Dungeon Master S's "Skull & Shackles" (Inactive)

Game Master Chris Marsh

TACTICAL MAP |Island Gazetteer | The Shackles
HANDOUTS | MAP TEMPLATES | Naval Combat
CAMPAIGN RECORDS | DRAMATIS PERSONAE | Ports of Call

The Fleet

Current Date: Calendar

Initiative:

[dice=Foes]d20[/dice]
[dice=Kiltem]d20+1[/dice]
[dice=Ko]d20+6[/dice] (Always in surprise)
[dice=Arthur]d20+4[/dice]
[dice=Lucky]d20+11[/dice] (+2 in the water)
[dice=Slappy]d20+2[/dice]

Skill Quickpost:

Perception
[dice=Kiltem]d20+13[/dice]
[dice=Ko]d20+11[/dice]
[dice=Art]d20+9[/dice]
[dice=Lucky]d20+15[/dice] (+4 v. Traps, +2 in water)
[dice=Slappy]d20+17[/dice]

Stealth
[dice=Kiltem]d20+1[/dice]
[dice=Ko]d20+7[/dice]
[dice=Art]d20+1[/dice]
[dice=Lucky]d20+14[/dice] (+2 in Water)
[dice=Slappy]d20+14[/dice]

Sense Motive
[dice=Kiltem]d20+2[/dice]
[dice=Ko]d20+7[/dice]
[dice=Art]d20+0[/dice]
[dice=Lucky]d20+6[/dice]
[dice=Slappy]d20+14[/dice]

Prof Sailor/Pirate
[dice=Kilt]d20+8[/dice]
[dice=Ko]d20+10[/dice]
[dice=Art]d20+10[/dice]
[dice=Lucky]d20+12[/dice]
[dice=Slappy]d20+4[/dice]


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Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
Dungeon Master S wrote:
lol The bad news is, that's 2 gold and 8 silver for the day. Still, it's money

That is a ton of cheap ale for a day laborer!


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
Slappy Wundershart wrote:

So, Slappy is going to be mad alchemist by day, and barroom talespinner at night.

So besides making Alchemical fire, and Tanglefoot bags... any requests from the crafting?

Alchemical items

Alchemical Fire and tanglefoot bags will always be useful, probably best bet.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
Dungeon Master S wrote:

You can sell your stuff at the normal 50% The only special rules are for plunder.

So selling stuff here, we get same money as we would selling in a major port? Good to know, Lucky will offload this along with the plunder.

I'll clear out the "party bucket" and post the groups gold totals

3,245 gp (total group, NOT per person)

This does not include the 225gp each person earned defeating the Man's Promise. Nor does it include the masterwork dagger Grok gave each member as a "going away" gift.


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

thanks for going through that, bro. I normally do it (and I normally keep track during), but this time I'm just not on the stucking fick.

but that certainly pays for our squibbing! and I'll see about adding a ram--that one seems a no-brainer.


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

Rank has its privileges Cap'n!


1 person marked this as a favorite.
Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
Arthur Cantor Delgado wrote:

thanks for going through that, bro. I normally do it (and I normally keep track during), but this time I'm just not on the stucking fick.

but that certainly pays for our squibbing! and I'll see about adding a ram--that one seems a no-brainer.

You did it for the FIVE years we played Curse of the Crimson Throne. Its my turn to handle it.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
Arthur Cantor Delgado wrote:

but that certainly pays for our squibbing! and I'll see about adding a ram--that one seems a no-brainer.

I agree the ram is super cheap.

I didn't actually read the ship to ship combat rules. But it does seem like that will be really important soon. Getting the "wider rudder" or whatnot that gives a sailing/handling bonus may be well worth it.

If we still need to finance a little for extras, lets do it.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Erin and I are going on a "kids free" vacation from Sunday till Friday.

I should still find time each day to check on the game via my phone. I can see the map on my phone, but I can't manipulate it.


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

FYI Adam: AOO = a single attack. There’s a special ability for a 2 weapon specialist fighter (9th level!) that lets you attack with both weapons on AOO...otherwise its only 1. Sorry!


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Kiltem is appalled that people don't recognize Lucky for the incredibly sexy rogue he really is, and spends 1d4 ⇒ 3 hours telling everyone he can find all about it.


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]
Kiltem Stormcrow wrote:
Kiltem is appalled that people don't recognize Lucky for the incredibly sexy rogue he really is, and spends 1d4 hours telling everyone he can find all about it.

I'm too sexy for my rogue...


1 person marked this as a favorite.
Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
Kiltem Stormcrow wrote:
Kiltem is appalled that people don't recognize Lucky for the incredibly sexy rogue he really is, and spends 1d4 hours telling everyone he can find all about it.

Oh come on! If you are going to make funny posts as Kiltem at least do something hilarious that he would actually do.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Hopefully not necessary but probably good that the ENTIRE party did not play the drinking game.

Delgado can make sure we aren't sold into slavery or whatnot.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

What are we messing up about the Keg&Eagle? Its a story? So there is or is not this adventure hook about finding treasure?

Slappy! Or DM please fill us in


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The priest of Cayden, of late from Korvosa, is playing a game where he pretends that this is a reenactment of a famous story that took place at the Keg and Eagle. There isn't actually one here.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
Dungeon Master S wrote:
The priest of Cayden, of late from Korvosa, is playing a game where he pretends that this is a reenactment of a famous story that took place at the Keg and Eagle. There isn't actually one here.

So we are playing a game of sorts? Part of the festivities.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Just a quick heads up. Starting Friday 17-Aug until Tuesday 21-Aug my internet connection is going to be spotty. I expect to get in a morning and an evening post, but likely only that.


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

I'm going to be at beautiful Lake Tahoe for a week. So, oddly, my posting should be more frequent lol.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Lucky, Slappy, Delgado, someone want to intervene and keep Huldren from throwing dirty tricks?
Try to keep fight relatively even between K&K and the 1/2orcs


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

for group meeting:

are we hiring more hands for the ship?

are we going to raid some little villages? Or stick to fat merchant ships?


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

Small villages or smaller ships are fine with me. Now the question is, are we ruthless or somewhat benevolent pirates. What are our rules of engagement? Do we seek out towns with ruthless leaders and liberate them or look for the easiest scores?


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

I'd rather not murder people when it's not necessary. And I wouldn't be averse to helping/liberating some downtrodden folk, if the opportunity presents itself.

Do we *need* to hire more hands? profession (pirate): 1d20 + 8 ⇒ (2) + 8 = 10
1/week reroll of a prof (pirate) check, this is too important

profession (pirate): 1d20 + 8 ⇒ (3) + 8 = 11 FAAAAAK YOOOOOOOOUUUUU!!!!!


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

Yes we need a crew and not just us. By the way I think we have enough gold to pay back hake for the ship mods.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Prof Sailor 1d20 + 8 ⇒ (5) + 8 = 13

Not rolling much better


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

We really should come to a consensus regarding murder, pillage, rapine, etc.

Alignment issues could be significant for the party, especially Kilt, if we aren't careful.

On the other hand... I imagine a boatload of Paladins being the poorest (and least bouyant) pirates in the world.


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

Here would be my thought, we play a robin hood-esque game, targeting particularly rich ships and donating some of our ill-gotten gains to a network of small villages that can act as hideouts/refuge for us. As an adjunct, we seek to target the vessels of slavers, capturing the ships and selling the ships, while freeing the slaves. If we can somehow make our refuge network of villages the same as those were are returning freed slaves to, all the better.

When going against slavers, I think there are essentially no rules...i.e. we could sneak aboard their ship and slit throats without worry.

We should never rob from the poor (i.e. no viking-style raiding of poor villages for scraps)

For merchant vessels and the like, we give them an opportunity to surrender, and only fight if they fight back, and then only enough to take their stuff. We never kill prisoners or otherwise abandon them to certain death.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

As the DM, I plan on making it clear when your foes are innocents. I play this game for heroic fantasy, not thought experiments in moral philosophy.

I agree with Lucky and Ko. All of the above is reasonable, THOUGH I strongly recommend keeping the viking style raiding in the mix, as that's one of the easiest ways to get your name out, build infamy, and earn coin. The nameless fishing villages in this area are mostly retired pirates anyway.

I recommend trying to channel your inner pirate, with morals more akin to the ancient world.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
"Lucky" Lucas D'Endrin wrote:

We really should come to a consensus regarding murder, pillage, rapine, etc.

Alignment issues could be significant for the party, especially Kilt, if we aren't careful.

On the other hand... I imagine a boatload of Paladins being the poorest (and least bouyant) pirates in the world.

Remember Kiltem is not a cleric of a good diety.

He worships PapaStorm and Mother Nature. Though Mother is beautiful she can also be a heartless b&&!!. Papa gets angry and shows his power when he feels like it.
It is the "law of the jungle", those who can survive do. Those who can't, don't. Kiltem sort of sees the pirating on the high seas as the "law of the jungle".
Honestly he doesn't ponder too much on such higher thought.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
Harisko "Ko" wrote:

we seek to target the vessels of slavers, capturing the ships and selling the ships, while freeing the slaves. If we can somehow make our refuge network of villages the same as those were are returning freed slaves to, all the better.

When going against slavers, I think there are essentially no rules...i.e. we could sneak aboard their ship and slit throats without worry.

I absolutely like the idea of targeting slavers and showing no mercy.


AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

I'm re-watching "Rome" on Hulu... I'd forgotten how awesome it was. I recommend it if you haven't seen it. But if you have, consider Titus Pullo. A common soldier, clearly a good guy. He spends his days spilling blood for money, looting villages for plunder, catching and selling slaves, and taking the women for... stuff.

All evil. But at the time, it was how things were done. Is that what you mean?


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Love Rome. Just finished (on Lucky's recommendation) Patrick Wyman's "Fall of the Roman Empire." It was excellent. I'm also currently reading Caesar's Journals in the original Latin.... it's .... not the same as what I learned in school. Not to say I learned falsehoods. I only learned the PG parts.


Male Bekyar Mwangi (Human) Slayer (Vanguard) 7, HP 65 (65), AC 19 (T32,FF16), Init +6, Per +11, Fort +7, Ref +8, Will +3, CMD 23, CMB +10

I just meant not raiding innocent villages.


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

Yes!! Another Titus Pulo fan. I love the series Rome. I was thinking of the more Robin Hoodesque type of pirate. Looking at the fame infamy thing. I would rather have more fame than infamy.


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

Ok In the 11 days that we have had the ship, I have made a few items. So whomever wants to claim them or we can add it to the group treasure to take with us on missions.

Alchemical Fire x 1
Buoyant Balloon x 1
Tanglefoot Bag x 1

Craft Alchemy Day Checks:
Craft Alchemy: 11d20 ⇒ (9, 17, 4, 14, 1, 5, 18, 18, 17, 18, 18) = 139 11 days of crafting My check is 13 (11 skill, +2 for tools)

Alchemist Fire 1 = 4 days
Buoyant Balloon 1 = 3 days
Tanglefoot bag 1 = 4 days

Gold Spent Alchemist Fire: 6,6,6
Buoyant Balloon: 3,3,3
Tanglefoot Bag: 16,6,6

Total: 26 Gp 6 Sp 5 Cp: Round up 27 GP


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

We owe Hake 1100 how about we take our winnings and pay him off? I have 400 to contribute.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
Slappy Wundershart wrote:
We owe Hake 1100 how about we take our winnings and pay him off? I have 400 to contribute.

Not a bad idea. Kiltem has 400 to contribute

Do we need to spend money to outfit the ship with provisions?
Signing bonus for new hands? Weapons and armor for all crew, etc...


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

Yup we should keep some reserve but want to make sure the debt is paid.


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]

1,100? Or 1500?


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

The campaign records say 1100.

Have we hired a crew?


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Maybe the DM can shine a little light. How specific do we have to keep track of mundane things on the ship?
We need to crew the ship 24 hours a day. How many people do we have at the moment? Do we need another dozen? Or more?
We need extra hands for battle/pirating. We may lose a few redshirts here and there.

Do we need the skilled professionals that a ship needs? Like carpenters, maybe ballista operators, a cook (or do we have Fishguts?), maybe a Doc/Surgeon (Kiltem has no ranks in Healing, but could spend a precious skill point in it next level).

Other thoughts?


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

So recruiting is necessary. They day may come when you lose too many sailors to function, and you struggle with getting some (perhaps offering indentured servitude, or getting charges from a local government after helping them.

Tracking the identities of the pirates is where I hope Lucky really brings in the detail he had in Crimson Throne.


1 person marked this as a favorite.
AC: +19, T: +14, FF: +15 (+1 vs. Traps) | Fort +3 / Reflex: +9 (+1 vs. Traps) / Will: +2 | Max HP: 45 | Character Sheet | Piranha | Tactical Map |TCELES B HSUP!

Sounds good to me. What mechanics do you want to use? The downtime stuff for Crimson Throne is ok, but for a mobile enterprise like a ship a lot of it doesn't make sense.

I could build a spreadsheet and track the crew that way. Calculate rates of pay, days of service, etc. Is money spent on a crew and ship provisions handled differently than personal loot? I seem to recall there was a system...

S if you want we can take this offline and hash out a plan. I actually like this kind of stuff, so give me some parameters and I'll get going.

Oh, and if you guys are OK with Lucky as XO... this fits nicely.


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

I’m cool with lucky as xo. Especially since I’m not the captain. I’ve watched lucky sharpening his dagger and the small glances he gives to his senior


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Totally. This week and next week are hell for me as I've got to do the AP planning and letter writing. I don't understand how some of you guys do 70+ hour weeks on the regular. I've got mad respect for you.... and you have my sympathy.

There is actually a different set up for the ship, crew, goods, etc. I'll get on it and put something clean together. I may still use some of those house rules Slappy and Ko pieced together.


M Human L7 Swashbuckler (Picaroon) HP 61 / 61 Init +5; Panache: 1 / 3 CL 4 / 4 AC 21 FF 15 T 16; F3 R8 W2(+2 vs fear); CMB 8
FA Tooth:
[dice=Tooth]d20+13[/dice] [dice=damage]d6+5[/dice] [dice=Tooth]d20+8[/dice] [dice=damage]d6+5[/dice]
"Lucky" Lucas D'Endrin wrote:
Oh, and if you guys are OK with Lucky as XO... this fits nicely.

I'm down. (it actually *does* also sound like Quartermaster, but you like XO better...)


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Lucky is in CHARGE of the Quartermaster as XO.

Can we build in the remnants of our old crew as some of these senior spots? Could Rosie be the Quartermaster or something?

Does Sandy our Besmaran cleric have any ranks in Healing? Can she maybe serve as our chief medical officer?


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Finally! Sorry for the wait.

1. IF you become successful pirates, the day may come when you have multiple ships in your fleet. SO, it's important to know who and what you have.

2. I've made a new document: Fleet to track your ship(s). It includes a blank template so that if/when you earn more, you're ready. I'll be filling this in with the sheet for The Pirhana, then you can take over.

3. I've updated the Ports of Call for some of the [url=https://docs.google.com/presentation/d/1K93Isr7bLDRNQ0_aI8BIgrVB2KY_potNfLZI_IRdrVM/edit#slide=id.g42a37ab1d4_0_0]Recruitment and Infamy[/ooc] stuff. A question for you guys, would you rather have the plunder and infamy stuff on the Ports of Call doc, or the campaign records doc?

3b. Currently, you have the NPCs already described in the adventure. You can recruit the rest of your allotment for free right now.


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)

Im going to be out of cell service for most of the day tomorrow. Someone feel free to take th lead on posting.

Kiltem has both a Fog Cloud spell and an Obscuring Mist spell. Note that he also has the ability to see thru 10’ of fog/mist.

Also has two BarkSkin spells he will pass out beforehand.

One Calming Animals spell for watch dogs.

A Shillelagh spell to cast before fighting for max club damage


Male Gnome Bard (Thundercaller) 7 AC: 17 Touch 14 FF 14 : HP: 58/58 Per: +17 Init: +2: Fort: +4 Ref: +8: Will +6

Slappy’s stealth mod is a +8


Male Human Druid 7, HP 79/79, AC18 (T12 FF17), CMD 20, Init +1, Percep +13, (Fort +8, Ref +5, Wil +8)
Slappy Wundershart wrote:
Slappy’s stealth mod is a +8

Lucky +11

Ko +5
Delgado +2
Kiltem -2 sorry guys

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