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    DrK's Avatar

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    Default DrK Way of Wicked Take 2 OOC



    What is Talingarde?
    Talingarde is the most virtuous, peaceful, noble nation in the world today. This land is ruled by King Markadian V, called the Brave, of House Darius. He has only one heir – the beautiful princess Bellinda. This benevolent monarchy is heavily intertwined with the Church of Mitra, the Shining Lord. You are from Talingarde. This is your home. You have lived here your entire life. And if they gave you half a chance, you would have your revenge on all of them.

    Who is Mitra?
    Mitra, the so-called Shining Lord, is the god of the sun, bravery, honor, justice, charity and other such pusillanimous rubbish. Te Church of Mitra is the preeminent religion of Talingarde these days. The Knights of the Alerion, the elite warriors of Talingarde, are a Mitran order. The monks of St. Macarius, who travel the land healing the sick and the helping the needy, are also a Mitran order. The House of Darius, the royal family of Talingarde, are devout followers of Mitra.

    It wasn’t always this way. Before the Darians took over, Talingarde worshipped an entire pantheon of deities. Preeminent among those deities was Asmodeus, Prince of Hell, Lord of Ambition and Order. Now it is forbidden to worship Asmodeus. To do so is to be condemned. The Mitrans destroyed all the Asmodean temples and burned his books and priests. There are no followers of Asmodeus anymore in Talingarde – at least none you know of. Devout Mitrans will not say the name Asmodeus. He is simply “The Fallen” or “The Enemy”.

    On Talingarde
    Spoiler: ”Map”
    Show


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


    Guilty. You are a lawbreaker – the worst of the worst. Too dangerous to live amongst the good people of Talingarde, they dragged you in chains before a magistrate and condemned you. They sent you to the worst prison in the land and there they forever marked you. They held you down and branded you with a runic F. You are forsaken. You won’t be at Branderscar Prison for long. Branderscar is only a holding pen. In three days – justice comes. In three days – everything ends.

    What a pity. If only there was a way out of this stinking rat-hole. If only there was a way to escape. If only…

    No. No one has ever escaped from Branderscar Prison. This is where your story ends

    Except.... You escape. A mysterious woman named Tiadora who seemed more than she appeared gave you a veil of magical items. The Master at Arms of Sgt Blackerly was a drunk and incompetent and his corruption and laxity allowed you to escape. Now the prison lies gutted, Richter, the warden dead in his study and the guards slaughtered as they played guards. You are alone on the wide marshes by the Prison but Tiadora told you of a safe house, a manor 3 days across the marshes.....
    .

    Spoiler: A brief 16
    Show

    A brief 16

    Stats
    Choose either rolled or point buy. If you gamble on the roll and you really don't like it you can take a slightly reduced point buy.1/ Point Buy: 25 points (no stat lower than 10 pre-racial characteristics)2/ Foils and Foibles: Choose an 18, choose an 8. Roll for the rest [u]in order[/roll] with 1d10+7(back up of 22 point buy if you hate your dice rolls)

    Level 2

    Races
    Talingrade is primarily a human realm with some of the "good" no humans (Elf, Dwarf, halfling, half elf). Orcs are outcasts and unusual races are also correspondingly rare. Please where possible stick to the core races. If you need to go to unusual races there will be RP implications but also I won't select a party of all odd races.

    Classes
    Core, Advanced Players Guide and Hybrid classes (so the kind of standard "core" list).Variants like samurai, ninja, antipaladin are fine. Note: By default there are few guns on Talingrade so there won't be a lot of gun related loot. But if a few players were interested in gunslingers or
    blackpowder inquisitors etc.. This could be changed for both players and NPCs (but still no advanced firearms

    Character buildingAll PCs get +2 skill points per levelBackground skills are in effect (Enjoy even the lowly sorcerer having lots of skill points)All PCs receive a Bonus feat at 1st Level

    Traits: One trait and choose a "Crime" that you were guilty of.....
    Spoiler: ”Crime Traits”
    Show

    Arson
    You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fre. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.
    Punishment: Death by burning
    Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.

    Attempted Murder
    You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.
    Punishment: Death by beheading
    Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

    Blasphemy
    Either you have defamed the great god Mitra or you have been found guilty of worshipping one of the forbidden deities (who preeminent among them is Asmodeus).
    Punishment: Death by burning
    Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.

    Consorting with the Dark Powers (Witchcraft)
    You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!
    Punishment: Death by burning
    Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.

    Desecration
    You have violated one of the churches, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.
    Punishment: Death by burning
    Benefit: You receive +1 trait bonus on all saving throws against divine spells.

    Desertion
    You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis -- perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardness must have caused loss of life.
    Punishment: Death by hanging
    Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.

    Dueling unto Death
    You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.
    Punishment: Death by beheading
    Benefit: You gain a +1 trait bonus to Fortitude saves

    Extortion
    You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you have attempted extortion against someone of great prominence and for exorbitant stakes.
    Punishment: Life at hard labor in the salt mines
    Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

    Forgery
    You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.
    Punishment: Life at hard labor in the salt mines
    Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.

    Fraud
    You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!
    Punishment: Life at hard labor in the salt mines
    Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.

    Grave Robbery
    It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafers, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.
    Punishment: Death by beheading
    Benefit: You receive a +1 trait bonus to confirm critical hits

    Heresy
    You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you
    was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!
    Punishment: Death by burning.
    Benefit: You receive a +1 trait bonus on all saving throws against divine spells.

    High Theft
    You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.
    Punishment: Life at hard labor in the salt mines
    Benefit: You receive a +1 trait bonus to Reflex saves.

    High Treason
    You have willfully worked to bring down the current Monarch of Talingarde -- the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.
    Punishment: Death by drawing and quartering
    Benefit: You receive a +1 trait bonus to Will saves.

    Kidnapping
    You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued -- you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.
    Punishment: Death by beheading
    Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

    Murder
    You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgivable act. You may also have killed someone with powerful friends.
    Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (his would instead be High Treason -- see above) but ultimately they are too well protected.
    Punishment: Death by beheading
    Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

    Piracy
    You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I, called the Victorious, burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.
    Punishment: Death by hanging
    Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.

    Sedition
    You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.
    Punishment: Death by beheading
    Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

    Slave-Taking
    Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.
    Punishment: Death by beheading
    Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

    Slave Trading
    Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.
    Punishment: Death by beheading
    Benefit: You receive one bonus skill point per level that must be spent on the Appraise





    Character Player Race/Class
    Sarris Blackthorne Bansheexero Human Samurai
    Oghash DarkOne7141981 Half Orc Bloodrager
    Ahkmathi Sek Starbin Elven Wizard (Conjurist)
    Salem Whitlock Athaleon Human Warpriest
    Stvari Inhibiraj Farmerbink Dwarf Monk

    The lost and the fallen

    Rhunafel Vesharm Irolltwenties Human Oracle
    Adrius 3SecondCultist Half Elf Skald

    IC thread
    Last edited by DrK; 2021-02-08 at 06:28 AM.
    Thanks to Emperor Ing for the nice Avatar

  2. - Top - End - #2
    Titan in the Playground
     
    DrK's Avatar

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    Default Re: DrK Way of Wicked Take 2 OOC

    Greetings all....

    In your first IC post please do some introductions and choose between staying near the road or cutting across the amrsh

    Also a question.... When you were escaping you would have met and Ogre called grumblejack in the prison. DId you keep him or leave him? Once the party has voted I can edit the IC to have his inclusion / exclusion
    Thanks to Emperor Ing for the nice Avatar

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    Default Re: DrK Way of Wicked Take 2 OOC

    Hello all! This is just a post to subscribe to the thread and say how excited I am to be playing in this game with you all. I plan to be your melee support character, granting Str and Con bonuses, rage powers, eventually a rogue talent, and some hardcore DR and Fast Healing to every frontliner as we increase in level. I’m glad to see that we have a party that will make good use of Adrius’ talents. He will be speaking in Sienna Brown.

    @Bansheexero: Since both of us selected High Treason, what would you say to linking up Sarris and Adrius’ backstories? Looking at both, I don’t think it would be a stretch to have Sarris be a mercenary contacted by the conspiracy led by Adrius’ (presumed dead) sister Cressida to attack King Markadian V’s hunting party. Maybe Sarris didn’t know the full details of the job before it was too late? Obviously the attack failed, and the two survivors would have been sent to Branderscar together.

    Edit: I would vote for keeping Grumblejack for sure. An extra bit of muscle never hurt, and he might be useful later on!
    Last edited by 3SecondCultist; 2020-10-03 at 06:47 AM.
    Spoiler: Stuff I'm Working On
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    Small Justice


    An ongoing web serial about politics, vengeance, and miniature lizards. Go check it out!

    Quote Originally Posted by Zeno Desaqqara View Post
    You divine bastard.

    "Life is to be lived, not controlled; and humanity is won by continuing to play in the face of certain defeat."

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    Ogre in the Playground
     
    Devil

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    Default Re: DrK Way of Wicked Take 2 OOC

    Sarris will speak in dark red. He focused mainly on weaponplay in contrast to other knights, so while many have horses and ride often, Sarris takes the route of a legionnaire (Sword Saint gives up their Mount and several associated abilities). Because of that, e will stick to the road. Regarding Grumble back, unless he challenged Sarris, he would most likely choose to stay with him, if only to kill him later once he regains some of his strength for the sake of the challenge.


    Quote Originally Posted by 3SecondCultist View Post
    Hello all! This is just a post to subscribe to the thread and say how excited I am to be playing in this game with you all. I plan to be your melee support character, granting Str and Con bonuses, rage powers, eventually a rogue talent, and some hardcore DR and Fast Healing to every frontliner as we increase in level. I’m glad to see that we have a party that will make good use of Adrius’ talents. He will be speaking in Sienna Brown.

    @Bansheexero: Since both of us selected High Treason, what would you say to linking up Sarris and Adrius’ backstories? Looking at both, I don’t think it would be a stretch to have Sarris be a mercenary contacted by the conspiracy led by Adrius’ (presumed dead) sister Cressida to attack King Markadian V’s hunting party. Maybe Sarris didn’t know the full details of the job before it was too late? Obviously the attack failed, and the two survivors would have been sent to Branderscar together.

    Edit: I would vote for keeping Grumblejack for sure. An extra bit of muscle never hurt, and he might be useful later on!
    Sure, that works well for me. Good to know I have a powerful melee buffer to help me along.

    @DrK - I am curious how Raging Song will affect my character's abilities. Thematically, it seems to fit rather well with Glorious Challenge, but will it switch off Iaijutsu Strike, since it is a focused attack (while not going the Deadly Stroke path (that's the Order of the Cockatrice build), I suspect however Raging Song affects that, it would be similar to Iaijutsu Strike)).

    Also, a note on Foolhardy Rush, the wording states that the die itself has to be an 11 or higher to activate, so the chance of it triggering will be completely unaffected by bonuses or penalties, as it is a flat 50%. If anybody has a reroll ability that allows me to affect my Initiative check, that would be the only real way to alter the odds.

    Two wrongs don't make a right, but three lefts do.

    He who laughs last doesn't get the joke.

    Spoiler: Stuff I Wrote
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    Elite Races

    Goliaths [Part One, Part Two]
    Axiomite
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    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: DrK Way of Wicked Take 2 OOC

    In an effort to not influence things with my prior knowledge of the game, I won't make many (significant) votes. I don't remember the choice of road or not, so I would probably vote to get off the road and use Survival to get to the safehouse.

    Grumblejack was a fun addition in the game I played, so I would have him around if given the choice.

    Oghash will speak in Green to represent her orcish heritage.

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    3SecondCultist's Avatar

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    Default Re: DrK Way of Wicked Take 2 OOC

    @Bansheexero: Great! Glad to see that you are onboard with this. I hope that the DM rules in your favour for Raging Song with Iaijutsu Strike, since it isn’t a spell or fall under the umbrella or ‘would be turned off in a rage’ umbrella. If other Cavalier challenge abilities should work, I can’t imagine IS failing.

    Oh, and I was looking at your sheet: how does your character get a Masterwork Breastplate and Bastard Sword? I was under the impression that we were only allowed specific gear at game start due to escaping Branderscar.

    (If that’s not the case, I will be picking up a greatsword and some better armor for Adrius myself )
    Spoiler: Stuff I'm Working On
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    Small Justice


    An ongoing web serial about politics, vengeance, and miniature lizards. Go check it out!

    Quote Originally Posted by Zeno Desaqqara View Post
    You divine bastard.

    "Life is to be lived, not controlled; and humanity is won by continuing to play in the face of certain defeat."

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    DrK's Avatar

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    Default Re: DrK Way of Wicked Take 2 OOC

    Quote Originally Posted by 3SecondCultist View Post
    Oh, and I was looking at your sheet: how does your character get a Masterwork Breastplate and Bastard Sword? I was under the impression that we were only allowed specific gear at game start due to escaping Branderscar.

    (If that’s not the case, I will be picking up a greatsword and some better armor for Adrius myself )
    Yes, you are right. he should in fact not have the Mwk weapons currnetly. Everyone only has access to the prison stuff

    I'll look at skald vs sword saint stuff later when my kids are sleeping and less feral
    Thanks to Emperor Ing for the nice Avatar

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    Ogre in the Playground
     
    Devil

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    Default Re: DrK Way of Wicked Take 2 OOC

    Quote Originally Posted by DrK View Post
    Yes, you are right. he should in fact not have the Mwk weapons currnetly. Everyone only has access to the prison stuff

    I'll look at skald vs sword saint stuff later when my kids are sleeping and less feral
    Ah, ok, I did not realize, will adjust sheet then.

    Edit - Done and done, gold, attack bonus, and armor check Penalty recalculated
    Last edited by Bansheexero; 2020-10-03 at 11:50 AM.

    Two wrongs don't make a right, but three lefts do.

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    Ettin in the Playground
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    Default Re: DrK Way of Wicked Take 2 OOC

    Glad to have made the cut. Salem will use Blue for speech. Will post IC after work.

    He will be providing ranged damage with a side of divine casting, and can even function as a pseudo-Ranger with his skillset.
    Last edited by Athaleon; 2020-10-03 at 04:54 PM.

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    Default Re: DrK Way of Wicked Take 2 OOC

    Thanks for the opportunity - looking forward to another try at this game.
    Ahkmathi Sek will speak in this color

    I vote keeping Grumblejack - Ahkmathi would definitely want him as a spoil to our other martial members

    Fluff and image below
    Spoiler: Details WIP
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    Level 2, Init +3 HP 14, Speed 30ft
    AC 13, Touch 13, Flat-footed 10
    Fort +1, Ref +3, Will +3; BAB +1
    Abilities Str 10 Dex 16 Con 11 Int 20 Wis 10 Cha 10
    Racial Abilities +2 Dex/Int, -2 Con; Low-light vision (2x human in dim light); Immune to magical sleep; +2 save vs enchantments; +2 CL vs SR; +2 Spellcraft (ID magic items); +2 Perception; +2 defensive casting checks
    Feats Breadth of Experience (+2 KS/PS checks, make KS untrained)
    Class abilities Spells (3 0 lvl, 3+1 1st); Arcane School: Conjuration [Teleportation] (OS Enchantment/Necromancy); Shift (5' DD ability, Swift action, 8/day); Summoner's Charm (Summoned creatures last 1 extra round); Scribe Scroll; Arcane Focus: Familiar
    Spoiler: Known spells
    Show
    0: All
    1: mage armor, grease, obscuring mist, protection from good, enlarge person, shield, color spray, silent image

    Skills KS: Arcana (1) +12; KS: Planes (1) +12; KS: Dungeoneering (1) +12;
    KS: Religion (1) +11; KS: Nature (1) +11; KS: Local (1) +11; Spellcraft (1) +9
    Background skills KS: History (1) +12; Linguistics (Infernal) +9
    Traits Consorting with Dark Powers (+1 KS Arcana & Planes); Eldritch Delver (+1 KS Dungeoneering & History, +1 CL for Conjuration [Teleportation] spells); Magic Might (+1 CL vs SR)
    DrawbackPower Hungry: -2 Will save vs promises of power and wealth
    Favored Class: Wizard (1x hit point)
    Weapons None
    Languages Common, Elven, Draconic, Goblin, Sylvan, Celestial, Orc, Infernal
    Armor None
    Mundane Equipment None
    Magic Equipment None
    Money None


    Spoiler: Description
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    Tall, thin and imperious, Akmathi Sek tends to stare (openly and often rudely) and whatever - or whoever - has his attention with piercing green eyes under unruly white hair. He has perfected three expressions - the disinterested stare, the glare of disdain, and the sardonic smirk.

    When he is unengaged with those around him, his eyes are either turned towards a book or scroll, or unfocused on the horizon as he considers arcane mysteries, both new and old.

    He prefers elegant but simple robes and a finely carved walking stick - markings appropriate to his station. He finds little value in carrying any weapons - his deadliest tools are his mind and spellbook.

    6'4", 160lbs, Silver hair, green eyes

    Spoiler: Personality
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    Ahkmathi Sek has struggled with cooperating with colleagues, as his disdain of those around him often keeps even his closest companions at arms length. For those outside his circle of trust, he appears arrogant (true) and impatient (also true). For those inside, he is often the same, but with a grudging acceptance of skill where merited. His attitude is a product of both his perception of the younger races (or lesser races, as he considers them) as well a keen awareness of stature - he is a prodigy even amongst those gifted with the craft.

    While once a simple elven man of privilege, Akmathi Sek is now a student of arcane mysteries, striving to master those mystical energies. He pays lip service to the Lords of Hell, but only a fool would disregard such powerful beings.

    He rarely deigns to speak to those he considers beneath his station, which includes most. Unless, of course, it is to give an order, or he wants something. He spends more time talking to himself as the only person worthy of his attention. Arrogant or not, one might be impressed by his confidence and drive ...

    Spoiler: Background
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    "What is my story? Fascinating ... long has it been since I have been questioned so directly. While born in the anachronistic sewer-hole that is Farholde, I am far more acquainted with the ancient ways of my fey ancestors - where dancing around an issue is preferable to addressing it head-on."
    "Life in Longacre is boring, even for one as privileged as my family. Yes, we enjoyed certain rights due our station, over those of half-breeds, mongrels and outcasts. But we never forgot this is Talingrade. Where perks and a modicum of quality of life are promised by the rulers of this land to those preaching powers begets acceptance and station, this country still stinks of 'Humans first.' What? Nay, I would not term myself a racist. You, like many of the uneducated masses, simply assume my kin are arrogant and self-centered; I would characterize us as logically superior and cautiously introverted. When you live for centuries, you have seen and done more before reaching your 'calpah' than these 'mon-keigh' will achieve in a lifetime. It breeds a certain clarity in perspective on one's superiority."
    "As with all parents, mine were influential in setting me on my path. My mother was a fiery soul, one who led a life more suited to a mon-keigh than a revered Elder One. She sang, danced and traveled the world, usually far away from this land of miscreants. Rumor tells it she once was a member of a band of would-be heroes, feeding her insatiable need for excitement and attention. She served as a role model to my sisters, but a warning to me. Only a fool thinks the world is built on good deeds and best intentions; it was paved on the blood and sweat of lesser beings."
    "My father is an istar of great power, a wizard raised in the classic traditions of the edhel. It was during his lema, an elvish pilgrimage of sorts, that he met my mother. They 'adventured' together, a relationship that eventually blossomed into a full-fledged love affair, despite a seemingly insurmountable number of differences. It is a trite tale of forbidden love surviving despite the odds - yes, revolting. They were like pieces of a puzzle - they 'fit' together. My mother represented the hot passion of love; my father the cold, calculating logic of reality."
    <thoughtful pause>
    "I respect my father tremendously. He is an accomplished magus of great power, a vaunted researcher known for his work in transmutation arts ... and something of a 'pioneer' with his most recent controversial work in agarmancy, that is blood magic. He is a towering intellect with few equals. He has forgotten more tomes of knowledge than I have seen.
    "He is also an emotionless bastard who deserves to choke on his own misplaced arrogance. But that is neither here nor there. "
    "With the birth of my sisters and I, my parents managed to accomplish a feat not seen in almost a century - triplets. It served to build on the mystery of their relationship, and expand the local legend that were my parents. Jayn, my eccentric eldest sister, was certainly born to make my life difficult - a task that she is extremely proficient at. Tara, my other sister was ... a beautiful girl who was the best of the three of us; a paragon of perfection taken too soon, because we ... I ... could not save her."
    <pause>
    "What? No, I am fine. Emotional breakdowns are for the weak of will. Where was I? Ah yes, my 'childhood.' My sisters cleaved to my mother as one would expect, and she regaled them with stories and tales from her years of adventures. I half-heartedly listened, but my father's expectation was I follow in his footsteps, which required no small amount of study. My sister Jayn was allowed to defy our father regularly, earning only a sigh and glare, with a muttered 'Your child' under his breath. I was 'generously' given ever increasing loads of school work ... typically accompanied by rude gestures from Jayn, encouraging smiles from Tara, and an apologetic gaze from my mother. "
    "I was trained in the mystic arts from such a young age that I knew little else. My sister frolicked in the woods with a local herbalist, a woman I would eventually find out was a full-fledged witch. Of course, the more my father disapproved, the more my sister Jayn persevered. I think her successes were tied directly to her desire to prove father wrong - funny how for all her complaints of Father, she had more in common with him than she would ever admit. I suppose I probably have more in common with my mother than I realize.
    Here's hoping I am mistaken."
    <pause>
    "My apprenticeship is not full of joyful memories. It was during that time Tara's condition worsened. She had a degenerative condition, some sort of wasting disease that was not one any of the town healers had ever seen. As she continued to fail, I threw myself in my studies, trying to find something within the arcane arts that would help her. Tara was so strong during that time, but it was ... difficult ... every time I watched a cough wrack her tiny body. So strong in spirit, yet so fragile in the flesh."
    "I saw Jayne less and less. I was too busy with my studies; she playing in the woods. My father became even more withdrawn, a thing I did not think was possible. His lessons became stricter, darker; and each was accompanied by harsher punishments for failure. Mother also became increasingly detached. She slept most of the day, and spent her waking hours staring at Tara and weeping softly or picking at her lyre and murmuring sad songs from her youth. No one else seemed to recognize the tell-tale signs of addiction, but I had read enough to know my mother was taking shiver. When I confronted her, she simply begged me to keep it secret, ashamed but in too much pain to stop. It might have been a mistake, but I kept her secret ... until it was no longer a secret to anyone. "
    <long pause>
    "I remember when Jayn left. She had spent the morning with Tara, and came out crying, but with a look in her eye I'd seen before. She tried to speak with Mother, but that was an effort in futility. She spoke with Father, who threw a small bag of gold at her and turned back to his laboratory without a word. She simply looked at me and told me she'd be back. No hug, no kiss, no asking my opinion. She was gone.
    "I spent my time taking care of Tara. I tried every remedy I could find, and a few that I made up. I sought aid from every priest and priestess in Farholde, and sent for more than a few from across the island. Of course, while there were 'blessed' spells that could potentially heal her, but none locally could cast them, an any from afar wouldn't journey to Longacre to save her; not one even deigned to answer my letters."
    "During this time, my father disappeared. There was an explosion from his laboratory, and I found nothing but a dark smear near what was obviously a summoning circle. I knew the bastard had been dabbling in necromancy - it was how he managed to live without a heart; but I didn't know he had sought out darker pacts. Such magicks were not his forte."
    "I alone was left to care for Tara ... and my mother. It was the best and worst of times. For once, Tara and I were able to talk freely. She spoke of her dreams, of the myriad of little pranks they had pulled on me during our youth, her fears ... I finally got to know my sister during that year. But it was far too short a time. The end came suddenly, and she knew it."
    "I sent for Jayn, my first correspondence since she left, but Tara was too far gone by then, and it was far too late. I was at her side when she departed this world for the next. I shed no tears ... such sympathies were for the weak. Ironically enough, one thing being a triplet does not prepare you for is being alone. "
    <pause>
    "I moved into my father's laboratory, working through his notes. I began the preparations for making contact. I have never been a devout Asmodean, but perhaps other powers would help. I knew the incantations; I had studied the mistakes my father had made. I even had the correct offerings ... homeless wretches no one would miss. But I am no fool; I currently lack the power to effectively enact the spell."
    "Of course, try explaining the finer subtleties of preparation and planning vice performance to that blind idiot from Karfield. Do you know he had the audacity to accuse me of witchcraft? Fool! I am not some mewling wench abasing myself to darker powers; I have studied to bend the very laws of magic to my whim and will. My summons would not be a pitiful plea, but a demand!”
    <sighs>
    “I suppose it makes little difference now. The sentence called for my death - I was to be burned alive - but these miscreants underestimated me yet again. Now I have surrounded myself with meat for the eternal grinder, and I shall have my revenge upon Sir Balin ... I be way or another.”


    EDIT: I almost forgot equipment ...
    From the help yourself: [roll]4d6[/roll]gp (Do we each get 300, or split that?)
    From the limited pile: 1x CLW, Richter's Tome of Magical Armaments Level 3 Wizard's Spell Book, Scrolls [Invisibility, Hideous Laughter, Sleep], and Wand Magic magic missile (CL1st 23 charges)

    Spoiler: Spellbook
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    Richter's Tom or Arcane Armament
    This beautiful book is made of fine cerulean leather embossed with gold leaf. Its edges are reinforced with brass fittings and strange arcane symbols adorn its covered. It bears the draconic rune of “R” in the center of its front cover.
    Value 350 gp Blank Pages 63
    SPELLS
    2nd – bull’s strength, flaming sphere, hideous laughter, invisibility
    1st – alarm, charm person, expeditious retreat, feather fall, mage armor, magic missile, mount, shield, sleep
    0th – all cantrips in the Pathfinder Roleplaying Game Core Rulebook

    Spoiler: Ahkmathi’s Tome of Untold Secrets
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    2nd - bull’s strength, flaming sphere, hideous laughter, invisibility
    1st - 1: mage armor, grease, obscuring mist, protection from good, enlarge person, color spray, silent image, feather fall, snowball, shield, mount, magic missile, alarm
    0th - resistance, acid splash, detect magic, detect poison, read magic, dancing lights, flare, light, ray of frost, spark, ghost sound, mending, haunted fey aspect, mage hand, message, open/close, arcane mark, prestidigitation
    Last edited by Starbin; 2021-06-08 at 01:17 PM.
    Life is ... life. As always bot/cut as necessary.
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    Me: "Because I never embraced the strategic value of running away."


    Fare thee well, N_R ... you will missed!y

  11. - Top - End - #11
    Dwarf in the Playground
     
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    Default Re: DrK Way of Wicked Take 2 OOC

    Alright alright alright. Rhunafel will speak in this color and I'll have an IC post up before the end of the day.

    Rhunafel is a competent frontliner (especially with self buffs and now raging song) and an efficient healer and buffer. Judging by the party make up, looks like he's going to be filling the main divine caster role, so I'll make future build decisions with that in mind. He's also a master manipulator, with very high Bluff and Intimidate and alright Diplomacy (good Diplomacy against non-good or chaotic creatures.)

    My vote is for leaving the road and bringing Grumblejack. We're less likely to encounter a patrol looking for, oh I dunno, escaped prisoners if we leave the road and having a big beef bus of hit points between us and the good guys will surely be helpful.
    Last edited by IRollTwenties; 2020-10-03 at 05:42 PM.

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    Default Re: DrK Way of Wicked Take 2 OOC

    Quote Originally Posted by IRollTwenties View Post
    He's also a master manipulator, with very high Bluff and Intimidate and alright Diplomacy (good Diplomacy against non-good or chaotic creatures.)
    He and Adrius overlap completely in this regard. I will be maxing out Bluff, Intimidate, and Perform (Oratory) for both Diplomacy and Sense Motive, and Rile from Red Tongue gives +1/2 level on all non-combat Bluff and Intimidate checks. I plan to go full Cha all the way on this guy, with the ‘master manipulator’ fluff well in hand, so it should be fun to play off of each other!
    Last edited by 3SecondCultist; 2020-10-03 at 05:55 PM.
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    Quote Originally Posted by Zeno Desaqqara View Post
    You divine bastard.

    "Life is to be lived, not controlled; and humanity is won by continuing to play in the face of certain defeat."

  13. - Top - End - #13
    Ogre in the Playground
     
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    Default Re: DrK Way of Wicked Take 2 OOC

    Small question then, I never played all the way through the prison break, only glanced at it. I made the assumption our start, at level 2 was based on 1000 gp. I did a quick glance through the prison section, would I have any gold at the moment? Not sure. It mentioned there was any weapon we might be focused in (Bastard Sword for me) and I downgraded from Breastplate to Chain Shirt, since I did not see it available. Not sure if I could get away with my Kukri or if I need to downgrade that to a dagger. Just not sure of equipment restrictions.

    Two wrongs don't make a right, but three lefts do.

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    Default Re: DrK Way of Wicked Take 2 OOC

    This was the original post regarding ‘stuff’

    Quote Originally Posted by DrK View Post
    So starting Equipment, the default equipment for Way of the Wicked is "rags"... However having assumed you have escape the prison you may supplement the rags with the following equipment. In some cases it's equipment that will be shared amongst the party others there was enough to equip anyone....

    "Help Yourself"
    Chain shirts
    Chain mail
    Heavy Steel Shields
    Longswords
    Longbows
    Decks of Cards
    300 + 4d6gp each


    "Limited number to share amongst the Party"
    Silver Holy symbol of Mitra
    MW Longsword
    Potion Cure Moderate Wounds, Cure Light Wounds (2 available)
    Weapons Cache [Trident, bastard sword, great axe, glaive, battle axe, Heavy crossbow, Hand axe, Short sword]

    Richter's Tome of Magical Armaments Level 3 Wizard's Spell Book
    Ioun Torch
    Scrolls [Invisibility, Hideous Laughter, Sleep]
    Wand Magic magic missile (CL1st 23 charges)

    A friendly Ogre called Grumblejack Optional NPC companion
    I was placing a claim in 1 CLW, my share of gold, a dagger and/or quarterstaff, the spellbook, scrolls and wand. That okay with others?

    PS - DrK, what were the spells in the book?
    Last edited by Starbin; 2020-10-03 at 08:41 PM.
    Life is ... life. As always bot/cut as necessary.
    DM: "Why do you have so many characters?"
    Me: "Because I never embraced the strategic value of running away."


    Fare thee well, N_R ... you will missed!y

  15. - Top - End - #15
    Dwarf in the Playground
     
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    Default Re: DrK Way of Wicked Take 2 OOC

    I suppose I should roll my starting wealth then (4d6+300)[308]

    Also, I asked in the recruitment, but was there any way to get a bludgeoning weapon at the beginning of the game? Even a 0gp Club would suffice... something like a chair or table leg ransacked from the prison?

    As for the other things, I pass on the rest.

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    Ogre in the Playground
     
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    Default Re: DrK Way of Wicked Take 2 OOC

    So no Bastard Sword either? I mean, there is a section that discusses the guard station that states, among the other stuff that if a player specializes in a weapon, it can be found there. I'll toss the Kukri for now, I guess. Maintaining non-MW Bastard Sword unless told otherwise. If I am, is the MW longsword claimed?
    Last edited by Bansheexero; 2020-10-03 at 10:57 PM.

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  17. - Top - End - #17
    Ogre in the Playground
     
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    Default Re: DrK Way of Wicked Take 2 OOC

    Gold roll (4d6+300)[312]

    Two wrongs don't make a right, but three lefts do.

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  18. - Top - End - #18
    Ettin in the Playground
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    Default Re: DrK Way of Wicked Take 2 OOC

    (4d6+300)[318] monies.

    Also, I too vote to keep Grumblejack.

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    Default Re: DrK Way of Wicked Take 2 OOC

    Quote Originally Posted by Bansheexero View Post
    Maintaining non-MW Bastard Sword unless told otherwise. If I am, is the MW longsword claimed?
    I claimed it in the recruitment thread and put it on my sheet (since otherwise Adrius’ to hit bonus is pretty garbage), but if you really want it I will relinquish it.
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    Quote Originally Posted by Zeno Desaqqara View Post
    You divine bastard.

    "Life is to be lived, not controlled; and humanity is won by continuing to play in the face of certain defeat."

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    Default Re: DrK Way of Wicked Take 2 OOC

    Quote Originally Posted by Starbin View Post
    This was the original post regarding ‘stuff’



    I was placing a claim in 1 CLW, my share of gold, a dagger and/or quarterstaff, the spellbook, scrolls and wand. That okay with others?

    PS - DrK, what were the spells in the book?

    The books is as follows....
    Richter's Tom or Arcane Armament
    This beautiful book is made of fine cerulean leather embossed with gold leaf. Its edges are reinforced with brass fittings and strange arcane symbols adorn its covered. It bears the draconic rune of “R” in the center of its front cover.
    Value 350 gp Blank Pages 63
    SPELLS
    2nd – bull’s strength, flaming sphere, hideous laughter, invisibility
    1st – alarm, charm person, expeditious retreat, feather fall, mage armor, magic missile, mount, shield, sleep
    0th – all cantrips in the Pathfinder Roleplaying Game Core Rulebook



    Quote Originally Posted by IRollTwenties View Post
    I suppose I should roll my starting wealth then [roll0]

    Also, I asked in the recruitment, but was there any way to get a bludgeoning weapon at the beginning of the game? Even a 0gp Club would suffice... something like a chair or table leg ransacked from the prison?

    As for the other things, I pass on the rest.
    Assume there is a heavy mace or club (your preference)

    Quote Originally Posted by Bansheexero View Post
    So no Bastard Sword either? I mean, there is a section that discusses the guard station that states, among the other stuff that if a player specializes in a weapon, it can be found there. I'll toss the Kukri for now, I guess. Maintaining non-MW Bastard Sword unless told otherwise. If I am, is the MW longsword claimed?
    A normal unremarkable bastard sword can be available



    @ ALL

    Seems overwhelming support for grumblejack! Go Grumble....
    Also seems a general trend to head into the marsh. Thats fine. Could I please have 3 survival checks from the person who is leading the way....
    Last edited by DrK; 2020-10-04 at 09:27 AM.
    Thanks to Emperor Ing for the nice Avatar

  21. - Top - End - #21
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    NecromancerGuy

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    Default Re: DrK Way of Wicked Take 2 OOC

    Quote Originally Posted by DrK View Post
    Assume there is a heavy mace or club (your preference)
    Are there any two-handed bludgeoning options available? I had Oghash grab a club originally, but will gladly upgrade to a heavy mace.

    Quote Originally Posted by DrK View Post
    Also seems a general trend to head into the marsh. Thats fine. Could I please have 3 survival checks from the person who is leading the way....
    Oghash' Survival bonus is at +5, so I am fine with her either leading or bringing up the rear to cover up our tracks. Here are three rolls in either case: (1d20+5)[23], (1d20+5)[21], (1d20+5)[13]

  22. - Top - End - #22
    Ettin in the Playground
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    Default Re: DrK Way of Wicked Take 2 OOC

    If Salem is leading, Survival checks are:
    (1d20+9)[11]
    (1d20+9)[26]
    (1d20+9)[15]

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    Default Re: DrK Way of Wicked Take 2 OOC

    Quote Originally Posted by 3SecondCultist View Post
    I claimed it in the recruitment thread and put it on my sheet (since otherwise Adrius’ to hit bonus is pretty garbage), but if you really want it I will relinquish it.
    Thanks for the offer, but DrK allowed for an unremarkable Bastard Sword. My to-hit is the same if I had a MW Longsword thanks to Weapon Focus, just did not want a full 10% dip from my original equipment, 5% is fine though.
    Damage would have only differed by a single point on average, though eventually Glorious Challenge will let me slaughter groups rather quickly thanks to the stacking damage. Good news is, if there are heavy AC items, there are more to go around for the rest of the group, as when I stack challenges, my damage goes up but AC goes down, so no reason to use AC to tank. I'm better off with a Cloak of Displacement since for most enemies it would simply give me a 50% chance for them to miss.

    Two wrongs don't make a right, but three lefts do.

    He who laughs last doesn't get the joke.

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    NecromancerGuy

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    Default Re: DrK Way of Wicked Take 2 OOC

    Quote Originally Posted by DrK View Post
    Turning into the marsh the half orc cannibal's dark sight
    I traded away Darkvision - Oghash cannot see in the dark any better than a human. Just FYI. (I am open to getting that changed with magic if it becomes reasonable.)

  25. - Top - End - #25
    Ogre in the Playground
     
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    Default Re: DrK Way of Wicked Take 2 OOC

    Hmm, I recall in 3.0/3.5 there was a smoke bomb that exclusively targets Darkvision (if there is light, regular vision works normally though). I think it was part of the Forgotten Realms setting. I wonder if we could get something similar. Fun to lure enemies into a position where they believe they have the advantage, and pull the rug out from under them.

    Two wrongs don't make a right, but three lefts do.

    He who laughs last doesn't get the joke.

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    Default Re: DrK Way of Wicked Take 2 OOC

    I plan to post later today! Sorry for the holdup on my end.
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    Quote Originally Posted by Zeno Desaqqara View Post
    You divine bastard.

    "Life is to be lived, not controlled; and humanity is won by continuing to play in the face of certain defeat."

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    Default Re: DrK Way of Wicked Take 2 OOC

    @Darkone
    Just to clarify, the clearing is open terrain. The difficult terrain is around the edge of the clearing
    Thanks to Emperor Ing for the nice Avatar

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    Default Re: DrK Way of Wicked Take 2 OOC

    Oh, that changes things significantly, then. I will edit my post accordingly to have Oghash charge the enemy with maximum violence. Thanks for the clarification!

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    Default Re: DrK Way of Wicked Take 2 OOC

    Quote Originally Posted by DrK View Post
    @Darkone
    Just to clarify, the clearing is open terrain. The difficult terrain is around the edge of the clearing
    I will also charge in then, not super worrying about Iaijutsu strike. Will need to delete and repost, but had no dice rolls on my original post.

    Edit: Pretty sure I just critted for 26 damage.
    Last edited by Bansheexero; 2020-10-09 at 09:21 AM.

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    Default Re: DrK Way of Wicked Take 2 OOC

    Quote Originally Posted by Bansheexero View Post
    I will also charge in then, not super worrying about Iaijutsu strike. Will need to delete and repost, but had no dice rolls on my original post.

    Edit: Pretty sure I just critted for 26 damage.
    Clearly have the dark god's favour of that's your first combat roll out the gate. I'll update reptiles and Grbke tonight, if needed I'll bot the missing PCs
    Thanks to Emperor Ing for the nice Avatar

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