic bows I'll pass out. I think it's more likely a wizard would enchant a nice, permanent bow than a bunch of arrows that would just get lost.)


Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2

Juwwem searches the bandits and takes one of their bows and a quiver with arrows. The rest of what he finds he brings back to the others so they can have their pick and perhaps carry the rest with them.

Juwwem stands besides the bodies of the fallen bandits for while, muttering softly and finishes with a touch to the ground.

"Well, I'm all set, let's see what The Hatchett Lady will bring us."

ooc:

I assume these are shortbows, am I correct?

Stealth: 1d20 + 3 ⇒ (17) + 3 = 20

Grand Lodge

Male Gnome Elemental Sorceror 1 (HP 2/7)

Shix will pick up one of the bows, then grab an arrow, knock it, then let it fly into a tree 10 feet away.

bow 1d20 + 2 - 10 ⇒ (15) + 2 - 10 = 7 1d6 ⇒ 3
The arrow looks a little wobbly as it fly's but it does hit the tree and scratches its bark a bit.

"hmm much better than I had hoped"

He then grabs a quiver, and gets back in the previous marching line.

Stealth 1d20 + 6 ⇒ (9) + 6 = 15


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 66/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

Everyone is fine and ready? Let's go to the camp so.

Passing beside the dead bandits, Vivian whispers a shortened prayer for their souls, trying not to fix their cold, frozen eyes

May Pharasma guide you to the Garden of the Graves

she shivers and hastens her pace, looking somber for once

Spoiler:
nearly forgotten: Stealth roll 1d20 + 7 ⇒ (3) + 7 = 10


Franco leads the party along the side path until it comes to a stream. The stream forces the smaller path to merge with the main pathway. In a few minutes, you come to a fork in the stream. Franco stops and whispers to Gordom, "OK, boss, we're here.

Initiative Rolls:

??? 1d20 + 1 ⇒ (1) + 1 = 2
???2 1d20 + 5 ⇒ (16) + 5 = 21
Najara 1d20 + 2 ⇒ (1) + 2 = 3
Gordom 1d20 + 2 ⇒ (17) + 2 = 19
Vivian 1d20 + 3 ⇒ (10) + 3 = 13
Shix 1d20 + 2 ⇒ (10) + 2 = 12
Juwwem 1d20 + 2 ⇒ (10) + 2 = 12

Tactical Map

Everyone gets one Move action, you don't see any targets yet, then we'll go into combat. The order for combat will be: ???2, Gordom, Vivian, Shix, Juwwem, Najara, then ???.


By the way, the water is shallow enough that even the gnomes can wade across. Give me Perception rolls with your moves, please.


Male Gnome Earth Oracle AC18, F+2,R+2,W+3, Init+2

Noticing they're about to fall upon the bandits' place, Juwwem feels himself shifting into a state of battle-stress. Fearing for himself and his companions, the word hatchet doesn't sound promising, he takes an arrow from the quiver and readies the bow from a now dead bandit.

OOC:

perception: 1d20 + 3 ⇒ (2) + 3 = 5


Male Human Ranger/1; HP 9/11; AC 15/12/13; Init +2

Gordom whispers back"Stick with me. Let me know if you see anything."

Perception Roll: 1d20 + 5 ⇒ (1) + 5 = 6

Gordom will move 25 feet to the west until he is behind that tree/shrub thing. If allowed he will then make another stealth roll: 1d20 + 5 ⇒ (18) + 5 = 23.


Franco follows Gordom.

I'd like everyone's move by this time tomorrow. Thanks!

I'm a little worried we haven't heard from Andarr, but we have enough active players that I won't try to recruit a replacement.


Male Human Ranger/1; HP 9/11; AC 15/12/13; Init +2

Has anyone PM'd Andarr to see if he might just be busy with work?


Just sent him a PM just in case that gets through to him. His player hasn't been on the boards since his last post in this thread over two weeks ago. His slot will remain open for him indefinitely since the AP's written for four characters. Scaling from 4 to 5 is much easier than scaling from 4 to 6.


Female Human Inquisitor/1

They had managed to overcome the previous four bandits without alerting the main camp. Hopefully it would pay off now and give them some sort of edge. Crouching low, Najara moved forward to get a better visual of the surroundings despite not seeing anything yet. They were so close now to scoring their first real victory in these lawless uncouth lands which would be the start of something good.

OOC:

Have crossbow loaded and out. Moving 4 squares south.
1d20 + 4 ⇒ (10) + 4 = 14 Stealth
1d20 + 6 ⇒ (14) + 6 = 20 Perception

Grand Lodge

Male Gnome Elemental Sorceror 1 (HP 2/7)

Shix will move with Najara. That is to say right behind her.

Stealth: 1d20 + 6 ⇒ (3) + 6 = 9
Perception: 1d20 + 1 ⇒ (3) + 1 = 4


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 66/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

Spoiler:
perception rol1d20 + 6 ⇒ (20) + 6 = 26

Vivian stops dead in her tracks scanning the surrounding and sniffing around...

smells like troubles... an ambush!

OOC what other elements of info can i give to my partners with my perception roll? Can I warn them about where the attack will come from, and the nature of the attack? I'll edit my post if needed.


Map

Najara cautiously crosses the stream alert to the possibility of danger. She notices a bandit crouching behind a fallen log. I'll call him Jesse and he's the bandit six squares south and two west of Najara's current location. On this bandit turn, Jesse is unaware of the party's location and suffers the Flat Footed penalty. However, the fallen logs give +4 to his AC for cover.

Trying to be stealthy and alert, Shix follows Najara. Unfortunately, he spies an especially tasty looking fish as he wades across the stream his loud splashing draws unwanted attention. A shiny rock flies from a tree landing near Shix. Attack to activate DC5 1d20 + 2 - 8 ⇒ (20) + 2 - 8 = 14

Kabam! The shiny rock that lands near Shix explodes with a deafening crash. Literally deafening. Shix and Najara will need Fortitude saves DC15 to avoid being deaf for an hour.

Vivian sees the rock thrower! Another bandit is standing in a hunting platform in a tree southeast of her current position. I'll call him James. This round James is aware of Najara and Shix, not Vivian or Juwwem. Foliage and a height advantage give James +2 to his AC. Vivian also hears another bandit moving through the woods east of James. We'll call him Frank and he's the one on the stump.

Gordom expertly makes his way to a place of concealment. He sees a bandit in a hunting platform south and west of his current location. Bandit George, same AC modifiers as James. Following Gordom, Franco is doing a decent job staying concealed but he's no ranger. Franco has trouble stepping over some debris in the forest and can't keep his balance because his hands are bound. He falls face down in the dirt, drawing George's attention. George tosses another shiny rock in Franco's direction. Attack to activate DC5 1d20 + 2 - 8 ⇒ (3) + 2 - 8 = -3

George's thunderstone lands harmlessly in a pile of leaves next to Franco's face.

Party turn! Everyone can act once before the bad guys. You have until this time tomorrow or I'll take a bandit turn without you.


female Human Rogue/Inquisitor (5/4)-AC 21 T 16 FF 17 HP 66/66 -Ini+6-BaB+6 (+9 ranged) CMB +6 CMD 20- Fort +8 Ref+11 Will+8 -Per+13 Move 30

Having a good line of sight on him, Vivian sends an arrow to the bandit located on the southwest platform (Georges), who threw the second thunderstone.

Spoiler:
attack roll1d20 + 3 ⇒ (9) + 3 = 12 dmg 1d8 ⇒ 3

Beware... there are quite numerous this time!

Then she prepares another arrow, cautiously navigating toward the bandit on the stump, helping herself with the foliage of the big tree east of her to get some cover from the bandits

Spoiler:
Stealth check if necessary 1d20 + 7 ⇒ (15) + 7 = 22, or use my previous Stealth check,total 10 (saturday, 6:34 AM)

OOC to be clear, I want to get six squares east to my current position,across the water and between the trees


Male Human Ranger/1; HP 9/11; AC 15/12/13; Init +2

Gordom attempts to fire at George while remaining hidden.
Stealth Check: 1d20 + 5 - 20 ⇒ (3) + 5 - 20 = -12
Attack Roll: 1d20 + 5 ⇒ (15) + 5 = 20
Damage Roll: 1d8 + 3 ⇒ (7) + 3 = 10

Edit: I had to look up the rules for sniping. I forgot the penalty was so high...


Not many worries about the sniping penalty as once again...

Vivian draws her bow and fires at "George". Her shot flies true, but the bandit bobs his head out of the way at the last second. Unfortunately, he moves right into the arrow that Gordom shot which hits him squarely. George falls from the hunting platform with a tremendous crash.

Gordom's bandit slaying bow does its job.

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