The Many-Faced GM's Skulls and Shackles (Inactive)

Game Master Nickadeamous

Skull & Shackles roll20
The Covenant
Crew

Current Plunder: 5
Infamy: 2
Disrepute: 2


801 to 850 of 2,242 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>

Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

"I have not insulted you, Grok. I pointed out what I want. You twisted my words around to make me the fool. You win. And I'll remember this."
Nivian will not touch anything, turn around and leave.

Later, she will contact Rillum and ask if he could mix 2 things for her via a "agreement", payment from her side left open in her offer as she cannot guess the value of what she asks, so hopes for a reasonable suggestion from him:

First, a ingested knockout-poison like the one used to pressgang us.
Second, a mixture of his "spices" that will make normal rum taste exotic and special.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

"Is that dagger she wanted not something she was allowed to pick? Is there anything else that is off limits?"

The wand lifted into the air with Sandman's gesture.

"How about this?"


Curse of the Crimson Throne Roll20

"Now look here Sandy, don't go pokin' your nose where it don't belong. Captain said to give you guys a gift. He didn't say let you guys rob me blind by taking the most expensive items I got. Captain doesn't seem to care much for yous anyway. You think he's really gonna give up his treasure for some crabs? I like you Sandy, well enough to let you know this. If I do's gives ya something expensive, he'll think yous stole it. You know what happens to those who steal on pirate ships? It ain't pretty."

Think of this as more of an opportunity for information gathering. Seeing what they have, feeling out their current haulings, and testing limits. Items are still limited by the party's wealth level and other factors. You can pick any item that you could have purchased with your starting wealth.

I'm glad to see some of the underhandedness starting to come out though. : )

@Nivian - I'd be happy to help plot and scheme if needed.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman shrugged. The wand dropped. "There were no limits given on what we could pick. Did you really think we wouldn't want the best stuff?"


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Well, before, it was just a plot to remove someone from the "officer-loyal" side of the crew. The risk was a bit high to justify trying considering the small effect that would have had. But Nivian took that offense personal. And will attempt to pay her back unless stopped. @Sandman: Don't need a big scene if so, you can probably duplicate her reasoning with 2 or 3 lines and hold Nivian back IF you want that.
The face Nivian makes while stomping past Sandman is saying more than 1000 words could-there was a bloodlust in her eyes that would put a shiver in a normal persons spine...(in Sandmans case, it probably was more of a happy gentle tingle from his mask), but moments before leaving the store area, Nivian takes a deep breath, and puts her usual smile back on before walking out.

Way later, Nivian will conspire with Rillum..."I managed to save some of the spiked rum they gave us to drink every day in a waterskin. I would need a medicine or poison that puts someone to sleep mixed into it. And some other stuff to give it an interesting taste. Something spicy, exotic." Nivian walks up and down, agitated: "I have not decided if I will trade it to her, or go drink with her, as a "peace offer". Either way, I'll claim to have gotten it from Aerel. He's gone, so probably nobody could prove me wrong." Nivian continues walking angrily, continuing her plotting, glancing from time to time to make sure they are along in the bilges.

She thinks to make a fool of me, hu? I'll show her what happens to people who cross me.

I understand party WBL limitations, btw. I just thought we may be close to Level 2, as at some time you implied you intend to get us there ASAP, so kind of figured the WBL there would be 1000GP meaning a +1 Dagger could be acceptable since it's definitely not a primary "weapon" for someone with 6 strenght and no weapon finesse, rather an investment in the future or, more likely, sellable loot(which at half price is about 1000 GP ^_^

@Sandman: We also got the dinner scene with our new member...maybe you want to speak up?


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Unaware at this time of the Anti-Grok plotting going on, Baltzar mostly just goes about her work until dinner where she introduces herself to the new crew member.

"Baltzar, Priestess of Besmara, and this...", making a motion to the capuchin monkey in a pirate outfit on her shoulder, "is Romello."

You see a Besmaran holy symbol tattoo on her right breast, complete with the Code of Besmara (in Varisian.)


Male Monkey Familar (Pilferer) | Acrobatics +10, Climb +10, Disable Device +6, Escape Artist +2, Perception +1, Sleight of Hand +6 (+8 when stealing)

Screeches in greeting to the new arrival.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Right. Guess those scenes are overlapping. Thanks.

The big Mwangi with the wide grin shook the dwarf's hand as he was introduced.

"The rum's spiked with some kind of drug. I'd advise against drinking it." he said quietly.

Sandman is a big, shirtless medicine man covered in scars. He's minorly famous in the shackles, so if you have any Knowledge Local or are into pirate lore you might have heard of him. There might also be rumors around the ship, but it's up to the GM to tell you what they might be. If you were on the night shift you've probably seen him standing at the prow wearing his weird mask all night while the rest of the crew sleeps.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum coughs up more of the blasted seawater. There seems to be more in than out, and it takes a few hours to return to nature’s balance. To Grok he claims, ”Bottles of spices, yes. Or sticky bags. You choose, pick out for me. It is a good gift, good boon. I will be grateful, very pleased.”

To Nivian, ”Yes, good spices. Guarantee sleep for hours. This I can do. But complicated, not hard, but time, takes time. Can do in 6 days. Soon enough? Change taste . . . must think, cogitate. I will consult recipes, look for ideas.”

Just so I am looking at this correctly. Oil of Taggit costs 90gp with a craft DC of 15. I need 1/3 of the cost in materials 30 gp (which I have in the bilge) Taking 10 on craft:alchemy gives me a 23. 23 times 15 gives me 345. Divided by 7 is 49.28 which is about 5 gp of progress per day (night in this case) or six days of work. Also, there is no official alchemical item for improving flavor. Would you like to set a DC and cost or just say Rillum doesn’t know that recipe?


Curse of the Crimson Throne Roll20

Are you factoring in your Crafter's Fortune spell? Just curious.

Scent Cloak is used to fool the sense of smell so we'll use that as our base and just have it fool the sense of taste. DC 20 Craft check and 20 gp cost.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Oil of Taggit: Yes! Take 10 for a 28; increase DC to 25; 28x25=700; divided by 7 gives 10 gp per work day. 3 days to get it done! Half the time; thanks for the reminder GM.

Flavor (Scent) cloak: 66.7sp in materials. Take ten 28xDC 20 = 560; divided by 7 is 80 sp per day. Add one day for the flavoring.

Rillum slides up to Nivian, "I looked, read the recipes. In luck, good fortune we have. Four days, and spices will be ready. Three for sleepy potion and one to make good flavors, tastes."


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

"And the payment you will request in return? I am reluctant to leave that part open. I understand it is much work, and you are at risk, too. But obviously, my payment options are limited currently.-"


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum looks carefully in Nivian's eyes, then shrugs, "I need help with ship. I wish to put holes in ship, but do not want sinking, want drowning. I want lab . . ." Rillum's eyes gleem with covetousness, "You know ships. You will help me drill, place holes where they will do the most good, be helpful. This is a good, fair price."


Curse of the Crimson Throne Roll20

PC's can take evening and night time actions for day 11 as you wish. Moving on to day 12. Fargrim, the details for ship actions are on the campaign tab. Let me know if you have any questions.

As the morning bell tolls, it's already hot. The sun isn't even very high in the sky, but sweat already drips from your face. The officers hand out the daily assignments and work on the ship resumes.

Fishguts Sober? 1=No: 1d2 ⇒ 2
Rhemus (Cook): 1d6 ⇒ 4 Turtle Hunting DC 10 Profession (fisherman) or Survival check needed.
Fargrim (Rigger): 1d6 ⇒ 1 Rigging Repair DC 10 Climb checks to reach 30 feet and a DC 10 Profession (sailor) or Dexterity check.
Nivian (Swab): 1d6 ⇒ 2 Rat Catcher DC 10 Stealth, Survival, or Dexterity check to kill enough vermin.
Sandman (Swab): 1d6 ⇒ 2 Rat Catcher DC 10 Stealth, Survival, or Dexterity check to kill enough vermin.
Baltzar (Swab): 1d6 ⇒ 4 Hauling Rope and Knot Work DC 10 Profession (sailor) or Strength check and a DC 12 Constitution check to avoid fatigue.
Rillum (Swab): 1d6 ⇒ 3 Swab the Deck DC 10 Strength or Constitution check. Failing the check leaves you fatigued.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Evening action: Perform
Perform(Sing): 1d20 + 7 ⇒ (17) + 7 = 24

Night Action 1: Seeing how there is a female Rigger left she did not have a chance to talk to, Nivian will find some time to do so after evening entertainment.
Influence Barefoot Samms: 1d20 + 2 + 2 + 1 + 1 ⇒ (17) + 2 + 2 + 1 + 1 = 23

Later yet, as usual, she will "assist" others in getting to know Syl better/try and get Syl to make such a check.(btw: Rhemus had a pretty good roll on that check last time, did you see that or was it not sufficient?)
Influence Syl: 1d20 + 2 + 2 + 1 + 1 ⇒ (4) + 2 + 2 + 1 + 1 = 10

The events of the day and long night leave Nivian tired. As if she could sleep after the humiliation by Grok.
Fortitude DC 18: 1d20 + 2 + 2 + 1 + 1 ⇒ (2) + 2 + 2 + 1 + 1 = 8

Being fatigued still from not having slept long, and not being inclined to work hard if that results in being mocked, Nivian does a lazy job when she's back to rat-catching duty.
Dexterity DC 10: 1d20 + 1 ⇒ (5) + 1 = 6

While she's slacking off, she finds some time to chat with Jack Scrimshaw while he is on break.
Influence Person: 1d20 + 2 + 2 + 1 + 1 ⇒ (12) + 2 + 2 + 1 + 1 = 18

@GM: What do I roll or do to repay Rillum? It's a bargain offer, most definitely, but how do I support him to fulfill his request?


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

GM, how did Grok respond to my gift request?

During the night, Rillum begins his work on the oil of taggit, though he wishes he could get into the lab earlier to get the pirates' supply. He also will take the time to prepare Crafter's Fortune and Cure Light Wounds, both expended immediately.

Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8 Healed to full

During the day, he does nothing to draw attention to himself. Making spices, getting into lab. He appears almost happy in his work, and does nothing that might tire him for his next evenings labors.

DC10 Con check: 1d20 + 2 + 4 ⇒ (20) + 2 + 4 = 26

Rillum has zip, new purpose and energy to spare. When the day ends, he slips quietly back to the bilge to stir the pots another night.

Nivian, No worries on payback yet, Rillum hasn't the time to pursue breaking into the lab until after his concoctions are finished. Then I suppose you will have to accompany him to the hold and show him where to drill and cut to best effect.

Edit: realized I didn't take my damage or make my poison save. Added CLW and save below.

Fort save: 1d20 + 5 ⇒ (16) + 5 = 21 No Str damage


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Baltzar doesnt' do anything special that evening.

Sailor: 1d20 + 5 ⇒ (11) + 5 = 16
Constitution: 1d20 ⇒ 10

After the day's work, she is obviously very fatigued.


Curse of the Crimson Throne Roll20

@Nivian - DC 15 Profession (sailor) check is what Rillum needs assistance with in order to make his holes where he wants them.

@Rillum - Grok hands you a tanglefoot bag.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Fargrim will take the evening to get into the new sleep schedule. The next day he looks up at the rigging and decides to follow the cautious path for the day while he goes to work! He keeps his armor locked up in his footlocker while doing his daily duties.

Climb DC 10: 1d20 + 7 ⇒ (19) + 7 = 26
Dex check DC: 1d20 + 2 + 4 ⇒ (11) + 2 + 4 = 17 Working Diligently

Fargrim's love of climbing the mountains as a child always translated well to life on a ship; he grabs ahold of the mast and scurries up into the rigging. Despite the intense heat, the strange dwarf has no issues patching holes and resecuring knots where required.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Earlier with Grok...

"Ok, I'll tell you what I'm looking for. A spyglass, if you have one. If not that, then the best set of manacles you can give me."

The day's work...

Stealth, working Diligently: 1d20 + 1 + 4 ⇒ (2) + 1 + 4 = 7

Sandman was having a hard time finding rats today...


Curse of the Crimson Throne Roll20
--Sandman-- wrote:

Earlier with Grok...

"Ok, I'll tell you what I'm looking for. A spyglass, if you have one. If not that, then the best set of manacles you can give me."

The day's work...

[dice=Stealth, working Diligently]1d20+1+4

Sandman was having a hard time finding rats today...

Grok passes you three sets of manacles, one of which is of masterwork quality. "Ain't got no spyglasses in here, but I got plenty of manacles."


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

"Thank you." Sandman said with a wide grin. "You might want to say something to Nivian. She can be prickly, but she is a good ally to have."


Curse of the Crimson Throne Roll20

Scrimshaw Jack politely thanks Nivian for the supper and song while Barefoot Samms practically gushes over her. Samms looks quite silly shouting "Bravo, Bravo!" and clapping after Nivian finishes entertaining the crew. Even Syl seems to be slowly warming up to Rhemus. It can be amazing what little things like a good meal can mean to those who don't outright hate you.

During the bloody hour Master Scourge gives Sandman a tongue lashing for failing to do an adequate job with the rat catching, but otherwise doesn't push his luck with the large medicine man.

The heat appears to have people on edge, but no one is lashed during the bloody hour and dinner is served as normal. Fish and dried biscuits isn't nearly as good as the previous night's lobster, but it beats working all night. As the sun sets, the weather cools off and the rum rations quickly take most of the crews' minds off of the grueling day.

PC's may take 2 nights of nighttime ship activities for day 12 and 13, and one day's worth of daytime ship activities for day 13 as we fast forward a little bit.

Day 13 greets the crew with the same scorching heat wave as the previous day. The crew are given tasks that they have shown a talent for, and everyone performs their jobs well this day as their tasks are more suited to their strength. The officers, not immune to the heat, do their best to stay out of the way and in the shade.

As the sun rises on day 14, Mr. Plugg informs you that the lot of you will be attending boarding school with the Master Gunner. The jolly boat is put to sea and two pirates at a time take turns learning ship to ship boarding actions.

"Alright scum, in the boat now and row until I say stop" she says while pointing to Falgrim and Nivian. She orders you to stop about 40 ft. away from the Wormwood. Alright, now pick up the grappling hooks at your feet and try to land them on the Wormwood. Keep tryin' until you latch one on. Then you're gonna shimmy across the rope and onto the Wormwood while the crew tries to knock you off. This is an important part of being a pirate so we're gonna stay out here 'til you get it right."

Landing the grappling hook at this range is a ranged touch attack with a -6 penalty vs. an AC 5. Once you score successful, you'll need to tie off the rope (a move action) and make DC 15 Climb checks to move across the rope. Pairs are Nivian and Falgrim, Sandman and Baltzar, and Rillum and Rhemus, which only really matters for helping or talking. Feel free to roll out of turn, you don't have to wait on your partner.

DM Rolls:

Rhemus Survival, working diligently: 1d20 + 6 ⇒ (8) + 6 = 14


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

GM, I sent you a request for access to the crew list document. I'm curious how to handle the gambling or influence? Is it a skill check? Sorry, I know this has probably been explained already, but I sort of speed-read through the Gameplay thread to work on getting caught up to speed.

Grapple ho!: 1d20 + 3 - 6 ⇒ (18) + 3 - 6 = 15
Climb DC 15: 1d20 + 5 ⇒ (12) + 5 = 17

Fargrim looks at the grappling hook in his hand for a moment, weighing the strange weapon. He twirls it over his head a few times, trying to get a gauge of how much strength to put behind the throw... then lets loose with a grunt! The hook soars over the guardrail onto the deck of the Wormwood and he quickly pulls the rope taut. The dwarf ties off the rope onto the boarding ship and shimmies up the rope towards the deck and the crew...


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Rillum spends the next two nights finishing the oil of taggit, and day 13 he works diligently to avoid any notice by the overseers.

The morning of practice, Rillum grins. something easy, something to throw . .) He winds up the grapple hook and lets it fly back to the ship. Like the bucket during the storm earlier, it leaves his hand as if it flies on its own 1d20 + 3 - 6 ⇒ (16) + 3 - 6 = 13 and latches itself easily on the ship's railing. With a quick sip of his Monkeyfish extract, Rillum climbs up the rope as if he was born to it.

If my Throw Anything feat removes a non-proficiency penalty, add 4 to the to hit roll. This is something Rillum can do!


Curse of the Crimson Throne Roll20

The range penalty is -6 and non-proficiency with the exotic weapon is another -4, but it is still only a touch AC of 5. Both Fargrim and Rillum were successful in securing their grappling hooks.

Falgrim, you'll need to make a total of 6 successful climb checks to make it onto the ship. Each success nets you 1/4 of your base movement, or 5 feet.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Day 12
Sing: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15 Evening 12
Influence = Badger Medley: 1d20 + 2 + 2 + 1 + 1 ⇒ (18) + 2 + 2 + 1 + 1 = 24 Night-1 12
Influence- Syl indirect: 1d20 + 2 + 2 + 1 + 1 ⇒ (6) + 2 + 2 + 1 + 1 = 12 Night-2 12
Con DC 18: 1d20 + 1 ⇒ (1) + 1 = 2 Constitution Night 12

Day 13
Influence = Badger Medley: 1d20 + 2 + 2 + 1 + 1 ⇒ (15) + 2 + 2 + 1 + 1 = 21 Day 13
Sing: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15 Evening 13
Influence = Shivikah: 1d20 + 2 + 2 + 1 + 1 ⇒ (18) + 2 + 2 + 1 + 1 = 24 Night-1 13
Influence- Syl indirect: 1d20 + 2 + 2 + 1 + 1 ⇒ (8) + 2 + 2 + 1 + 1 = 14 Night-2 13
Con DC 18: 1d20 + 1 ⇒ (5) + 1 = 6 Constitution Night 13

Day 14
I assume we got no advance warning about the exercise, so Nivian will end up fatigued from another short night.

Grappling Hook: 1d20 + 3 - 6 - 4 - 2 ⇒ (5) + 3 - 6 - 4 - 2 = -4
Grappling Hook: 1d20 + 3 - 6 - 4 - 2 ⇒ (20) + 3 - 6 - 4 - 2 = 11
Nivian's first throw splashes into the water, way too short from it's target. After reeling it back in, she uses all her strenght with the second throw and indeed manages, with some luck, to secure the hook.

Climb: 1d20 - 2 - 2 ⇒ (4) - 2 - 2 = 0
As she tries to start climbing, Nivian almost instantly splashes into the water. Further attempts are not much better..."I told you I can't climb. On the first day, I told you...I am sorry Fargrim, they teamed us up as a mockery for the Rigger, but I cannot do it."
With the strenght penalty and the fatigue, I can only hit DC 15 on a 19 or 20. If I need 6+ consecutive with each having a 10% chance to progress and a over 50% chance to fail completely and start over, I doubt it makes sense to roll until I succeed.


Curse of the Crimson Throne Roll20

No, there is no advanced warning on the training.

After the third fall into the water, Master Gunner Riaris Krine, rudely excuses you from further attempts. "Well, we don't have all day, but you seem to have gotten the idea of it, even if you can't climb worth a damn."

Don't worry, not everyone will pass every test, every time."


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Climb DC 15: 1d20 + 5 ⇒ (14) + 5 = 19
Climb DC 15: 1d20 + 5 ⇒ (15) + 5 = 20
Climb DC 15: 1d20 + 5 ⇒ (16) + 5 = 21
Climb DC 15: 1d20 + 5 ⇒ (13) + 5 = 18
Climb DC 15: 1d20 + 5 ⇒ (20) + 5 = 25 Hmmm... this means the next five attack rolls I have are going to be dismal... lol

Fargrim glances back when he hears the splash of Nivian falling into the water. "Worry not, Nivian, I'll deal with these fools!" He grins down at her from the rope as he quickly and expertly slips up the rope towards the deck! As he nears the guardrail he shouts a challenge to the crew. "Do your worst, boys! I'm comin' for you!" Those who can see Fargrim, spot a large grin on his face as if relishing the opportunity for the possibility of a little pay back...


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

My day 12 and 13 activities are the same thing. Sow Thought, twice a night, on Fipps. By this point his sanity should be pretty thin with constant thoughts of paranoia and violence toward his former allies.

Also, I'm going to bring crabs to Owlbear the night we bring back the Reefclaws, and then try to make friends with Tilly

Diplomacy, Owlbear (with crabs): 1d20 + 3 ⇒ (10) + 3 = 13

Diplomacy, Tilly: 1d20 + 3 ⇒ (3) + 3 = 6

Boarding Training

Sandman looked dubious. He wasn't really the best climber in the world and he wasn't a very good shot either.

Ranged Attack, AC 5: 1d20 - 6 ⇒ (18) - 6 = 12

Amazingly he managed a lucky shot and had the grapple hooked. Then came the hard part.

Climb: 1d20 + 2 ⇒ (15) + 2 = 17 10 feet
Climb: 1d20 + 2 ⇒ (11) + 2 = 13 10 feet
Climb: 1d20 + 2 ⇒ (2) + 2 = 4 Splash.

He climbed out of the drink and tried again.

Climb: 1d20 + 2 ⇒ (10) + 2 = 12 No progress
Climb: 1d20 + 2 ⇒ (12) + 2 = 14 No progress
Climb: 1d20 + 2 ⇒ (12) + 2 = 14 No progress
Climb: 1d20 + 2 ⇒ (5) + 2 = 7 Fall, but I never made it off the boat, so no progress.
Climb: 1d20 + 2 ⇒ (5) + 2 = 7 ...and again
Climb: 1d20 + 2 ⇒ (19) + 2 = 21 10 feet
Climb: 1d20 + 2 ⇒ (4) + 2 = 6 Splash.

Again he ended up wet.

Climb: 1d20 + 2 ⇒ (8) + 2 = 10 No progress
Climb: 1d20 + 2 ⇒ (5) + 2 = 7 No progress
Climb: 1d20 + 2 ⇒ (7) + 2 = 9 No progress
Climb: 1d20 + 2 ⇒ (18) + 2 = 20 10 feet
Climb: 1d20 + 2 ⇒ (1) + 2 = 3 Splash.

Freshly dripping, he tried again.

Climb: 1d20 + 2 ⇒ (19) + 2 = 21 10 feet
Climb: 1d20 + 2 ⇒ (16) + 2 = 18 10 feet
Climb: 1d20 + 2 ⇒ (15) + 2 = 17 10 feet
Climb: 1d20 + 2 ⇒ (15) + 2 = 17 10 feet

Holy crap, I made it.

Sandman finally made it to the deck of the wormwood. It hadn't been graceful, but he'd done it.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Hey sorry I've been missing, had an eventful weekend.

Grappling Hook: 1d20 - 4 ⇒ (14) - 4 = 10


Male Monkey Familar (Pilferer) | Acrobatics +10, Climb +10, Disable Device +6, Escape Artist +2, Perception +1, Sleight of Hand +6 (+8 when stealing)

Romello runs across the grappling hook easily.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Baltzar's climbing attempt(s)

Climb: 1d20 ⇒ 8 Splash!

Climb: 1d20 ⇒ 12 No progress
Climb: 1d20 ⇒ 16 10 feet
Climb: 1d20 ⇒ 19 10 feet
Climb: 1d20 ⇒ 17 10 feet
Climb: 1d20 ⇒ 12 No progress
Climb: 1d20 ⇒ 6 SPLASH!

Climb: 1d20 ⇒ 5 Splash!

Climb: 1d20 ⇒ 16 10 feet
Climb: 1d20 ⇒ 15 10 feet
Climb: 1d20 ⇒ 8 Splash!

Climb: 1d20 ⇒ 9 Splash!

Climb: 1d20 ⇒ 14 No progress
Climb: 1d20 ⇒ 13 No progress
Climb: 1d20 ⇒ 15 10 feet
Climb: 1d20 ⇒ 12 No progress
Climb: 1d20 ⇒ 11 No progress
Climb: 1d20 ⇒ 3 Splash!

Climb: 1d20 ⇒ 4 Splash!

Climb: 1d20 ⇒ 20 10 feet
Climb: 1d20 ⇒ 16 10 feet
Climb: 1d20 ⇒ 12 No progress
Climb: 1d20 ⇒ 10 Splash!

Climb: 1d20 ⇒ 17 10 feet
Climb: 1d20 ⇒ 2 Splash!

Climb: 1d20 ⇒ 17 10 feet
Climb: 1d20 ⇒ 6 Splash!

Climb: 1d20 ⇒ 15 10 feet
Climb: 1d20 ⇒ 18 10 feet
Climb: 1d20 ⇒ 20 10 feet
Climb: 1d20 ⇒ 17 10 feet and success!!!


Male Monkey Familar (Pilferer) | Acrobatics +10, Climb +10, Disable Device +6, Escape Artist +2, Perception +1, Sleight of Hand +6 (+8 when stealing)

Sits at the top of the rope screeching with laughter every time Baltzar falls in the water.


Curse of the Crimson Throne Roll20

Boarding school doesn't last more than a few hours. While frustrating for some, it is extremely entertaining for the rest of the crew. Even one rigger falls from the rigging from laughing too hard as various members splash into the drink, which sends the crew into a bigger uproar. You are excused from your duties for the rest of the day.

It's a few hours later when all hell breaks lose on the ship. A murder has occurred on board, "Narwhal" Tate is dead, savagely stabbed to death. Fipps Chumlet was found standing over the body and laughing mercilessly raving on about conspiracies and betrayal. The officers quickly muster and subdue him until the Captain arrives. "Lock him in the brig. We'll deal with him during the bloody hour." As quickly as he appears, he is gone again. A few pirates take Fipps below deck under the watchful eye of Master Scourge.

I'm leaving some time for reactions, information gathering, or what have you.


Curse of the Crimson Throne Roll20

Day 14, the Bloody Hour...

As the bloody hour approaches, the pirates start to gather on deck even before the bell rings. The captain leaves his cabin and orders Master Scourge to retrieve the prisoner. Fipps Chmulet is dragged up on deck. "Its not my fault, Narwhal was going to kill me, he was going to kill us, kill us all. He's not right, not right in the head. Been plotting with demons I tell you." Master Scourge decks the blathering Fipps to shut him up. "Keelhaul the murderous scum" the captain bellows. "You all know the rules. Break 'em, and you face the consequences. Master Scourge, carry out the punishment." Mr. Plugg lends aid to the task with a smile on his face. Despite Fipps being one of Plugg's flunkies, Plugg is genuinely pleased to be preparing to destroy the man.

Fipps is sent under the waves for almost two minutes, and when pulled back on board, there is barely anything recognizable of the man. What's left is tossed overboard for the sharks. Afterwards, dinner is served and talk is quieter than normal.

PC's can take nighttime ship activities.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Sandman quietly and impassively watched the proceedings. After, he toasted Besmara with Rhemus and the others, ate quietly, and asked his allies if there was anything they needed his help with.

I have two night time actions I'm not going to do anything with. Anyone want an Aid Another for something, or a distraction to help draw focus from what you're trying to accomplish?


Tiny Wooden Object Familiar. HP 10/10, Hardness 5, Fort +3, Ref +3, Will +3 Fear 1/1

A week to drive a man to homicidal insanity. Not bad. You are learning. the Pain whispered in his mind. What was the lesson?


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

If you do not understand the source of your suffering, you will have a much harder time resisting it. Sandman thought back as he ate. Fipps died because he did not question his own motivations. Tate died because he did not question why he was suddenly hated.

If they had spoken to each other in ways that unraveled the pain rather than worsened it, they would both be alive.


Tiny Wooden Object Familiar. HP 10/10, Hardness 5, Fort +3, Ref +3, Will +3 Fear 1/1

Well said.

Two foes down. Their suffering was quite delicious. Who is next?


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Maheem.

That night, once the crew had retired, Sandman used the head and stopped in the doorway of the crew berth, a hulking shadow in the doorframe. Behind him, the faint lamplight cast his strange, tattered shadow that sometimes moved independently of him.

He gestured subtly, and whispered, his words worming their way into Maheem's dreams.

Sow Thought x2 (both the same thought, to make it extra strong, and make sure it takes). The thoughts are- Fipps might have been right. Tate had been acting weird. He'd overheard some things Tate had said that only made sense if he was possessed or aiding a dark spirit. Was there a demon on the ship? Was it still here?


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Fargrim watches the proceedings impassively, though he wrinkles his nose a little after seeing what remained of Fipps being pulled back aboard the Wormwood. Fargrim joins his new companions for dinner, listening quietly to the talk. "I am not sure what more I can do... I am not good with words like others. Dwarves are not known for being good at making friends."

Fargrim would like to engage in some Arm Wrestling this evening. I found the reference here, but no indication on how exactly the game is completed. Is it an opposed strength check?


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Thanks for adding the info about the games!

Fargrim will accept any challenge for arm-wrestling from any crew member!

Strength check: 1d20 + 3 ⇒ (17) + 3 = 20
Strength check: 1d20 + 3 ⇒ (5) + 3 = 8

Not sure how well bloodraging would go over during arm-wrestling match lol.


Curse of the Crimson Throne Roll20

Jaundiced Jape squares up and sits down opposite the barrel of Fargrim and puts his arm on the table. "So what's the wager?"

After the bloody hour, a few things become readily apparent. Two sides have been forming on the ship. Mr. Plugg and his officers and cronies, and the rest of the crew. You guys seem to be the dividing line. Those crew members that don't treat you like crap are treated like crap themselves. You can hardly look at any of the officers without getting a sneer in return. Nivian and Baltzar receive looks that would make even undead uncomfortable. This becomes increasingly more noticeable over the next 48 hours as everyone is given job assignments that they struggle with. It is apparent that both Mr. Plugg and Master Scourge are attempting to punish you more than having an efficient crew.

Fargrim - Lookout - A climb up to the crow's nest and scanning the horizon while the sun beats down. DC 10 Climb check up 60 feet followed by a DC 10 Perception check.

Rhemus - Turtle Hunting - Hunting leatherback sea turtles with harpoons, treble hooks, and nets from the jolly boat trailing behind the ship. DC 10 Profession (fisherman) or Survival check to provide enough food.

Rillum - Man the Bilges - Vile and sweating work cleaning out the bilges. DC 12 Strength check and a DC 10 Constitution check to avoid fatigue.

Nivian - Hauling Rope and Knot Work - Moving heavy coils of rope from one end of the ship to the other. DC 10 Profession (sailor) or Strength check and a DC 10 Constitution check to avoid fatigue.

Baltzar - Swab the Decks - Backbreaking work mopping the deck and scrubbing them with sandstone blocks. DC 10 Strength or Constitution check, failure also results in fatigue.

Sandman - Runner - Passing messages to the crew and officers from the bow to the stern and back again. DC 10 Acrobatics and a DC 10 Constitution check to avoid fatigue.

DM Rolls:

Maheem Will save: 1d20 - 1 ⇒ (15) - 1 = 14
Maheem Will save: 1d20 - 1 ⇒ (6) - 1 = 5
Jape Strength check: 1d20 + 1 ⇒ (9) + 1 = 10
Jape Strength check: 1d20 + 1 ⇒ (2) + 1 = 3

PC's should make job checks twice, for days 15 and 16, as well as daytime and nighttime ship activities checks for days 15 and 16.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Day 14 Nighttime
Perform Sing: 1d20 + 8 ⇒ (19) + 8 = 27
Influence: 1d20 + 7 + 2 + 1 ⇒ (5) + 7 + 2 + 1 = 15
Influence: 1d20 + 7 + 2 + 1 ⇒ (16) + 7 + 2 + 1 = 26
Con Check 18: 1d20 + 1 ⇒ (16) + 1 = 17
Nivian will do normal Actions during the night, and while she's ALMOST back to her normal form, she will still be tired tomorrow.

Day 15
Profession Sailor: 1d20 + 7 ⇒ (1) + 7 = 8 => Doing a lazy job, spiteful for being given this work.
Influence: 1d20 + 7 + 2 + 1 ⇒ (7) + 7 + 2 + 1 = 17 => Chatting the time away with someone.
Constitution DC 10: 1d20 + 1 ⇒ (7) + 1 = 8 => And promptly falling unconscious from exhaustion at the end of the shift. No night actions.

Day 16
Profession Sailor: 1d20 + 7 ⇒ (7) + 7 = 14 => Doing better this time to avoid punishment.
Constitution DC 10: 1d20 + 1 ⇒ (8) + 1 = 9 => But it's still very tiring work, Fatigued.
Influence: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14 => Some time to talk with someone.

Influence: 1d20 + 8 ⇒ (18) + 8 = 26 => Being given work she despises again, she will refuse to entertain the crew, hoping it saps motivation.
Influence: 1d20 + 7 + 2 + 1 ⇒ (2) + 7 + 2 + 1 = 12 => Instead continually talking with accomplices.
Con Check 14: 1d20 + 1 ⇒ (18) + 1 = 19 => but being more careful to end her business earlier tonight to lessen the chance of being exhausted.

=> Day 17, will not be fatigued.

=> I have not specified who I influence, as I'm lacking the results from the last attempts(Badger Medley and Shivikah). I'll leave it up to you, but I would focus on getting those people already friendly up to helpful AND giving people boni on influencing Syl.


Male Dwarf 4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17

Day 14 Nighttime Activities

Dumb question... Do we have any of the loose coinage that would have been leftover from creation purchases? I would imagine not, but I'm just curious before I make the wager with Japes.

Day 15 Daily Activity

Due to the sheer number of climb checks I have to make, I'm going to spoiler them. I will ask this, though, due to the fact that Fargrim will never fail this DC10 by 5... do you still want me to roll them all?

Climb Checks:

Climb DC 10: 1d20 + 8 ⇒ (4) + 8 = 12
Climb DC 10: 1d20 + 8 ⇒ (5) + 8 = 13
Climb DC 10: 1d20 + 8 ⇒ (1) + 8 = 9
Climb DC 10: 1d20 + 8 ⇒ (12) + 8 = 20
Climb DC 10: 1d20 + 8 ⇒ (3) + 8 = 11
Climb DC 10: 1d20 + 8 ⇒ (20) + 8 = 28
Climb DC 10: 1d20 + 8 ⇒ (13) + 8 = 21
Climb DC 10: 1d20 + 8 ⇒ (13) + 8 = 21
Climb DC 10: 1d20 + 8 ⇒ (2) + 8 = 10

Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Fargrim easily climbs up the masts towards the Crow's nest atop. Once in position he keeps his keen eyes cast out over the horizon, looking for any signs of foul weather, or possible ships in the area.

Day 16 Daily Activity

Climb Checks:

Climb DC 10: 1d20 + 8 ⇒ (16) + 8 = 24
Climb DC 10: 1d20 + 8 ⇒ (3) + 8 = 11
Climb DC 10: 1d20 + 8 ⇒ (9) + 8 = 17
Climb DC 10: 1d20 + 8 ⇒ (1) + 8 = 9
Climb DC 10: 1d20 + 8 ⇒ (17) + 8 = 25
Climb DC 10: 1d20 + 8 ⇒ (10) + 8 = 18
Climb DC 10: 1d20 + 8 ⇒ (11) + 8 = 19
Climb DC 10: 1d20 + 8 ⇒ (8) + 8 = 16
Climb DC 10: 1d20 + 8 ⇒ (16) + 8 = 24

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Fargrim easily climbs up the masts towards the Crow's nest atop. Once in position he keeps his keen eyes cast out over the horizon, looking for any signs of foul weather, or possible ships in the area. He watches his companions down below and the other crew members to get a feel for their overall sense of loyalties... He does, however, enjoy his time up high with the salty sea air rushing over him. 'If Father could see me now.' He shakes his head and focuses on his job at hand.

Just need to determine something that could be used for wagers before I make anymore Nighttime Activity posts. He will likely engage in Gambling of sorts once I determine what items of value he has at hand. Or if services rendered could be considered appropriate wagers.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Day 15

Sandman wasn't thrilled to be the day's runner. He wasn't the most nimble person on the ship. He understood that he was being set up to fail. There wasn't much he could do about it though.

Acro, working diligently: 1d20 + 4 ⇒ (17) + 4 = 21

Night

Take 10 on stealth after everyone goes to bed (15 total)

Three castings of Sow Thought, DC 15 will save. Maheem is going to be convinced that there's a demon on the ship. Flips was right. Right now it is in Jaundiced Jape (that's why he's sick all the time).

Day 16
Arco, working diligently: 1d20 + 4 ⇒ (6) + 4 = 10

Night

Take 10 on stealth after everyone goes to bed (15 total)

Three castings of Sow Thought, DC 15 will save. This time on Jaundice Jape, making him think that Maheem is going crazy and becoming paranoid like Fipps was.


Curse of the Crimson Throne Roll20
Fargrim Dawnforge wrote:

Day 14 Nighttime Activities

Dumb question... Do we have any of the loose coinage that would have been leftover from creation purchases? I would imagine not, but I'm just curious before I make the wager with Japes.

Day 15 Daily Activity

Due to the sheer number of climb checks I have to make, I'm going to spoiler them. I will ask this, though, due to the fact that Fargrim will never fail this DC10 by 5... do you still want me to roll them all?
** spoiler omitted **
[dice=Perception]1d20+7

Fargrim easily climbs up the masts towards the Crow's nest atop. Once in position he keeps his keen eyes cast out over the horizon, looking for any signs of foul weather, or possible ships in the area.

Day 16 Daily Activity
** spoiler omitted **
[dice=Perception]1d20+7

Fargrim easily climbs up the masts towards the Crow's nest atop. Once in position he keeps his keen eyes cast out over the horizon, looking for any signs of foul weather, or possible ships in the area. He watches his companions down below and the other crew members to get a feel for their overall sense of loyalties... He does, however, enjoy his time up high with the salty sea air rushing over him. 'If Father could see me now.' He shakes his head and focuses on his job at hand.

Just need to determine something that could be used for wagers before I make...

No, no loose coins. You can wager any of your equipment, rum rations, worse job (loser gets the worst job), dinner, or even favors with a successful diplomacy check. Favors should be something you don't mind others knowing about. Yeah, still make checks. Too many no progress results may anger the officers. They may think you're slacking.


Curse of the Crimson Throne Roll20

@Nivian - Badger has definitely taking a liking to you. Normally quiet and reserved, the last few nights she has raved about your evening performances and genuinely seems upset when you don't perform. She also confides in you that Plugg and Scourge have been watching you closely, something you already knew. I've updated the spreadsheet with Badger's result. You should pick who you've influenced on the last go around, or I'll just roll randomly from those that are currently Friendly.

Maheem doesn't seem to be sleeping well and his work has been sloppy, so much so that he actually fell off the sails. If that wasn't bad enough, he also received three lashing the night before for failure to complete his duties.

The contempt aboard the ship is almost palpable these days. Squabbles seem break out every few hours and they quickly escalate into fights. Men who have worked together for years seem to be at each others' throats in seconds. It is quickly becoming all the officers can do to keep the crew working and on track. A mutiny at this point seems eminent. The only question now, is what will be the spark that ignites the whole powder keg...

DM Rolls:

Maheem Will save: 1d20 - 1 ⇒ (14) - 1 = 13
Maheem Will save: 1d20 - 1 ⇒ (19) - 1 = 18
Maheem Will save: 1d20 - 1 ⇒ (2) - 1 = 1
Jape Will save: 1d20 - 1 ⇒ (19) - 1 = 18
Jape Will save: 1d20 - 1 ⇒ (7) - 1 = 6
Jape Will save: 1d20 - 1 ⇒ (9) - 1 = 8

801 to 850 of 2,242 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Welcome aboard the Wormwood. All Messageboards

Want to post a reply? Sign in.