The Dark Trilogy presented by GMEdwin

Game Master Insnare

Kask Station has gone silent... The Fleet is concerned and has sent one of its SRP(Space Recon Patrols) nicknamed SeRPs to go and investigate...

KASK STATION

Scout Ship


51 to 100 of 155 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Male Dragonkin Mystic (Star Shaman) 2
Vagoru Vyûn wrote:
Vultsubai wrote:

Piloting +8, Diplomacy +4, Medicine +4, Mysticism +7, Perception +8

Went with Ace Pilot theme, +8 in the Piloting skill.

With a Piloting of +8, you aren't going to win the Pilot's chair from the 18 DEX characters. But putting ranks into piloting helps your gunnery. You have a gunnery of +4 which is decent (and better than mine).

Still good to have a backup pilot haha. Fixing up my character some now that I had a chance to read more into Starfinder classes and such.


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2

Was going to put this in gameplay but I thought it might go better here.

Vagoru Vyûn wrote:
GMEDWIN wrote:
Gear, you get a space suit and items that could in total fit a 4ft x 2ft x2ft foot locker. The scout ship is fairly cramped.
"Hmm... maybe some grenades too? A box of smokes and a box of shocks. And if there's a returning starknife in stock I'll take it."

GM: Let me know if this is okay.

Vagoru's shopping list: (based on the notion that we could be gone for months without the ability to buy things)

* returning starknife
* called weapon fusion for my Doshko (it never says how big they are, but you can buy them separately from the weapon and add them later)
* Radiation Buffer armor upgrade (don't know how big that is but it weighs "L", and you can swap it out after the fact)
* A level 1 miniaturized computer
* Data files about the Kask colony - maps, personnel info, planetology reports, whatever is available
* 12 basic batteries
* 12 shock grenades
* 12 smoke grenades
* 12 stickybomb grenades
* 12 serums of healing mk. 1 (I assume higher marks would not be available)
* 12 medpatches
* 2 rolls of duct tape
* 2 spools of high-tension wire (the high-tech equivalent of string or twine)
* Grappler & 100 feet of titanium cable
* some clean underwear and socks
* Not worrying about ration packs as the ship's galley will handle food.

I will not be able to carry all of this at once. I'll make a separate gear entry for my Locker.

For the record, grenades are not normally worth paying for, but if someone else is buying... might as well!


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2
- Kit - wrote:
Engineering's my best skill, but I assume Bronen's our engineer? I can be a science officer. My computer check's a +8. I'll check out the discussion thread shortly to see what other jobs everyone else wanted. I know we don't need it now, but I assume we have to take care of the ship...

Kit: You can have more than one engineer and more than one science officer. Sometimes we may need two engineers, and sometimes we may need two science officers. Since you choose roles at the beginning of every combat round, both of you can switch back and forth.

Example: at the start of combat, you need to know more about the enemy ship. Both of you act as science officers to scan the enemy ship. Later on, the ship has taken critical damage to the power core. Both of you go to engineering to try and fix it (since it can take multiple successes to fix).


Shot Putter Funkmeister

That is way too much stuff. Fleet assumes you would be gone a maximum of 2 full months.

The Kask colony is not yet there. There are not anyone on the planet yet. The Fleet is recruiting people to go there. All of the things that you requested 12 of, you can get 4.

Sovereign Court

Female(Congregant) ikeshti Mercenary Operative(ghost) 2
Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4

Ah yes, Khall's official request is:

1 High capacity Battery -Or 3 basic ones,
200 small arms ammunition,
100 long arms Ammunition,
50 Scattergun Ammunition
A Tier 1 Computer w. Range 2,self charging, and an artificial personality(Datapad)
Manacles,
Holoskin,
Grappler,
Azmuth Lazer Rifle,
4Frag Grenades
Scattergun(Utility),
Pulsecaster Pistol,

And a bigger locker

And that's about it.

All together that is a bulk total of 1
And a whole lot of L bulk.

Also the Datapad Shouldn't be an issue, honestly it's just something to get hacking with.


RETIRED

@ Vyun.

Cool. Kit will scurry around wherever she's needed most, then.


Shot Putter Funkmeister

Khall that is way too much. Trim it.

Sovereign Court

Female(Congregant) ikeshti Mercenary Operative(ghost) 2
Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4

Okay, Same, - the scattergun, pulsecaster,scattergun ammo, and manacles


Shot Putter Funkmeister

ok

Sovereign Court

Female(Congregant) ikeshti Mercenary Operative(ghost) 2
Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4

I'm taking the three normal batteries instead of the one high capacity.

Also, My Computer skill is also 8, I can be in any of the positions really... Except captian

Also, Jack of all trades lets me use any skill untrained and at a bonus for those I have Untrained


male Nuar Mercenary Mechanic 2 | SP 0/16, HP 7/18, RP 0/3 | EAC 15, KAC 17 | Fort +5, Ref +4, Will +0 | Init +1 / /medium combat Drone | HP 19/20 | EAC 14 KAC 17 | Fort +0, Ref +5, Will +0 |

If I am not mistaken Khall, according to your character info, you are not including the blanket +1 insight bonus on all skills except stealth and acro.


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2
GMEDWIN wrote:

That is way too much stuff. Fleet assumes you would be gone a maximum of 2 full months.

The Kask colony is not yet there. There are not anyone on the planet yet. The Fleet is recruiting people to go there. All of the things that you requested 12 of, you can get 4.

OK, how's this:

Vagoru's UPDATED shopping list:

* returning starknife
* called weapon fusion for my Doshko (it never says how big they are, but you can buy them separately from the weapon and add them later)
* Radiation Buffer armor upgrade (don't know how big that is but it weighs "L", and you can swap it out after the fact)
* A level 1 miniaturized computer
* Data files about the Kask colony space station - maps, personnel info, planetology reports, whatever is available
* 4 basic batteries
* 4 shock grenades
* 4 frag grenades
* 4 smoke grenades
* 4 stickybomb grenades
* 4 serums of healing mk. 1 (I assume higher marks would not be available)
* 4 medpatches
* 2 rolls of duct tape
* 2 spools of high-tension wire (the high-tech equivalent of string or twine)
* Grappler & 100 feet of titanium cable
* Zero-G environmental clothing
* some clean underwear and socks
* Not worrying about ration packs as the ship's galley will handle food.


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2
Khall Vesper wrote:
I'm taking the three normal batteries instead of the one high capacity.

Khall:

Remember that powered weapons can only use a specific type of battery - whichever one matches the number of charges shown in the weapon info. So if you have a weapon that uses high-capacity batteries, a normal battery will not fit. And vice-versa.

Sovereign Court

Female(Congregant) ikeshti Mercenary Operative(ghost) 2
Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4

Funny thing, one of my weapons Actually takes standard batteries but only has a capacity of 10, therefore the battery it takes has twice as many charges as it uses. Besides, I would have used the high capacity for storage. In case we can't use the recharging stations on the station.

Also remember that it states if your carrying ammo than your automatically assumed your carrying the ammo in extra clips.


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2
Khall Vesper wrote:
Funny thing, one of my weapons Actually takes standard batteries but only has a capacity of 10...

Ah, yeah, the Diasporan Rifle. There is a forum thread on that one.

The battery stats in the Alien Archive are clearly a typo, since there is no such thing as a battery with a capacity of 10. Or possibly that the guy who wrote the Sarcesian article hadn't read the rules about batteries.

But if you just assume that it takes standard batteries with a capacity of 20 and has a usage of 2 then it works. Likewise the 20 charge one probably ought to be a 40-charge battery with a usage of 2.

The tricky one is the 30-charge battery since there isn't a 60-charge battery either. But you could do an 80-charge battery with a usage of 3 and you get pretty close.


Male Dragonkin Mystic (Star Shaman) 2

So some questions, since I think I missed them.

Is there any of us ultimately in command? Doesn't bug me either way if we are loose military or with someone leading the group in major decisions..

Do we have a ship name already? All I see is scout ship, that's it.

I'm working 18 hr days at the moment, steadily getting my sheet in a format similar to Vagor's. Making adjustments as I go, normally I rely on Hero Lab but there's no Starfinder just yet so i'm slower than normal. Apologies. But I got some time tonight and the sheet is starting to fill out a little more.


Shot Putter Funkmeister

There is a Starfinder on the Hero Lab website. I left it vague if you guys wanted to give the ship a name.


Male Dragonkin Mystic (Star Shaman) 2

Is there now? I thought it was in Beta? Huh. I will check it out! Thanks!

Oh I assumed you had, was just seeing if I had missed the naming of it haha.

GMEdwin Do you have a link to the Starfinder Herolab? I don't see it on the main Herolab website, I signed up with the Beta test but haven't been confirmed yet.

Will continue building my sheet until then! XD

Sovereign Court

Female(Congregant) ikeshti Mercenary Operative(ghost) 2
Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4

Oh! My backpack is carrying most of the other Equipment I have. Also, The Holoskin is at her belt, and survival Knife in her boot.

It's safe to say I don't have the Azmuth Rifle, Long arm Ammo, or 2 weeks of survival rations on me.... As well as my disguise kit.

Sovereign Court

Female(Congregant) ikeshti Mercenary Operative(ghost) 2
Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4

Darn... Knew I forgot something, A dueling Sword! Eh... Aw well.


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2

Sorry guys, I've been under the weather for the last few days. I'll try to get caught up soon.


male Nuar Mercenary Mechanic 2 | SP 0/16, HP 7/18, RP 0/3 | EAC 15, KAC 17 | Fort +5, Ref +4, Will +0 | Init +1 / /medium combat Drone | HP 19/20 | EAC 14 KAC 17 | Fort +0, Ref +5, Will +0 |

Soo....Standing doesn't provoke AOOs in Starfinder.


Shot Putter Funkmeister

even if the enemy is in the space you are trying to stand up in?


Male Skittermander Xenoseeker Operative (Daredevil) 2 - KAC 18; EAC 17; hp 14/14; stamina 14/14; resolve 5/5; Fort +1, Ref +7, Will +3; Jump Jets 20/20 (2 Cost)

Link to AoO rules

Also there are no negative hit points. Instead he just loses 1 resolve at the end of his turn each turn he's dying until he stabilized.

Sovereign Court

Female(Congregant) ikeshti Mercenary Operative(ghost) 2
Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4

You can take 100 damage, and still be only at 0 and whatever your resolve is until you die. That is until someone makes sure your dead by attacking you even after you are at 0


RETIRED

Oh, yeah! I forgot about the new dying rules. I've never anyone fall unconscious yet in Starfinder. Awesome.


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2

To clarify:

There are only 3 things that provoke an AoO in Starfinder:
* Moving out of a threatened square,
* Firing a ranged weapon, and
* Casting a spell (and some spells say they don't provoke in their description, mostly touch spells).

Nothing else provokes AoOs.
* Combat maneuvers don't (though they are really difficult instead),
* Standing from prone doesn't,
* Taking out a stored item doesn't, and so on.

100 hp of damage would just kill you instantly thanks to the massive damage rule.

But if the total damage in a hit does not exceed your maximum hp, then you just lose Resolve. HP never falls below zero.
* You lose 1 resolve each round if you fail to stabilize.
* You lose 1 more resolve if you are hit while unconscious.
* If you are hit more than once in a round while unconscious, you lose 1 additional resolve for each hit that does at least 1/2 your maximum hp. Hits that do less than that only take away resolve if they are the first hit you receive in a round while unconscious.

If Bronen was at 0 hp than all that healing would bring him to 14 hp.

Sovereign Court

Female(Congregant) ikeshti Mercenary Operative(ghost) 2
Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4

Dieing is less of an issue, and thank the God's for it! There are no spells to resurrect you I believe... I haven't read in depth about spells though, so I don't thinks so.

I know there are ways to clone yourself and out your mind in the body(there was technology for that on Pathfinder so I don't think there isn't that in Pathfinder)


Shot Putter Funkmeister

As far as I can get, sometimes I miss D+D second edition, where players had to be a little more careful. Oh well.


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2

Raise dead does still exist, but you need to be 13th level to cast it now.


male Nuar Mercenary Mechanic 2 | SP 0/16, HP 7/18, RP 0/3 | EAC 15, KAC 17 | Fort +5, Ref +4, Will +0 | Init +1 / /medium combat Drone | HP 19/20 | EAC 14 KAC 17 | Fort +0, Ref +5, Will +0 |

If it did provoke I would have just defended from prone.

GM, Was I hit or not? It is just relevant to know how much Resolve I have left.

EDIT: I mathed wrong. My Stamina points are not 22, they are only 16. Dunno how I got 22.


Shot Putter Funkmeister

Fair enough. Just for the record from here on in, if someone goes down unconscious and the enemy occupies the square and you want to get up after being revived and go into the adjacent square it is an AOO. Because it is basically two actions.

So you only used up one of your resolves.


Male Dragonkin Mystic (Star Shaman) 2

Still here. Just got away from work and dealing with jet lag from flying home. Apologies for the wait and will check the main thread soon. :(


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2

Wow, a lot of posts. This is a really active thread.


Shot Putter Funkmeister

Guys what I am trying to say, is, some of you are taking the situation the wrong way. Be more observant and descriptive. When I was starting Roleplaying back in the day, what is the first thing you do when you destroy an enemy? You check it.


Level 2 Soldier-HP: 14/20, Stamina: 18/18, Resolve: 3/4, EAC: 17, KAC: 19, Fort: +5, Ref: +3, Will: +5, Initiative: +3

So one of the more tech inclined people checks the downed robots programming and physical structure while the rest of us look for anything out mundane eyes can spot out of the ordinary.

We may be rushing each other on a bit with the posting rate.


Shot Putter Funkmeister

I like games with a brisk posting rate. A good deal of my campaigns fell apart due to inactivity. Like my recent Top Secret game.


Male Skittermander Xenoseeker Operative (Daredevil) 2 - KAC 18; EAC 17; hp 14/14; stamina 14/14; resolve 5/5; Fort +1, Ref +7, Will +3; Jump Jets 20/20 (2 Cost)

I think if more than one player is taking it 'the wrong way', maybe a clarification is necessary, out of character. It would help the game go in the direction you're hoping it would, smooth over misunderstandings or confusion, and have less of the players focusing on the things you've currently placed in front of them to deal with, I.E. politely rude/strangely incompetent computer systems, which I think is what is tipping a lot of us in the 'oh great the station AI went bonkers and killed everyone' direction. It seems everyone's already considering anything that's not us to be hostile right now and if that's not the atmosphere we're supposed to grok then please let us know.

I admit that the loader bot that went crazy probably should have been physically checked over by the tech characters, but I'm not playing one and Ambrose would not have thought to do that.

Activity-wise, I check repeatedly, obsessively even. However, I don't act when I should not be participating. I'll have a post up in a few minutes since there's something I can respond to.


Shot Putter Funkmeister

The AI is very literal and is not in control of all robots on the outpost. I am not saying there is nothing wrong with the robots or that there is something wrong. Openly hostile is not the best tactic but wary is a better one.

Sovereign Court

Female(Congregant) ikeshti Mercenary Operative(ghost) 2
Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4

I very much enjoy how the AI is being portrayed, Very Hal9000-esk. Helpful... But not really.

Also, Khall is more of a hitman character. She shoots things, they die, she makes sure they are dead, then moves on. She has little interest of their corpse, sure I'll let the other party members do as they please, But Khall doesn't really care too much... She's here to kill things not learn.


Male Skittermander Xenoseeker Operative (Daredevil) 2 - KAC 18; EAC 17; hp 14/14; stamina 14/14; resolve 5/5; Fort +1, Ref +7, Will +3; Jump Jets 20/20 (2 Cost)

Ambrose just likes being where the action is. Though he's surprisingly amicable.


Male Dragonkin Mystic (Star Shaman) 2

Back online, sorry about that guys! Having a really hard time IRL but Will catch up hopefully by tonight and post something!


RETIRED

Hey guys, just letting you know I've had a family emergency come up, and unexpected house guests. I will be unable to post Saturday. Hopefully, I should be able to post late Sunday night and again late Monday night. I will be able to post regularly by Tuesday. Sorry for holding up the game, and feel free to bot me as needed. I posted a bit ahead in the gameplay thread for this reason.

Thank you for your patience.


male Nuar Mercenary Mechanic 2 | SP 0/16, HP 7/18, RP 0/3 | EAC 15, KAC 17 | Fort +5, Ref +4, Will +0 | Init +1 / /medium combat Drone | HP 19/20 | EAC 14 KAC 17 | Fort +0, Ref +5, Will +0 |

Crits do not need to be confirmed in Starfinder. They auto confirm.


RETIRED

What's our new marching order? Not for the cramped engine room, obviously, but after that? I know there was mention of making sure some hardier fellows take the lead from now on after that crate-bot, but we didn't decide on who, did we? Kit's fine being shuffled around wherever, although she'll be bored as heck if she's last in line and will complain about it in character (which is fine, lol). Also, if all the big guys are first, we won't have much chance to see past them... Thoughts?

Sovereign Court

Female(Congregant) ikeshti Mercenary Operative(ghost) 2
Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4

Khall is in the back, and if she really needs to get up front she'll do a backflip over her allies/ slide between the larger Character's legs in order to do so (ahh... Acrobatics you are a good friend.)


male Nuar Mercenary Mechanic 2 | SP 0/16, HP 7/18, RP 0/3 | EAC 15, KAC 17 | Fort +5, Ref +4, Will +0 | Init +1 / /medium combat Drone | HP 19/20 | EAC 14 KAC 17 | Fort +0, Ref +5, Will +0 |

Actually a 17 misses Bronen due to the block quality on his spear giving his AC +1 because he hit with it.


RETIRED

Due to an incredibly busy weekend filled with a Christmas celebration, two birthday parties, and many hospital visits, I will be unable to post from December the 16th through till December the 18th. My posting should resume as normal on Tuesday the 19th. Apologies if this slows down the game. Feel free to bot me as needed.

Thanks for understanding, and have a great weekend, guys.


RETIRED

Hey, guys! Happy to be back, despite that I'm unconscious on the floor.

Also, advanced warning:

I'll be unavailable to post from December 22nd through to December 26th due to the holidays. I might be able to fit in a post here or there during that time, but I'm not sure. Holidays are busy around here. Posting should resume as normal by the 27th (or the 28th at the latest).

If it gets too crazy around here to mention it later this week, Happy Holidays to those of you who celebrate something! And have a great few days to those of you who don't!


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2

Just an FYI guys:

Holiday Plans:

This Friday (i.e. tomorrow), Saturday, Sunday, and Monday I have Christmas events to attend (and I may be busy Tuesday too). I will be travelling for some of that period. I still expect to have internet access and I'll try to get online in that period but my posting frequency may suffer. Wednesday night I will be back home and things will return to normal for me.

1 to 50 of 155 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Dark Galley Discussion thread All Messageboards

Want to post a reply? Sign in.