DM Cuc's Skull and Shackles Campaign. (Inactive)

Game Master moafnsteel

Skull and Shackles Campaign!


1,151 to 1,200 of 1,557 << first < prev | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | next > last >>

Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

/facepalm
lol

The day after tomorrow then.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

"Day after tomorrow. We need to attack them in a confined area, where their aid is limited." She winks at group, "Captain Rose...it has a nice ring to it."


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Mesdoram raises an eyebrow at Jasmine's declaration of captainhood.

Elections, lass. Pirate captains are elected else we're no different than tyrants.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

She smirks, "That's what I just did...an election." She laughs and pats the rogue on the back. "Figure out if there are traps.


MAP

Balthe's flexing gets a huge laugh out of Sandy, and even Crimson responds with a laugh, which is unusual for him.
I agree with Four Skulls, we make it through tomorrow and then the day after that we figure out a good time to make some necessary changes.

During dinner Jasmine makes an attempt to talk to the Rahadoum sailors, but they scoff at her and go back to talking to themselves and eating their dinner, before they retire to their beds as they were told to do.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Jasmine will go back to her bunk nestling in with Flotsam.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Mesdoram will spend the evening after meal examining the trap door from below in the galley, trying to determine if it's trapped.

Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Stealth: 1d20 + 8 ⇒ (13) + 8 = 21 In case I need to be sneaky.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Holgur manages to get close to one of the Rahadoumi sailors before the man takes to his hammock. "You men fought fiercely. If not for the witch who called up that mist you would probably have taken the Wormwood. That would not have been so bad, since we were slaves on that ship. There is no way that you fellows would be as bad as masters as Plugg and Scourge are. Give it a day, at most and you will see."

Diplomacy to change attitude
1d20 + 1 ⇒ (11) + 1 = 12

When the foreign sailor stares blankly, Holgur grows irritated. "Do you even understand what I am saying?" he asks in a surly voice.


MAP

Mes you are about 85% sure that door is trapped and if it isn't trapped you are pretty sure there is something on top of the trap door to make some kind of sound.

Holgur: The sailors look up blankly at you, Listen, just leave us alone, we wont want trouble and we don't want to be seen talking with you or your friends. The Rahadoum sailors get up and make their way to their beds.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Holgur's lower lip trembles as he tries to fight the rush of feelings brought on by this rejection. But his resolve breaks and he bursts into tears and collapses in the corner, blubbering loudly. He refuses any help and tells everyone else to "LEAVE ME ALONE!"

I will probably not be able to post tomorrow and possibly Thursday as well. Please DMPC as needed.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Jasmine will rise about two hours before day break and head to the main deck, she is trying to get a bearing on their location using the stars.

know geo: 1d20 + 8 ⇒ (20) + 8 = 28

She will also use this time to study her spellbook. She has no coin remaining to craft scrolls so she figures she better study her book well.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Mesdoram will head to deck before dawn and try to determine what direction they're heading based on the stars and his compass.

Survival: 1d20 + 9 ⇒ (18) + 9 = 27


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

Four Skulls joins the daily work in silence.


MAP

Jasmine and Mesdoram you are pretty sure that the Man's Promise may have changed course and instead of heading North towards Port Peril you believe that the ship is starting to go East, though to where you are not sure. You both are still not 100% sure that the Man's Promise, isn't just taking a different route to Port Peril, as Jasmine is able to recall a few different routes to get to Port Peril from where you are at.

As the bells ring, everybody rushes to the deck, Scourge and Plugg bark out orders and assign everybody to their tasks (same as the day before).

As the day goes on the winds begin to pick up and make most jobs a lot harder to do, also Scourge and Plugg are especially hard on the PCs constantly distracting them and yelling at them.

Everybody, but Mesodram, takes a -2 to their CON checks for fatigue.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Mesdoram scowls when he determines their heading.

They've deserted from Harrigan. Otherwise they'd head north like the Captain said.

He thinks long and hard about the best thing to do. Best case scenario they were mutineers. Presser or not, Harrigan hadn't brutalized him and his fellow sailors - he'd left that to Plugg and Scourge.

So if they killed Scourge and Plugg and the killing stopped there Harrigan would figure them for mutineers. Plus now there's no reason to keep him, Balthe, Jasmine, Four Skulls, Holgur, Sandara and Crimson alive.

Better for Plugg if they're dead in fact, scapegoats maybe for why they can't join Harrigan or just a crew bonding exercise.

We've got to move on our time table. Two days at most, we're not that far from land - no merchantman likes to sail deep water out here, ships just disappeared out west. So, secret weapons in the hands of our supporters, storm the cabin?

Maybe, just got to get the others on board with a plan and execute it.

When he comes into the galley, he looks at Ambrose to see what his friend's state of inebriation is.

Ambrose's Sobriety: 1d100 ⇒ 18 Sober
Daily Task: 1d6 ⇒ 1 Cooking, automatic success.
Perception: 1d20 + 8 ⇒ (17) + 8 = 25 Daily Action: Sneak, Officer's Cabin (if possible) looking for easy weaknesses and ways in.

Mesdoram takes the time when delivering food to make sure that food is delivered to Owlbear at the mast, and he spends some time chatting with him.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Jasmine is mindful of her duties and she scrubs and cleans what she can diligently,

At least I'm alone.

str., working diligently: 1d20 + 2 ⇒ (6) + 2 = 8
con, fatigue: 1d20 + 0 - 2 ⇒ (13) + 0 - 2 = 11

Is it +2 or +4 for diligent work?


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Swab task
1d6 ⇒ 6
Repairs: requiring a DC 10 Profession (sailor) or
Dexterity check

Profession (Sailor)
1d20 + 7 ⇒ (5) + 7 = 12

Con Check
1d20 + 2 ⇒ (13) + 2 = 15


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

1d6 ⇒ 3

1d20 + 7 ⇒ (12) + 7 = 19 climb
1d20 + 2 + 4 ⇒ (13) + 2 + 4 = 19 dex
1d20 + 2 - 2 ⇒ (17) + 2 - 2 = 17 con

Balthe spends his time climbing about in the rigging.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Eff you, Paizo board, for eating the rest of my damned post. Eff me for not saving elsewhere as a fail-safe against that.


MAP

Jasmine it is a +4 for working diligently.

Mesdoram, you are unable to get to the main doors, but further inspection of the trap door, you are certain that it is trapped and blocked from the cabin. You also recall seeing traps rigged to the main two captain's quarters doors, but you are unsure which kind they are or if you are skilled enough to bypass them.

Everybody who has it, make a Know(nature or geo) check please.

Know(nature or geo)15:

You are fairly certain that the way the waves are picking up and the increase in the wind, that there is a good chance that there may be a storm coming your way.

I doubt I will get a chance to post again today, and I am going to try to post tomorrow night. My daughter is coming home from being with her biological father for the past 8 weeks and my birthday is on Sunday so I may not be on much this weekend.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Knowledge (Geography)
1d20 + 3 ⇒ (8) + 3 = 11

Knowledge (Nature)
1d20 + 3 ⇒ (10) + 3 = 13


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

know nature: 1d20 + 8 ⇒ (20) + 8 = 28
know geo: 1d20 + 8 ⇒ (9) + 8 = 17

With the + 4 for working diligently she barely survives.


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

Four Skulls diligently catch as many rats as he can below decks.
Stealth: 1d20 + 5 + 4 ⇒ (4) + 5 + 4 = 13

Happy birthday :D


MAP

Other than the unrelenting focus of Scourge and Plugg the day moves on uneventfully. As the days work ends, the crew is drug out to watch 2 Rahadoum sailor get the cat, which Scourge using with deadly accuracy and efficiency. Everybody is downstairs eating and talking, taking their time to eat slow, as there is no longer allowed gambling or anything. Plugg announced prior to diner that everybody would start working bright and early tomorrow.

Sandara approaches the group as usual, Okay, I am thinking that there is a storm coming, but also I am pretty sure that several of the crew, wouldn't mind helping us out with our little problem. Some of the crew, would love to see some changes, and rumor has it, that we may be able to get a Rahadoum sailor or two on our side. They seem to like my charm, winking at Balthe, what do you guys think, should we risk it tomorrow, and potentially face a storm with even less of a skeleton crew, or wait the potential storm out?


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Perhaps we just send the bastards overboard during the storm.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

"Bad omen to toss a man overboard during an storm." She looks at the group, "don't want to be shorthanded with a storm. Let's do it when we emerge from the storm, the crew should be tired and maybe off-guard thus not posing a threat. We can get the two rat-bastards then."


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

"The two rat-bastards and whoever fights on their side" Holgur adds.


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

Bad omen killing a pirate during a storm, no reason to poke Besmara with a short stick. Besides, it will be this ship most vulnerable moment, if we start a melee in the deck we will be as good as sunk.

I say those two are worthless and we are better off without them. Lets kill them fast and lets do it tonight.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Besmara smiles on opportunity to me, but I'll wait till the storm has passed. The only worry I have is that they'll be rested and we'll be exhausted due to the work in the storm.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

"They have to be out and busy just like the rest of us. But they probably still have some kind of potion to keep them up and about. I think I saw them share it with their cronies."


MAP

What I heard on the Wormwood, was that it wasn't a potion, but some kind of black-market herb or something. The storm may provide us with the opportunity to turn some of the Rahadoum pirates on our side, if they struggle, we help them, what do you think?


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

"Any help or at least commitment to not move against us is a boon."


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

That makes sense to me. Though I wouldn't mind helping some fellas out.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Sounds good to me. I'll make sure Ambrose is putting food away for the storm and well be ready to go. Hope you guys like pickled fish and potted meat.


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

Four Skulls throws his hands in the air exasperated. You guys are too soft hearted for your own good. So be it then.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Mesdoram flashes a shark's grin at his old shipmate.

Wait until the storm's passed, then I'll show you just what a soft heart I have.


MAP

The next morning, everybody is greeted not only by the usual bell, but also by a ship that is swaying back and forth much more than normal. As you all make your way to the deck, except Mes, who reports to Kropp, you are greet (yes I said greet) by Scourge and Plugg.

You four, get a choice of what jobs you want to do today, so what'll it be? , Scourge asks the PCs, with a smirk.


Skills:
Acro 14, Bluff 14, Craft (alch) 25, Dipl 14, Dis Dev 20, Disg 3, Esc Art 8, Int 8, Know (arc/local/nature/planes) 10/10/8/8, Ling 9, Perc 20, Pro (cook/sailor) 10/12, Sen Mot 12, Sle Hand 9, Spell 10, Stea 19, Surv 9, UMD 11
M Human (Azlanti) Investigator | Level 8
Vitals:
HP 60/60 | AC 18 (27), T 13 (20), FF 15 (21) | F 4 R 9 (13) W 10 | CMB +7(11) CMD 20(28)| Init +5(9) | Perc +20(19)

Ambrose's Sobriety: 1d100 ⇒ 88 Drunk!
Pirate Task: 1d6 ⇒ 4 Turtle Hunting. In a storm. *&^% Paizo Dice Roller.

Mesdoram looks over the menu with Ambrose and they both realize that Harrigan has managed to keep a hold of the vast majority of meat, even turtle meat, by juggling the provisions. This means that if they want to feed the crew after the storm they need to get more meat from turtles.

Ambrose had fallen off the wagon again which means that Mesdoram has to gather turtle meat again.

Survival: 1d20 + 7 ⇒ (6) + 7 = 13 Success!

Even with the storm he's able to gather the meat he needs and get back to the ship, watching as his ship mates struggle with the increased load.

While butchering the turtle he asks Ambrose about a nearby place to hide or disguise a ship, since they're heading east.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

"Yes Sir, repair work." Her answer is respectful and to the point.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Without replying, Holgur heaves himself up to the rigging. All the while he suspects that this is a trap.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

I will swab the decks sir.

1d20 + 3 + 4 ⇒ (16) + 3 + 4 = 23 STR


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

Hmmmrr Four skulls nods and proceeds to help Jasmine with the repairs.
Prof Sailor: 1d20 + 4 + 4 ⇒ (9) + 4 + 4 = 17


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Jasmine repairs diligently.

diligently: 1d20 + 3 + 4 ⇒ (8) + 3 + 4 = 15

When know one is looking she will cast mend to help fix items.

"If there's a storm coming we need plenty of lines nice and secure along with sails."


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

Hmmmrr Four skulls nods to Jasmine.


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Profession (Sailor)
1d20 + 7 ⇒ (4) + 7 = 11

Con check
1d20 + 2 ⇒ (12) + 2 = 14

Throughout the day, Holgur is preoccupied with thoughts that this is a trap, and his mind wanders from his work.


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

Holgur did you apply the +4 from working diligently?


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

No, I figure that Holgur would be distracted keeping track of the other riggers because he expects a knife in the back at any moment.


Bones Oracle 3, HP 26/26, CMD 16, AC 18 T11 F17, F +2 R +2 W +3, Init +3, Perc +4

Fair enough.


MAP

As the day winds down, everybody makes their way down to the lower decks, as everybody gets their food, you notice that several of the Rahadoum sailors are missing from the usual crowd. Chatter from the remaining crew suggests that Plugg and Scourge have forced several Rahadoum to hold watch each night. As of now it sounds like only the Rahadoum sailors are the ones who have to watch at night, but there is uncertainty among the crew.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

why would they do that?

1 to 50 of 1,557 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Cuc's Skull and Shackles Campaign All Messageboards

Want to post a reply? Sign in.