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  2. I'll be multiclassing into 2 (eventually 3) classes, one of which is adroit. This gets me 4 trade talents from the tradition (I get that I could make a custom one, but I'm probably going to just take shadow as-is since it lines up fairly well mechanically and thematically with what I was going for), another I can freely choose from the multiclass, and eventually yet another to be chosen if the character is selected and makes it to level 5. This is very much a beneficial trade in this situation.
  3. So you are up switching places with Damien so you can drop the cart full of rocks on dudes that end up in the creak (and then possibly be able to use that Bull Rush if you find enough of space)? This kinda involves you too would you be ok to go on Southern hill with Niko and maybe Pip but that one is not certain until he confirms?
  4. Iodás, who is no healer, ust has to wait while others see to their new companion, Daithan. After a while, it looks like he’ll live. “Ok, looks safe enough now. Let’s take a look..” he adds beginning to take off his armor and helmet.
  5. %5Bfont%3D%22Comic%20Sans%20MS%2C%20Century%20Gothic%2C%20Arial%22%5D%5Bsize%3D3%5D%5Bb%5DRodnel%20Glamerstone%5B%2Fb%5D%5B%2Fsize%5D%5Bsize%3D2%5D%5Burl%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Findex.php%3F%2Ftopic%2F9725-rodnel-gnome-diviner%2F%22%5D%5BSheet%5D%5B%2Furl%5D%5B%2Fsize%5D%5B%2Ffont%5D%20%5BCOLOR%3D%22SandyBrown%22%5D%5Bb%5D%5Bsize%3D1%5DAC%3A%2017%20%7C%20HP%3A%2020%2F20%20%7C%20Initiative%3A%20%2B4%20%7C%20Speed%3A%2025%20%7C%20Passive%20Perception%3A%2014%20%7C%20Spells%20Used%3A%201%2F4%2C%201%2F2%20%7C%20Portent%20Used%3A%201%2F2%20%7C%20Runes%20Used%3A%200%2F2%5B%2Fsize%5D%5B%2Fb%5D%5B%2FCOLOR%5D%20%5Bfieldset%3D%22%22%5D%5Bfloatleft%5D%5BIMG%5Dhttps%3A%2F%2Fgroups.tapatalk-cdn.com%2Favatar%2F14669%2F7311102_1510318574.jpg%5B%2FIMG%5D%5B%2Ffloatleft%5D%0ARodnel%20scurries%20into%20the%20chamber%20to%20stand%20next%20to%20his%20druid%20friend.%20%5Bcolor%3Dbrown%5DUp%20and%20not%20away!%5B%2Fcolor%5D%5B%2Ffieldset%5D Rodnel Glamerstone AC: 17 | HP: 20/20 | Initiative: +4 | Speed: 25 | Passive Perception: 14 | Spells Used: 1/4, 1/2 | Portent Used: 1/2 | Runes Used: 0/2 Rodnel scurries into the chamber to stand next to his druid friend. Up and not away! OOCWill cast Levitate on the nearest fox, using my low portent score to force it to fail it's save. Let's raise it high enough it cannot run away but low enough that my friends can still hit it if needed.
  6. Read a Tense Situation When you read a tense situation, roll with Cunning. Role(2d6+2 6,5 13) On a 7–9, ask 1. On a 10+, ask 3. Take +1 when acting on the answers. Ώ What’s my best way out / in / through? Ώ Who or what is the biggest threat? Ώ Who or what is most vulnerable to me? Ώ What should I be on the lookout for? Ώ Who is in control here? Roll EDIT: So I'll ask " What is the best//saffest way throught this chaos? " and act accordingly.
  7. He can at least determine the level of the various effects.l from Detect Magic, and if there are items involved, he can I'd all or part of their effects or commands. After doing this he moves on with the others. He continues to check for and analyze magic as they progress.
  8. Well, you lose all your class skills, but get Perception and a good chunk of background skills (Craft, Perform, and Profession) as class skills regardless of your tradition, much like how martial traditions give you simple weapons/light armor/bucklers.
  9. Moving up a few decades from my normal time period I've a tale to confess, I got blown the best In a room way out west, in a room way out west She came down on my head, I got bruised, I got bled Now my wounds are so red Yeah my wounds are so red
  10. Don't forget that each vocation talent gives you some bonus abilities too, not just the class skills. They aren't listed on the trade tradition page, you have to go to the vocation sphere page to find them, but those alone absolutely make the trade worth it, even if you end up with fewer class skills overall. There are plenty of X to Y abilities in there. I highly recommend picking up a trade tradition, they are a great way to dip your toe into Sphere of Guile content.
  11. Vampiric Fetchling Fighter (2) HP: 30/32 | AC: 19 (leather) | Speed: 25' | Darkvision Perception (E): +7 ▪ Initiative: +7 | Fort (E): +8 | Ref (E): +10| Will (T): +5 | Hero Pts: 0 | SkillsTrained: Acrobatics (+8); Athletics (+6); Deception (+5); Intimidation (+5); Lore/warfare (+4); Stealth (+8); Thievery (+8) Untrained: Acrana (+0); Crafting (+0); Diplomacy (+1); Medicine (+1); Nature (+1); Occultism (+0); Performance (+1); Religion (+1); Society (+0); Survival (+1) | AttributesSTR +2 DEX +4 CON +2 INT +0 WIS +1 CHA +1 | AttacksUnarmed: Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed Melee: Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S Ranged: Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range. | Razvan turns to whomever holds the stake. Quickly! Let's not take chances. After the stake is placed (and the dagger sheathed), Razvan offers his hand to Demetrius. Then, turning to the group as a whole: Perhaps Ekul and Aliestor could advise regarding the steps to take to assure that Tallon is destroyed irrevocably? I'm willing to stay behind to guard this place - maybe with Demetrius - until the group can return. I - we - will need to find a place to sleep soon in any case. OOC ACTIONS Character Sheet Razvan Umbra Vampiric Fetchling • Martial Disciple • Fighter 2 Medium • CN • Speed 25 • Darkvision Primary Role: ranged combat & stealth Secondary Roles: melee combat; intimidation & thievery. Abilities Strength 14 (+2) • Dexterity 18 (+4) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 12 (+1) Boosts • Ancestry: +DEX +STR • Background: +DEX +CON • Class: +DEX • Free:+STR; +DEX; +CON; +CHA • LVL 2: +WIS Adventuring & Combat HP 32/32 Perception +7 • Expert+6 • Wis +1 • Item 0 • Senses: Darkvision (Ancestry Feature) Speed 25' Class DC 18 • Trained +4 • Base 10 • DEX +4 • Item 0 Armor and Shields AC 21/19 • Trained +4 • Base 10 • Dex +4 • If shield raised Leather armor (+1) Saving Throws • Fortitude +8 • Expert +6 • Con +2 • Item 0 • Reflex +10 • Expert +6 • Dex +4 • Item 0 • Will +5 • Trained +4 • Wis +1 • Item 0 Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against and . Weapon Proficiencies • Expert in simple weapons; unarmed attacks; martial weapons. • Trained in advanced weapons • Trained in Unarmored Defense and all armors Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes Unarmed: Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed Melee: Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S Ranged: Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range. 20 arrows (0.20; 2x L) Background: Trained in Acrobatics and Warfare Lore Cat Fall skill feat (see below) Skills ♦ Acrobatics +8 • Trained +4 • Dex +4 • Item 0 (Martial Disciple Background Skill) Arcana +0 • Untrained 0 • Int +0 • Item 0 ♦ Athletics +6 • Trained +4 • Str +2 • Item 0 • Armor -0 (Class Feat) Crafting +0 • Untrained 0 • Int +0 • Item 0 ♦ Deception +5 • Trained +4 • Cha +1 • Item 0 (Shrouded Mein Ancestry Feat) Diplomacy +1 • Untrained 0 • Cha +1 • Item 0 ♦ Intimidation +5 • Trained +4 • Cha +1 • Item 0 (Class Free Skill) ♦ Lore: Warfare +4 • Trained +4 • Int +0 • Item 0 (Martial Disciple Background Skill) Medicine +1 • Untrained 0 • Wis +1 • Item 0 Nature +1 • Untrained 0 • Wis +1 • Item 0 Occultism +0 • Unrained +0 • Int +0 • Item 0 Performance +1 • Untrained 0 • Cha +1 • Item 0 Religion +1 • Untrained 0 • Wis +1 • Item 0 Society +0 • Untrained 0 • Int +0 • Item 0 ♦ Stealth +8 • Trained +4 • Dex +4 • Item 0 • Armor -0 (Class Free Skill) Survival +1 • Untrained 0 • Wis +1 • Item 0 ♦ Thievery +8 • Trained +4 • Dex +4 • Item 0 (Class Free Skill) Languages: Common; Necril; Shadowtongue Abilities Ability • Type 0 • Notes Fetchling (Liminal) Features: Shadowtongue Darkvision Liminal Heritage You gain a +1 circumstance bonus to locate creatures within 60 feet when using the action. Your flat check to target creatures is DC 3 instead of DC 5, and your flat check to target undetected creatures is DC 9 instead of DC 11. Vampire Features: Fangs Unarmed Attack Revulsion to garlic or holy symbol of a Good Deity Weakness to Sunlight slowed 1 => Drink Blood Action Basic Undead Benefits (below) Basic Undead Benefits : Necril: You know the language. Undead Vision: You gain , or you gain if your ancestry already has low-light vision. Negative Healing: You are damaged by positive damage and aren't healed by effects. You don't take negative damage and are healed by effects that heal undead. Negative Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as , don't benefit you. When you would die, you're destroyed rather than dead, just like other undead. Immunity to Death Effects: You're immune to effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become by a , you just don't instantly die from it. Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against and . Feats Ancestry Feats Shrouded Mien => Lengthy Diversion Skill Feats Lengthy Diversion (<= Shrouded Mien Ancestry feat) Cat Fall (background) Intimidating Glare (2nd level skill feat) Class Feats Attack of Opportunity (Class Feature) Shield Block (Class Feature) Point-Blank Shot (1st) Double Slice (2nd) (changed from Assisting Shot to provide a sans shield melee option) Spells & Powers Spell Attack Bonus +0 • Untrained +0 • Spell DC N/A Focus Points N/A Spells/Day: Inventory Money: 1.37 (see purse below) Bulk 0/0 • Enc 7 (5 + Str 2) • Max 12 (10 + Str 2) Armor & Shield: Leather Armor (2.00; 1) +1/+4 (AC Bonus/ Dex Cap) Weapons: Daggers x2 (0.40; L) agile; finesse; thrown 10'; versatile S (paid double for semi-matched pair; no game mechanical effect, just fluff) Light mace (0.40; 1) agile; finesse; shove Shortsword (0.90; L) agile; finesse; versatile S. Composite shortbow (14.0; 1) Deadly d10, propulsive 1d6P 60' range 18/20 arrows (0.20; 2x L) in quiver Adventurer's Pack (0.70; 1 (bulk errata'd 2 => 1)): Backpack (from Adventurer's Pack): Bedroll Flint & Steel Rope (50') Torch (x5) Waterskin (x1) Chalk (x10) Sacks x5 (empty; 0.01; L) Folding shovel/short tool* (0.40; L) *might need to dig a resting place after all! Crowbar (0.50; L) *also for potential use in securing a resting place in addition to accessing other creaky places. Beltpouch #1 Purse (1.37 gp: g/s/c = -/13/7) mirror (1.00; -) signal whistle (0.08; -) tindertwigs (x10; 0.20; -) Beltpouch #2 writing kit (1.00; L) Bandolier (0.10; -) carry up to x8 L items Smokestick-Lesser (3.00; L) Caltrops (0.30; L) Thieves Tools (3.00; L) Total Carried: 12L = 1.2 bulk; + 4 bulk items = 5.2 bulk. Encumbrance: 7 Status: Unencumbered Appearance As a Vampiric (undead) Fetchling: Height: 6'1" (186 cm) Weight: 151# (68.5 kg) Eyes: pupilless, a blue grey color that is brightest in the center and darkens gradually towards the edges, but now have a sort of seething incandescent quality as lighter, brighter spots continually rise to the surface and dim. Fangs (brawling, grapple). Nails hard and sharp, but with no game mechanical feature. Hair: color unchanged, but now has a sense of weak luminescence about it. Complexion: pale marble-like white. Lips have a shade similar to eyes except after blood feeding, when a more purple luster is observed. Shadow: as a vampire, none; nor does Razvan cast a reflection in a mirror.
  12. ST: 11 | DX: 11 IQ: 10 | HT: 10 | Will: 11 | PER: 11 | Speed: 5.25 | Move: 5 HP: 11/11 | FP: 10/10 | Dodge: 8 | Parry: 9 (Brawling) / 8 (Knife) | Thr: 1d-1 | Sw: 1d+1 After running a few dozen yards Malakai realizes the boat is too far away and out in the river to easily wrangle back to shore. They didn't have time. With a quick curse, he turns back toward the camp gathering a couple extra canteens, rations, and any ammunition that would fit with his rifle or pistol. Any other weapons, he tosses into the river figuring there was no sense letting Davy have them back to hand out to any new recruits he might try to gather. That done, he hurries back up the slope to their horses and scans the horizon for any sign of dust that might indicate a large group hurrying toward the ferry. Unfortunately, the rising sun does its utmost to keep him from spotting darned near anything. Perception
  13. Dathan wounds close under the paladin's ministrations, but suddenly you see a redness engulf the druids wounds. Dathan feels an intense burning sensation as the poison takes its effect, causing blisters and boils around the bite marks (19 points of damage) causing Dathan to begin to faint with delirium. The other quick thinking healer, Wu, bends over the druid and pulls out his medicine bag. With a miniature mortar and pestle, he tosses in some herbs and bug parts including from some of the dead centipedes and begins to mix up a possible antidote. Wu massages the muscles around the wound, inserts a needle to drain some of the inflammatory poison, and uses a small spatula to push some of the poultice into the wound, completely negating the damage. Dathan comes out of the delirium after one turn and while still feeling a lingering burning sensation, it is no worse than a sun burn. I'm pretty sure it did this "wrong" by RAW but the shaman ability doesn't say it cannot treat hit point damage from poison, so for "Rule of Fun" lets go with this and I believe Dathan is at full hit points still.
  14. Remember, if you're using a Trade Tradition you lose ALL your class skills, so be sure to double check if you're not losing more than you'd gain, especially for a non Adroit tradition. Each Trade talent nets you 4-5 Skills, non Adroit Traditions give you 2 Trade talents and one Sphere, Adroit Traditions give you FOUR Trade talents and two Spheres or one Sphere and one Talent in that sphere. The flip side being that you can customize your Class Skills a lot more, so if you're a low Int build with only 4 Skills / level you can pick and choose which skills you want to be In Class.
  15. "You know just what a woman wants to hear," Ne'charri quips back even as she continues to squeeze him close, both of her still wrapped securely around his torso. Pulling the man skyward, she launches into the air soaring higher and higher. "There," she says contentedly as the two float around the sky. "Now we can talk in private." She looks down, and nods for the sergeant to do as well. From this height, his soldiers look like bugs. "I'll give you this last chance to live, and only because my companion would prefer to avoid your death. Me, well, I'd just as soon gut you as you've gutted these woods, and as you've threatened upon me, but that is up to you." Ne'charri takes a long, deep breath, with the man surely feeling as their bodies press up against one another. "So, is this your life? Is this who you are? And is this where you end...or do you understand? Do you regret? And can you do better?" Actions/OOC Not sure if another grapple check is in order as he isn't trying to escape, but she will use her turn to double fly 120 ft as straight up as she can manage with good maneuverability. Stats Female%20CN%20Human%20Sorcerer%20(crossblooded)%2FDragon%20Disciple%2C%20%5BB%5DLevel%5B%2FB%5D%209%20(5%2F4)%2C%20%5BB%5DInit%5B%2FB%5D%205%2C%20%5BB%5DHP%5B%2FB%5D%2087%2F87%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%0A%5BB%5DAC%5B%2FB%5D%2024%2C%20%5BB%5DTouch%5B%2FB%5D%2019%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2020%2C%20%5BB%5DCMD%5B%2Fb%5D%2028%2C%20%5BB%5DFort%5B%2FB%5D%2013%2C%20%5BB%5DRef%5B%2FB%5D%2012%2C%20%5BB%5DWill%5B%2FB%5D%2011%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B13%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%205.5%20%20%20%0A%5BB%5Dbloodline%20power%2C%20counts%20as%20magic%2C%20includes%20power%20attack%2Frisky%20strike%2C%20weapon%20focus%2C%20arcane%20strike%2C%20and%20amulet%20of%20mighty%20fists%20(keen%2Cthundering)%20Draconic%20Claws%20(2)%20(9%20rounds%2Fday)%20%5B%2FB%5D%20%2B13%20(1d6%2B11%20plus%201d6%20acid%2C%2019-20x2%2B1d8%20sonic)%0A%5BB%5Dprestige%20class%20power%2C%20see%20claws%2C%20str%20and%20risky%20strike%20bonuses%20x%201.5%20for%20damage%20Draconic%20Bite%20%5B%2FB%5D%20%2B13%20(1d6%2B15%20plus%201d6%20acid%2C%2019-20x2%2B1d8%20sonic)%0A%5BB%5DMasterwork%20MW%20Dagger%20%5B%2FB%5D%20%2B13%20(1d4%2B7%2C%2019-20%20x%202)%0A%5BB%5DSpell%20Mage%20Armor%5B%2FB%5D%20(%2B4%20Armor%2C%20%2B5%20Dex%2C%20%2B4%20Natural%2C%20%2B1%20Deflect)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2024%2C%20Dex%2020%2C%20Con%2018%2C%20Int%2011%2C%20Wis%2016%2C%20Cha%2022%0A%5BB%5DCondition%5B%2FB%5D%20None%20 Female CN Human Sorcerer (crossblooded)/Dragon Disciple, Level 9 (5/4), Init 5, HP 87/87, Speed 30 AC 24, Touch 19, Flat-footed 20, CMD 28, Fort 13, Ref 12, Will 11, CMB +13, Base Attack Bonus 5.5 bloodline power, counts as magic, includes power attack/risky strike, weapon focus, arcane strike, and amulet of mighty fists (keen,thundering) Draconic Claws (2) (9 rounds/day) +13 (1d6+11 plus 1d6 acid, 19-20x2+1d8 sonic) prestige class power, see claws, str and risky strike bonuses x 1.5 for damage Draconic Bite +13 (1d6+15 plus 1d6 acid, 19-20x2+1d8 sonic) Masterwork MW Dagger +13 (1d4+7, 19-20 x 2) Spell Mage Armor (+4 Armor, +5 Dex, +4 Natural, +1 Deflect) Abilities Str 24, Dex 20, Con 18, Int 11, Wis 16, Cha 22 Condition None Active Spells: Mage Armor (cast w/extend spell, uses level 2 slot, lasts 20 hours) Fly (increase from min/level to hours/level per mutable flesh, cast w/extend spell, uses level 4 slot, lasts 22 hours)
  16. Hello! I'd be interested in joining, but I have a question about the setting. Is this going to be placed in a specific part of the marvel multiverse like the mcu or 616, or are you going to be mixing and matching to make your own thing.
  17. I think I’m going to roll saves sometime s in the interest of keeping the game moving and being cognizant of peoples post rate since it is possible to just “post and forget” sometimes.
  18. Name | Class Artificer 1 | AC: 15 | HP: 10/10 | Prof: +2 | PP: 11 | Saves: Str +1 / Dex +2 / Con +4 / Int +6 / Wis +1 / Cha -1 | Special Abilities darkvision, Carnival Companion, Carnival Fixture, Magical Tinkering, Chameleon Carapace, Secondary Arms, Sleepless, Telepathy, Ritual Casting Attacks: Lt Hammer | +3 | 1d6+1 bludgeoning, Light Crossbow | +4 | 1d8+2 piercing (80/320) Prepared Spells | Spell DC: 14 | Spell Attack +6 | Hit Dice d8 (1/1) | Death Saves: 0/0 Cantrips: Mending, Acid Splash Level 1 | (2/2) | Tasha's Caustic brew, Grease, Alarm, Catapult Calliope: Chit'Thal continues to giggle at every little thing. His new friends may not realize this, but it is very unusual for him. He is usually very down to business. "Earnest Marigold. Click click, you two are just marvelous. Let me give you a button." He chuckles as he cuts a button off of his apron and drops it into the goblin's cup. Lost Property: "Click click, Dirlagraun, it is good to see you taking care of the lost children. It is a beautiful night. I hate to bother you in your time of loss, but my friends and I have lost some things. I wonder if they might be in the lost and found." He tries very hard not to giggle at the children as they play. "Any word on Star?" The Thri-Kreen says to the cat with tentacles and butterfly wings, speaking in Silvan. Mechanics MOVE: to the Lost and Found ACTION: none BONUS ACTION: none REACTION: none CONCENTRATION: none OOC: none
  19. I'd say you're pretty close to wrapping it up and bringing it home. (Since you go right after them anyway, may as well act in this block too, if the timing works out for you. Smooths it all out)
  20. T'rissae's sword slices into the water to try and hit the target - of course the orb closes up behind the sword, and the density of the water is enough to slow the force of it - the first time she hits her target, cutting her again, this time on the leg - she was not fallen yet, but her efforts to struggle against the orb continued to fail, as did the Wizard's. Both remain trapped on Pym's clever spell. The remaining priestess made no move to flee, despite being utterly unmatched. Zeal, fanatacism, fear of the absent matron, or a spiteful desire to take as many of her enemies with her as she could saw her step back, away from Demaire, and cast a spell, targeting Shizune. A miasma, much like what had assaulted Alfren appeared around her, black and sickly feeling, something deeply unholy and dark at it's core. It felt like grease trying to stain her soul. I need a Will Save from Shizune, DC 19. If she succeeds on the save, he'll take half damage. If she fails, she takes full damage and is sickenedThe character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. for the attendant number of rounds) Also, I realize I probably should have botted Elva last round, so I moved her in closer retroactively.
  21. So what's up? I know it's only been two days but usually at least some of you have posted by this time. Feeling stuck or what?
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