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  1. #21
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    Level Ten Quests

    Bring me the Head of Ghola-Fan
    The Chamber of Rahmut
    Escort the Expedition (The Eastern Excavation part 2/3)
    The Gate Chamber (The Abandoned Excavation A.K.A. South part 3/3)
    Hiding in Plain Sight
    Hold for Reinforcements (The Eastern Excavation part 3/3)
    Plane of Night (Vault of Night part 6/6 - Raid)
    Reclamation
    The Sanctum: Church of the Fury (Cult of the Six part 6/6)
    The Sanctum: Quench the Flames (Cult of the Six part 5/6)
    Secure the Area (The Western Excavation part 3/3)
    Slaver’s of the Shrieking Mines
    Sykros’ Jewel
    Tempest’s Spine (Raid)
    The Vault of Night (Vault of Night part 5/6 - Raid)


    Last edited by Lost Leader; 12-12-2007 at 01:00 AM.
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  3. #23
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    Level Twelve Quests

    Against the Demon Queen
    Chains of Flame
    The Chamber of Raiyum (a.k.a. Tomb of the Wizard King)
    The Cursed Crypt
    Invaders!
    A Relic of a Sovereign Past (a.k.a. Black Anvil Mines)
    The Titan Awakes (Raid)
    Zawabi’s Revenge (Raid)

    Last edited by Lost Leader; 12-11-2007 at 05:36 PM.
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    Last edited by Lost Leader; 12-11-2007 at 05:48 PM.
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    Last edited by Lost Leader; 12-12-2007 at 12:59 AM.
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    Level Fifteen Quests

    Ascension Chamber (Raid)
    Litany of the Dead

    Last edited by Lost Leader; 12-12-2007 at 01:23 AM.
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    The Cannith Crystal
    (Korthos, Part 3)

    Quest Giver: Baldar the Bold, Korthos Village
    Level: 1 (Solo/Party)
    Patron: House Deneith (2/4/6)
    Length: short
    Entry Point: Korthos Village
    Prereqs: None
    Recommended Party: Any
    Base Experience: 220
    Quest Info:
    --Creatures: Humans, Dren Ral (Orange Named Sahuagin)
    --Traps: None

    Walkthrough:

    Very straighforward. Protect the crystal, kill the intruders.

    End Reward: Select one of:
    - Axe Bane (DR 3 against slashing)
    - Bracers of Assistance (Cast the "Aid" spell once per rest)
    - Spear Bane (DR 3 against piercing)
    Last edited by Lost Leader; 05-03-2009 at 08:46 PM.
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    An Explosive Situation

    Quest Giver: Philver Sharpwood in the Aspirant’s Corner
    Level: 1 Solo
    Patron: The Coin Lords (2 max)
    Length: short
    Entry Point: Aspirant’s Corner in the Harbor
    Prereqs: none
    Recommended Party: solo only
    Base Experience: 103
    Quest Info:
    --Creatures: human rogues --Traps: none

    Walkthrough:

    Pull out the dusty range weapon. Just stand back and hit the explosive barrels next to the bad guys and watch them drop. If they manage to get to you they are easy enough to pop in the head.

    End Reward: 5gp
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  9. #29
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    Arachnophobia

    Quest Giver: Berne Jorn in the Aspirant’s Corner
    Level: 1 Solo
    Patron: The Coin Lords (2 max)
    Length: short
    Entry Point: Aspirant’s Corner in the Harbor
    Prereqs: none
    Recommended Party: solo only
    Base Experience: 103
    Quest Info:
    --Creatures: small brown spiders
    --Traps: none

    Walkthrough:

    Just kill all the spidies… but don’t break anything! Too many breakages means failure. Once the sides are clear of spidies the central chamber will open and you can kill momma spider.

    End Reward: 5gp
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  10. #30
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    Defend Haverdasher

    Quest Giver: Kalminal d’Kundarak in Aspirant’s Corner
    Level: 1 Solo
    Patron: House Kundarak (2 max)
    Length: Short
    Entry Point: Aspirant’s Corner in the Harbor
    Prereqs: none
    Recommended Party: solo only
    Base Experience: 92
    Quest Info:
    --Creatures: scorpions
    --Traps: none

    Walkthrough:

    Pretty straight forward. Talk to Haverdasher, walk down with him, protect him from the scorpions while he works, escort him out. Every once in awhile there is a named scorpion who is just a lil tougher and will leave a bit of loot.

    End Reward: 5gp
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  11. #31
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    Home Sweet Sewer

    Quest Giver: Scrag in Aspirant’s Corner
    Level: 1 Solo
    Patron: The Coin Lords (2 solo)
    Length: Short
    Entry Point: Aspirant’s Corner in Harbor
    Prereqs: none
    Recommended Party: solo only
    Base Experience: 103
    Quest Info:
    --Creatures: Dogs
    --Traps: None

    Walkthrough:

    The goal of this quest is to save the puppies from the sewer. Don’t hurt them, or you will fail. Just run through and grab the agro of the dogs, and while they nip at your heels and try and eat you, you run back to the entrance, where they will stop chasing you and run off into the freedom of the harbor above.

    It is easiest to grab one hall’s worth of pooches at a time, and then lead them back to freedom. It is fastest to run through, grab them all, and lead ‘em all back for a quick release.

    End Reward: 5 pieces of gold
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  12. #32
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    The Miller’s Debt

    Quest Giver: Berrigan Enge in the Aspirant’s Corner
    Level: 1 Solo
    Patron: The Coin Lords (2 max)
    Length: short
    Entry Point: Aspirant’s Corner in the Harbor
    Prereqs: none
    Recommended Party: solo only
    Base Experience: 160
    Quest Info:
    --Creatures: rusty iron defenders
    --Traps: force

    Walkthrough:

    Hack your way past the rusty defenders. At the crossroads if you choose to go over the crates, be prepared to get blasted by force traps. If you go around there are a couple extra metal dogs to beat up. Talk to the Miller, he tells you where the goods are and runs off… leaving you with his snarling big guard metal dog. Dispatching it is optional, but you must pull the lever and climb up to snag the Miller’s goods.

    End Reward: 5gp
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  13. #33
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    Necromancer's Doom


    Quest Giver: Handsome Wilm
    Level: 2 (Solo/Party)
    Patron: (2/4/6)
    Length: short
    Entry Point: Korthos Island
    Prereqs: Complete The Collaborator
    Recommended Party: Any
    Base Experience: 298
    Quest Info:
    --Creatures: Undead, bats, human, Sahuagin
    --Traps: none

    Walkthrough:

    After open the first few doors, you will reach a room with a magic barrier at one end. Go each direction from this main room to reach levers that will disable the barrier. After using both levers, return to the main room, defeat the red named wight (Jacoby Drexelhand), and speak to Drusen d'Jorasco to free her.

    End Reward: Speak with Handsome Wilm to select one of the following as a reward:
    - Blessed Goggles (Bless 1/day)
    - Goggles of Insight (+1 to hit)
    - Ornate Goggles (Search +1, Disable Device +1)
    Last edited by Lost Leader; 05-03-2009 at 08:58 PM.
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  14. #34
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    Heyton's Rest
    (Korthos, Part 1)

    Quest Giver: Kaja Bauerdatter, Korthos Village
    Level: 1 (Solo/Party)
    Patron: The Coin Lords (2/4/6)
    Length: short
    Entry Point: Korthos Village
    Prereqs: none
    Recommended Party: Any
    Base Experience: 313
    Quest Info:
    --Creatures: Spiders, Skeletons, Zombies, Sahuagin
    --Traps: One acid trap

    Walkthrough:

    Speak with Jacoby to open the gate. When you enter, head right. Left will take you to another gate that must be opened from the other side. Follow the passageway around and destroy the altars behind each door to get the seals needed to reach the end. Destroy the final altar and you're done.

    Tip:
    - The chest on the west side of the map can be obtained without disarm. Inch toward the platform until the acid trap goes off, then wait until it stops. As long as nobody leaves and re-enters that area again, you can safely open the chest.

    End Reward: Choose one of:
    - Amulet of Inner Focus (Concentration +1, Will Save +1)
    - Amulet of the Brute (Intelligence -1, Wisdom -1, Constitution +1)
    Last edited by Lost Leader; 05-03-2009 at 08:40 PM.
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  15. #35
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    The Storehouse's Secret
    (Korthos, Part 2)

    Quest Giver: Linus Weir, Korthos Village
    Level: 1 (Solo/Party)
    Patron: The Coin Lords (2/4/6)
    Length: short
    Entry Point: Korthos Village
    Prereqs: None
    Recommended Party: Any
    Base Experience: 260
    Quest Info:
    --Creatures: Spiders, undead rats, Huul Eyx (Orange Named Sahuagin)
    --Traps: None

    Walkthrough:

    Take the door either to the right or straight ahead as you enter. Both will leave to the upper room. Smash boxes in that room until you find a key. Pick up the key and return to the door that was to your left as you entered. Unlock the door, solve the puzzle and grab the scroll.

    Tip: You can usually avoid the named by running through the west door after grabbing the key. This can be useful when soloing higher difficulty levels with a squishy character.

    End Reward: Select one of:
    - Agile Belt (Reflex Save +1)
    - Girdle of Lesser Fortitude (Fortitude Save +1)
    - Rugged Belt (Lesser False Life)
    Last edited by Lost Leader; 05-03-2009 at 08:43 PM.
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  16. #36
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    Sacrifices

    Quest Giver: Viggi Storr, Korthos Village
    Level: 2 (Solo/Party)
    Patron: The Free Agents (3/6/9)
    Length: medium
    Entry Point: Korthos Island
    Prereqs: Complete The Collaborator
    Recommended Party: Any
    Base Experience: 672
    Quest Info:
    --Creatures: spiders, humans, sahuagin, undead
    --Traps: blade, spike

    Walkthrough:

    This quest is fairly linear to completion with the exception that Arissa can be located either down by the orange named human (Drenyl Fallow) or behind a grating by the exit at the end.

    Where is the skeletal mage (optional)?
    Having a hard time finding this optional? Time to test your hopping skills! When you reach the ladder that leads down into the area with the shrine, instead of descending the ladder, work your way across the rafters. On the far side you will find the skeletal mage. Be careful though, he can be tough, especially on hard and elite.

    End Reward: Speak with viggi Storr to select one of the following as a reward:
    - Anger's Step (Expeditious Retreat 2/day, Jump +3, Set Bonus: +2 to hit)
    - Nimble Grasp (Tumble +3, Striding +5%, Set Bonus: +1 to hit, +2 damage to sneak attack)
    - Pathfinder's Boots (Tumble +3, Striding +5%, Set Bonus: +2 to hit)
    - Protector's Gloves (Intimidate +3, DR 1/-, Set Bonus: Light fortification, +1 AC)
    - Arcane Goggles (Concentration +3, Power I, Set Bonus: 1st level spells' effectiveness increase 15%)
    - Archivist's Goggles (Concentration +3, Power I, Set Bonus: +20 spell points)
    - Devoted Goggles (Heal +3, Power I, Set Bonus: 1st level healing spells +20% effectiveness)
    - Troubleshooter's Goggles (Spot +3, Search +3, Listen +3, Set Bonus: +1 to saves, +3 Open Locks, +3 Disable Device)

    [Note: the other piece in these sets are quest rewards from the Rinar d'Thuranni for completing the Misery's Peak quest]
    Last edited by Lost_Leader; 09-14-2009 at 06:28 AM.
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  17. #37
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    Redemption
    (Korthos, Part 5)

    Quest Giver: Ursa Jernsvard
    Level: 2 (Solo/Party)
    Patron: The Coin Lords (3/6/9)
    Length: medium
    Entry Point: Korthos Island
    Prereqs: Korthos Parts 1-4
    Recommended Party: Any
    Base Experience: 496
    Quest Info:
    --Creatures: Iron Defenders, Sahuagin, Murm Dul (Named Sahuagin)
    --Traps: Blade and Poison

    Walkthrough:

    Break through the door on the far side of the open area in which you start. From there, you will follow the hallways around until you reach an intersection near some spraying poison and a blade trap. If you have decent search, there is a secret door on the northwest side of the intersection that hides a valve to turn on the first poison stream. The next valve is behind another secret door further south, just before the next stream.

    Once you've worked past the acid and/or traps, you'll need to go down the slope into the deeper portions of the Manufactury. Work your way around, noting the door with the blue force field, until you can see three crystals being sprayed by an alchemical substance. You can either pick the lock to that room or open the nearby wooden door to reach a valve that will open the door. Next, turn off all the valves in the crystal room and break the crystals.

    Finally, go through the door that had the force field on the way in, speak to Heyton, defend him and then speak to him again.

    Note: Contrary to the dialog, you cannot just go to the base of Misery's Peak and talk to Amalgam to do the next quest. You must turn in Redemption to the quest giver first.

    End Reward: Select one of:
    - Cloak of Faith (Shield of Faith 1/day)
    - Curative Cloak (Cure Light Wounds 1/day)
    - Feather Cloak (Feather Fall 1/day)
    Last edited by Lost Leader; 05-03-2009 at 08:53 PM.
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  18. #38
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    Stopping the Sahuagin


    Quest Giver: Gunnar Bauerson
    Level: 2 (Solo/Party)
    Patron: The Coin Lords (3/6/9)
    Length: medium
    Entry Point: Korthos Island
    Prereqs: Complete The Collaborator
    Recommended Party:
    --Any
    Base Experience: 672
    Quest Info:
    --Creatures: Sahuagin, mephits, spider
    --Traps: Poison, Sonic, Cold

    Walkthrough:

    This quest is linear until you reach a fork in the path by a column with a switch on it. Each path leads to a room with a door that closes once you progress far enough into the room. There is a switch on the far side of the room that open both the door onward and the door back.

    once you reach the ice room, you will need to use a switch on both sides of the room to open the door onward. After opening that door, ring the gong twice to break the ice floor in the main room. Drop down, hit the levers on each side of the room to open an underwater grating. Swim through to reach the final area. At the top of that path, there is a puzzle that must be solved to finsih the quest. The puzzle is protected by Kraak; a red named ice spider.

    Tips:
    - You can use the switch on the pillar to close the patrolling guards in the poison trap room.
    - You can close the wooden doors in the gong room to block the trap.
    - After you move up the water toward the puzzles, sahuagin will come from behind. If you go back down the water ramp, you will find that they have opened a door to a shrine.
    - Solving the puzzle requires lighting the gems on the south end of the platform. Light can be directed along the sides of the platform in addition to the top.

    End Reward: Speak with Gunnar Bauerson to select one of the following:
    - Battered Helm (Intimidate +1, Haggle +1)
    - Engraved Circlet (Will Save +1)
    - Straw Hat (Concentration +3, Tumble +1)
    - Tattered Cowl (Concentration +3, Diplomacy +1)
    Last edited by Lost Leader; 05-03-2009 at 09:01 PM.
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  19. #39
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    The Collaborator
    (Korthos, Part 4)

    Quest Giver: Sigmund Bauerson, Wavecrest Tavern
    Level: 1 (Solo/Party)
    Patron: The Coin Lords (2/4/6)
    Length: short
    Entry Point: The Wavecrest Tavern in Korthos Village
    Prereqs: Parts 1 through 3
    Recommended Party: Any
    Base Experience: 340
    Quest Info:
    --Creatures: Humans, Sahuagin, Jacoby Drexelhand (Red Named Human) and Kiv Nerl (Orange Named Sahuagin)
    --Traps: none

    Walkthrough:

    You enter your own instance of the Wavecrest Tavern. After waiting a bit, Jacoby shows up and you have a discussion. Regardless of the dialog, you end up having to fight off a couple of waves of human and sahuagin attackers and then it's off to the cellar.

    The footprints make the hidden door pretty obvious. After opening it, grab your chest on the far wall and then open doors and fight your way to the end where you'll face Jacoby. Once he is dead, Kiv Nerl will spawn with an optional chest.

    End Reward: Select one of:
    - Lhorne's Blade (Long Sword, Lesser Monstrous Humanoid Bane)
    - Min's Handwraps (+1d4 fire damage on successful hit)
    - Molin's Great Axee (Lesser Monstrous Humanoid Bane)
    - Thera's Rapier (Lesser Monstrous Humanoid Bane)
    - Valen's Mace (Lesser Monstrous Humanoid Bane)
    - Discard Ring (power I)
    - Engraved Ring (Protection +1)
    Last edited by Lost Leader; 05-03-2009 at 08:49 PM.
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  20. #40
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    Misery's Peak
    (Korthos, Part 6)

    Quest Giver: Amalgam, Korthos Island
    Level: 3 (Solo/Party)
    Patron: The Free Agents (3/6/9)
    Length: medium [Ed. note: This estimate is clearly off. You'll want to allow more time than any other medium attempted so far.]
    Entry Point: Korthos Island
    Prereqs: Korthos, Parts 1-5
    Recommended Party: Any
    Base Experience: 676
    Quest Info:
    --Creatures: Undead, Spiders, Humans
    --Traps: none

    Walkthrough:

    Once Heyton has cleared your way, you'll find that most of the dungeon is very linear. With a couple of exceptions that will be addressed in this walkthrough, you will just follow the path to the end.

    Not too long after starting, you'll reach a closed door with a shielded rune on the floor. This is your introduction to a type of switch used multiple times in Misery's Peak. Strike the icebound figures to release zombies. once they have been dispatched, you will be able to step on the rune to open the door.

    The next room requires a side trip to open up the next door. Follow the bottom of the room around until you reach a door with signal crystals. Near that door is a ramp leading up. Follow that ramp up to another zombie rune and open the ward.

    Once you step through the opening that was so-recently-warded, you'll have multiple directions you can go. Head up the ramp, following it around until you reach a flat area with another zombie switch. Head northeast through the newly opened door and activate the first switch.

    As you come out of that room, head up the ramp to the next zombie switch. When you activate the rune, it opens a door a level below. Move northwest to a ramp down and then go left at the branch. Through the door on that platform you'll find the second switch.

    Now it's back to the ramps, staying to the left and heading down whenever possible. If you reach a point where it looks like the only choices lead up, turn and face north -- there's a ramp down that is easy to miss. When you reach a relatively flat, icy area again, go south along the wall. This will lead you back to one of the ramps. Keeping the wall to your right, just go up the short ramp and down the short one on the other side. When you get back to zombie switch, look for the ramp down. It will lead you back to the bottom of this cavern and the now-activated signal crystals. Onward!

    Not too long after you get to see the dragon, you'll find a door with no switch. Just before the door, there are some ice steps leading up to a platform on which the switch can be found. Activate it and move on.

    The next room is another where switches must be found in order to make progress. Shortly after you enter, you will see ice steps leading up to the left. Follow them up to the next level where you will find some more steps up to the left and an ice walkway ahead that curves along the wall to the west side of the cavern. Follow the steps up first to the room with the first switch and activate it.

    Next, move back down to the walkway and head to the west side of the cavern. Follow the steps up on that side to another room with the second switch and activate it. Now you can follow the steps on that side all the way to the bottom and charge south through the newly opened door to meet the oncoming enemy.

    After the door in the next room, you will see a ring of casters performing a ritual. For those who are amused by such thoughts, it looks like they could all be taken out with a single blade barrier without having to move. However, as soon as they see you, they summon a red psuedo-named Ice Flenser. Shortly after you dispatch it, a set of cultists will charge through the far door to attack. Finish them off, activate the next three zombie switches and then step into the last room.

    Wait for the scripts, break the crystal, talk to Heyton and step through the portal. Congratulations! You've completed Misery's Peak.

    End Reward: Speak with Rinar d'Thuranni near the dock to select one of the following as a reward:
    - Anger's Gift (Strength +1, Resistance +1, Set Bonus: +2 to hit)
    - Arcane Necklace (Intelligence +1, Charisma +1, Set Bonus: increase effectiveness of 1st level spells by 15%)
    - Archivist's Necklace (Restore 10 spell points 2/day, Set Bonus: Increase spell points by 20)
    - Devoted Necklace (Wisdom +1, Resistance +1, Set Bonus: Increase effectiveness of 1st level healing spells by 20%)
    - Nimble Brooch (Dexterity +1, Resisance +1, Set Bonus: +1 to hit, +2 sneak attack damage)
    - Pathfinders Necklace (Dexterity +1, Resistance +1, Set Bonus: +2 to hit)
    - Protector's Brooch (Strength +1, Resistance +1, Set Bonus: Light Fortification, +1 to AC)
    - Troubleshooter's Necklace (Dexterity +1, Resistance +1, Set Bonus: +1 to all saves, +3 open locks, +3 disable device)

    [Note: the other piece in these sets are quest rewards from the Mayor for completing the Sacrifices quest]
    Last edited by Lost Leader; 05-03-2009 at 09:05 PM.
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