Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Playing the Game
Talking the Talk
OOC Against the Crimson Tide (Closed)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ghostknight" data-source="post: 1579083" data-attributes="member: 15338"><p><strong>Updated Character</strong></p><p></p><p>Updated - Cohort to be done and equipment completed. </p><p></p><p>Jesper Ki’Ilik</p><p>Human Rogue 13/Shadowdancer 7/Void Incarnate 5</p><p>Alignment: Neutral</p><p>Ability Score Points Bonuses Overall bonus</p><p>Str 18 4 +6 enhancement + 4</p><p>Dex 30 10 +3 levels +6 enhancement +5 inherent + 10</p><p>Con 16 2 +6 enhancement + 3</p><p>Int 28 8 +2 levels +6 enhancement +5 inherent + 9</p><p>Wis 16 2 +6 enhancement + 3</p><p>Cha 26 6 +1 level +6 enhancement +5 inherent + 8</p><p></p><p>Hit Dice: 10d6 + 10d8 +5d6 + 75</p><p>Hit Points: 175</p><p>AC: 40 (+5 Chainmail, +5 Enhancement bonus, +10 Dex, +5 Natural Armor +5 Ring) Touch: 25</p><p>BAB: +17/+21 (Includes +3 Epic attack bonus)</p><p>Full Attack:Melee Rapier 1: +30 /+30/+25/+20 (+17 -2 for two weapons +5 Weapon bonus +10 dex) (extra attack from weapon speed) dmg 1d6 + 9 (+5 weapon, +4 str, +7d6 when sneak attack, +2d6 vs law). Rapier 2 +30 /+30/+25 (+17 -2 for two weapons +5 Weapon bonus +10 dex) (extra attack from weapon speed) dmg 1d6 + 9 (+5 weapon, +4 str, +7d6 when sneak attack, +2d6 vs chaos).</p><p>Critical Range for both is 18-20/x2</p><p>Ranged: Composite Shortbow(+2 Str) +5 +32/27/+22 dmg 1d6 +7 (+5 from longbow, +2 str, +7d6 when sneak attack)</p><p>Saves: Fort +16 Ref +31 Wil +18 (Including epic save bonus +2)</p><p></p><p>Feats: </p><p>Epic Leadership (Level 24)</p><p>Dextrous Fortitude (Level 21)</p><p>Landlord (level 18)</p><p>Leadership (Level 15)</p><p>Combat Reflexes (Thief special ability)</p><p>Improved Two weapon fighting (Level12)</p><p>Iron Will(Level 9)</p><p>Mobility (level 6)</p><p>Dodge (Level 3)</p><p>Two Weapon Fighting, (level 1)</p><p>Weapon Finesse (Human Bonus)</p><p></p><p>Skills: </p><p>Appraise 32 (23 ranks +9 Int), Balance 28 (16 Ranks +10 Dex +2 Tumble), Bluff 32 (24 ranks +8 Cha), Climb 29 (31 with rope)(25 Ranks +4 Str +2 with rope), Craft (Locksmith) 24 (15 ranks +9 Int), Decipher Script 24 (15 Ranks + 9 Int), Diplomacy 37 (25 ranks +8 Cha +2 Bluff +2 Sense Motive), Disable Device 36 (27 Ranks + 9 Int), Disguise 30 (20 ranks +8 Cha +2 from Bluff), Escape Artist 34 (36 from rope) (24 Ranks +10 Dex +2 from rope), Forgery 18 (9 ranks + 9 Int), Gather Information 38 (28 ranks +8 Cha +2 Knowledge (Local)), Hide 38 (28 Ranks +10Dex), Intimidate 30 (20 Ranks + 8 Cha +2 bluff), Jump 12 (5 Ranks + 5 Str +2 Tumble), Knowledge (local) 24 (15 ranks + 9 Int), Listen 13 (10 Ranks + 3 Wis), Move Silently 31 (21 Ranks +10Dex), Open Lock 28 (20 ranks +8 Cha), Perform (Dance) 13 (5 ranks +8 Cha), Search 26 (17 ranks +9 Int), Sense Motive 21 (18 Ranks +3 Wis), Sleight of Hand 30 (20 ranks +8 Cha +2 bluff), Spot 13 (10 Ranks, +3 Wis), Swim 9 (5 Ranks +4 Str), Tumble 40 (28 Ranks +10Dex +2 Jump), Use Magic Device 23 (15 Ranks, +8 Cha), Use Rope 20 (22) (10 Ranks + 10 Dex +2 when binding). </p><p></p><p>Weapon and Armor Proficiency: </p><p>All simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Light armor, but not with shields. </p><p></p><p>Special abilities</p><p>From Rogue</p><p>Trapfinding, Evasion, Sneak attack +7d6, trap sense +4, Improved uncanny dodge, Skill Mastery (Climb, Bluff, Escape artist, Hide, Move silently, Open lock, Search, Sleight of hand, Tumble, Use Magic Device, Sense Motive), </p><p></p><p>From ShadowDancer</p><p>Hide in plain sight, darkvision, Shadow illusion, summon shadow, Shadow jump 40 ft.</p><p>Defensive roll, improved uncanny dodge, summon shadow (+2HD), Slippery mind</p><p></p><p>From Void Incarnate</p><p>Blank Aura. Improved Evasion, Void Presence, Mettle of Fortitude, Blank Mind</p><p></p><p>Equipment</p><p>Mantle of epic spell resistance SR40 290,000gp</p><p>Ring of attributes +6 enhancement bonus to all attributes </p><p>Strong transmutation; CL 12th; Forge Ring, Bear’s Endurance, Bull’s Strength, Eagle’s Splendor, Owl’s Wisdom, Cat’s Grace, Fox’s Cunning; Price 306,000gp.</p><p>Tome of Clear Thought +5 inherent bonus137,500gp (read and included above)</p><p>Manual of Quickness of Action +5 inherent bonus 137,500gp (read and included above)</p><p>Tome of Leadership and Influence +5 inherent bonus137,500gp (read and included above)</p><p></p><p>Rapiers of balance: These twin rapiers are a set, created to try and restore balance, removing law and chaos respectively. The first is a beautiful blade, its line straight and true - made of cold iron it is an axiomatic weapon. The second has wavy lines, a serated edge chaotically arranged, its silvery sheen giving away its composition of silver, it is the opposite of its mate, being an anarchic weapon. Both of the weapons are also enchanted to increase the combat effectiveness of their wielder, providing extra speed. When wielded together the weapon in the off hand counts as a light weapon, on their own each counts as an one handed weapon.</p><p>Blade 1 – Slayer of Chaos - +5 Rapier, Axiomatic, speed made of cold iron cost 203,040gp (+10 = 200,000 +2000 for cold iron +40 for rapier +1,000gp for light weapon)</p><p>Blade 2 – Slayer of Law - +5 Rapier, Anarchic, speed, made of Alchemical silver cost 201,410gp (+10 = 200,000 +320 for rapier + 90 for alchemical silver +1,000gp for light weapon)</p><p>Armor of Free movement: This armor is a +5 suit of chainmail made of mithril, Grace abilities and maneuvering, and , so finely patterned and interwoven that it can be freely worn under normal clothing undetected and counts as wearing light armor. The wearer also receives the effects of a continuous Freedom of Movement Spell It has no max dex bonus, no armor check penalty and a spell failure chance of 20% Cost 173,000gp (+7 bonus = 49,000 +4,000 for Mithral + 120,000 for Continuous Freedom of Movement)</p><p>Cubic Gate (Face 1 – Prime material Plane, Face 2 – Demi-plane of Hidden guild, Face 3 Positive Energy Plane, Face 4 – Astral Plane, Face 5 – Ethereal Plane, Face 6 – Nine Hells) 120,000gp</p><p>Note: He uses his cubic gate for traveling to the Guild HQ mostly. Face 3 is used when rapid healing is needed, Face 6 is generally used to take people there and abandon them – either as a punishment or as a combat tactic – although taking people to the positive plane and abandoning them there is preferred during combat!</p><p>Portable Hole 20,000gp (kept in an inside pocket sewn into his shirt)</p><p>Heward’s handy Haversack 2,000gp</p><p>5 Candles of truth 12,500gp</p><p>Amulet of Natural Armor +5 50,000gp</p><p>Ring of Protection +5 50,000</p><p>Composite Shortbow (+2 str bonus) of Distance +5 72,800gp</p><p>50 Arrows of seeking 2350gp</p><p>Bracer’s of displacement: (As cloak of greater displacement + 50% cost for non-affinity body slot) Cost 75,000gp</p><p>Bracelets of resistance (As cloak of resistance +50% cost for non-affinity slot) +5 37,500gp</p><p>Gold used 2,018,000gp</p><p></p><p></p><p></p><p>Description: Jesper is thin, emaciated looking man. He disappears quietly into the shadows, seemingly not there. He traditionally wears black clothing, covered with a dull black mantle that seems to drink in the light. His face is usually hairless, but changes as he dons different guises, whatever seems best to him at the time. His hair is kept cropped short, usually black in color but subject to change in but a moment. He favors non-magical disguises, seeing magical ones as give-aways by their very nature.</p><p></p><p>Personality: Jesper tends to take life seriously. Life is a game to be won, not enjoyed. The rewards of the game come from being the best. To this end he keeps much information about himself private. Many know of his actions but few know of him and even fewer are close enough to know his thoughts.</p><p></p><p>History: Jesper has always lived on the wrong side of the law. He grew up in the slums, winding his way through the streets, petty messenger for any who threw a copper his way. And on his way he would stop to “supplement” this meager pay from whatever source he could find. Never one for the organized groups, he stayed independent and eventually attracted the attention of those who objected to this independent station. </p><p></p><p>So he left, taking with him what he owned, and never returned. Instead he found a group that had sworn to bring back untold riches from distant shores and haunted ruins. It seemed a good group, but they all fell. True, he gained much experience and gold (not to mention equipment) from his fallen comrades, but it taught him a lesson. A group is only as good as its cooperation. He blamed their demise on their inability to work together – always arguing over petty differences.</p><p></p><p>So the next time he joined in with a group he looked for people that would work well together. They did, right up until the time it turned out half were working for the vampire they were trying to destroy! Barely escaping Jesper looked for better ways of working. He found someone to learn from, the secrets of the shadows opening up to him. For a few years he worked with his new mentor, learning what he could until he had surpassed him.</p><p></p><p>His fortune long since earned he looked at how he could capitalize on it. He started building up an organization. He tried to organize a guild that could rival those that had made life difficult for him when younger. But his distant manner worked against him and the guild was destroyed by betrayal and the he was subjected to several attempts on his life. Depressed, his love of shadows deserted him and he sought other means of gaining the power he desired.</p><p></p><p>So Jesper searched and in meditation and in the power behind the shadows, in the space between where people looked, he found the void. Here he found the power to mask himself, make himself seemingly not there – far more powerful than shadows, the void promised rewards he had previously only dreamt of. Now he used his new understanding to move ahead, gain even further knowledge and still he explores the power of the void.</p><p></p><p>Using his new skillsand knowledge, Jesper now seeks to resurrect his dream of a guild to rival and eventually remove the existing ones. He has agents in many cities, but this time his senior people are much closer to him, finally he has placed his trust into someone close to him – he hopes that this way the previous issue of betrayal will not be repeated! </p><p></p><p>The Hidden Guild as it has become known, is slowly spreading its tentacles. Jesper found a mage to create for him the ultimate hideaway, his own little corner of reality. Using a magic item created for him he opened a gate and transported the people and equipment to his new headquarters. Eleven other direct access tokens have been created, and given to his most loyal followers so they can move freely and bring information while relaying orders.</p></blockquote><p></p>
[QUOTE="Ghostknight, post: 1579083, member: 15338"] [b]Updated Character[/b] Updated - Cohort to be done and equipment completed. Jesper Ki’Ilik Human Rogue 13/Shadowdancer 7/Void Incarnate 5 Alignment: Neutral Ability Score Points Bonuses Overall bonus Str 18 4 +6 enhancement + 4 Dex 30 10 +3 levels +6 enhancement +5 inherent + 10 Con 16 2 +6 enhancement + 3 Int 28 8 +2 levels +6 enhancement +5 inherent + 9 Wis 16 2 +6 enhancement + 3 Cha 26 6 +1 level +6 enhancement +5 inherent + 8 Hit Dice: 10d6 + 10d8 +5d6 + 75 Hit Points: 175 AC: 40 (+5 Chainmail, +5 Enhancement bonus, +10 Dex, +5 Natural Armor +5 Ring) Touch: 25 BAB: +17/+21 (Includes +3 Epic attack bonus) Full Attack:Melee Rapier 1: +30 /+30/+25/+20 (+17 -2 for two weapons +5 Weapon bonus +10 dex) (extra attack from weapon speed) dmg 1d6 + 9 (+5 weapon, +4 str, +7d6 when sneak attack, +2d6 vs law). Rapier 2 +30 /+30/+25 (+17 -2 for two weapons +5 Weapon bonus +10 dex) (extra attack from weapon speed) dmg 1d6 + 9 (+5 weapon, +4 str, +7d6 when sneak attack, +2d6 vs chaos). Critical Range for both is 18-20/x2 Ranged: Composite Shortbow(+2 Str) +5 +32/27/+22 dmg 1d6 +7 (+5 from longbow, +2 str, +7d6 when sneak attack) Saves: Fort +16 Ref +31 Wil +18 (Including epic save bonus +2) Feats: Epic Leadership (Level 24) Dextrous Fortitude (Level 21) Landlord (level 18) Leadership (Level 15) Combat Reflexes (Thief special ability) Improved Two weapon fighting (Level12) Iron Will(Level 9) Mobility (level 6) Dodge (Level 3) Two Weapon Fighting, (level 1) Weapon Finesse (Human Bonus) Skills: Appraise 32 (23 ranks +9 Int), Balance 28 (16 Ranks +10 Dex +2 Tumble), Bluff 32 (24 ranks +8 Cha), Climb 29 (31 with rope)(25 Ranks +4 Str +2 with rope), Craft (Locksmith) 24 (15 ranks +9 Int), Decipher Script 24 (15 Ranks + 9 Int), Diplomacy 37 (25 ranks +8 Cha +2 Bluff +2 Sense Motive), Disable Device 36 (27 Ranks + 9 Int), Disguise 30 (20 ranks +8 Cha +2 from Bluff), Escape Artist 34 (36 from rope) (24 Ranks +10 Dex +2 from rope), Forgery 18 (9 ranks + 9 Int), Gather Information 38 (28 ranks +8 Cha +2 Knowledge (Local)), Hide 38 (28 Ranks +10Dex), Intimidate 30 (20 Ranks + 8 Cha +2 bluff), Jump 12 (5 Ranks + 5 Str +2 Tumble), Knowledge (local) 24 (15 ranks + 9 Int), Listen 13 (10 Ranks + 3 Wis), Move Silently 31 (21 Ranks +10Dex), Open Lock 28 (20 ranks +8 Cha), Perform (Dance) 13 (5 ranks +8 Cha), Search 26 (17 ranks +9 Int), Sense Motive 21 (18 Ranks +3 Wis), Sleight of Hand 30 (20 ranks +8 Cha +2 bluff), Spot 13 (10 Ranks, +3 Wis), Swim 9 (5 Ranks +4 Str), Tumble 40 (28 Ranks +10Dex +2 Jump), Use Magic Device 23 (15 Ranks, +8 Cha), Use Rope 20 (22) (10 Ranks + 10 Dex +2 when binding). Weapon and Armor Proficiency: All simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Light armor, but not with shields. Special abilities From Rogue Trapfinding, Evasion, Sneak attack +7d6, trap sense +4, Improved uncanny dodge, Skill Mastery (Climb, Bluff, Escape artist, Hide, Move silently, Open lock, Search, Sleight of hand, Tumble, Use Magic Device, Sense Motive), From ShadowDancer Hide in plain sight, darkvision, Shadow illusion, summon shadow, Shadow jump 40 ft. Defensive roll, improved uncanny dodge, summon shadow (+2HD), Slippery mind From Void Incarnate Blank Aura. Improved Evasion, Void Presence, Mettle of Fortitude, Blank Mind Equipment Mantle of epic spell resistance SR40 290,000gp Ring of attributes +6 enhancement bonus to all attributes Strong transmutation; CL 12th; Forge Ring, Bear’s Endurance, Bull’s Strength, Eagle’s Splendor, Owl’s Wisdom, Cat’s Grace, Fox’s Cunning; Price 306,000gp. Tome of Clear Thought +5 inherent bonus137,500gp (read and included above) Manual of Quickness of Action +5 inherent bonus 137,500gp (read and included above) Tome of Leadership and Influence +5 inherent bonus137,500gp (read and included above) Rapiers of balance: These twin rapiers are a set, created to try and restore balance, removing law and chaos respectively. The first is a beautiful blade, its line straight and true - made of cold iron it is an axiomatic weapon. The second has wavy lines, a serated edge chaotically arranged, its silvery sheen giving away its composition of silver, it is the opposite of its mate, being an anarchic weapon. Both of the weapons are also enchanted to increase the combat effectiveness of their wielder, providing extra speed. When wielded together the weapon in the off hand counts as a light weapon, on their own each counts as an one handed weapon. Blade 1 – Slayer of Chaos - +5 Rapier, Axiomatic, speed made of cold iron cost 203,040gp (+10 = 200,000 +2000 for cold iron +40 for rapier +1,000gp for light weapon) Blade 2 – Slayer of Law - +5 Rapier, Anarchic, speed, made of Alchemical silver cost 201,410gp (+10 = 200,000 +320 for rapier + 90 for alchemical silver +1,000gp for light weapon) Armor of Free movement: This armor is a +5 suit of chainmail made of mithril, Grace abilities and maneuvering, and , so finely patterned and interwoven that it can be freely worn under normal clothing undetected and counts as wearing light armor. The wearer also receives the effects of a continuous Freedom of Movement Spell It has no max dex bonus, no armor check penalty and a spell failure chance of 20% Cost 173,000gp (+7 bonus = 49,000 +4,000 for Mithral + 120,000 for Continuous Freedom of Movement) Cubic Gate (Face 1 – Prime material Plane, Face 2 – Demi-plane of Hidden guild, Face 3 Positive Energy Plane, Face 4 – Astral Plane, Face 5 – Ethereal Plane, Face 6 – Nine Hells) 120,000gp Note: He uses his cubic gate for traveling to the Guild HQ mostly. Face 3 is used when rapid healing is needed, Face 6 is generally used to take people there and abandon them – either as a punishment or as a combat tactic – although taking people to the positive plane and abandoning them there is preferred during combat! Portable Hole 20,000gp (kept in an inside pocket sewn into his shirt) Heward’s handy Haversack 2,000gp 5 Candles of truth 12,500gp Amulet of Natural Armor +5 50,000gp Ring of Protection +5 50,000 Composite Shortbow (+2 str bonus) of Distance +5 72,800gp 50 Arrows of seeking 2350gp Bracer’s of displacement: (As cloak of greater displacement + 50% cost for non-affinity body slot) Cost 75,000gp Bracelets of resistance (As cloak of resistance +50% cost for non-affinity slot) +5 37,500gp Gold used 2,018,000gp Description: Jesper is thin, emaciated looking man. He disappears quietly into the shadows, seemingly not there. He traditionally wears black clothing, covered with a dull black mantle that seems to drink in the light. His face is usually hairless, but changes as he dons different guises, whatever seems best to him at the time. His hair is kept cropped short, usually black in color but subject to change in but a moment. He favors non-magical disguises, seeing magical ones as give-aways by their very nature. Personality: Jesper tends to take life seriously. Life is a game to be won, not enjoyed. The rewards of the game come from being the best. To this end he keeps much information about himself private. Many know of his actions but few know of him and even fewer are close enough to know his thoughts. History: Jesper has always lived on the wrong side of the law. He grew up in the slums, winding his way through the streets, petty messenger for any who threw a copper his way. And on his way he would stop to “supplement” this meager pay from whatever source he could find. Never one for the organized groups, he stayed independent and eventually attracted the attention of those who objected to this independent station. So he left, taking with him what he owned, and never returned. Instead he found a group that had sworn to bring back untold riches from distant shores and haunted ruins. It seemed a good group, but they all fell. True, he gained much experience and gold (not to mention equipment) from his fallen comrades, but it taught him a lesson. A group is only as good as its cooperation. He blamed their demise on their inability to work together – always arguing over petty differences. So the next time he joined in with a group he looked for people that would work well together. They did, right up until the time it turned out half were working for the vampire they were trying to destroy! Barely escaping Jesper looked for better ways of working. He found someone to learn from, the secrets of the shadows opening up to him. For a few years he worked with his new mentor, learning what he could until he had surpassed him. His fortune long since earned he looked at how he could capitalize on it. He started building up an organization. He tried to organize a guild that could rival those that had made life difficult for him when younger. But his distant manner worked against him and the guild was destroyed by betrayal and the he was subjected to several attempts on his life. Depressed, his love of shadows deserted him and he sought other means of gaining the power he desired. So Jesper searched and in meditation and in the power behind the shadows, in the space between where people looked, he found the void. Here he found the power to mask himself, make himself seemingly not there – far more powerful than shadows, the void promised rewards he had previously only dreamt of. Now he used his new understanding to move ahead, gain even further knowledge and still he explores the power of the void. Using his new skillsand knowledge, Jesper now seeks to resurrect his dream of a guild to rival and eventually remove the existing ones. He has agents in many cities, but this time his senior people are much closer to him, finally he has placed his trust into someone close to him – he hopes that this way the previous issue of betrayal will not be repeated! The Hidden Guild as it has become known, is slowly spreading its tentacles. Jesper found a mage to create for him the ultimate hideaway, his own little corner of reality. Using a magic item created for him he opened a gate and transported the people and equipment to his new headquarters. Eleven other direct access tokens have been created, and given to his most loyal followers so they can move freely and bring information while relaying orders. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
OOC Against the Crimson Tide (Closed)
Top