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]


3,701 to 3,740 of 3,740 << first < prev | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | next > last >>

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]

since S posted in slack that we are granted some time to discuss alone...

Well boys, this seems like a capital arrangement; we can get everything we need, and maybe even gain some loyal retainers, eventually.

He looks about, and sees Lucky’s down-in-the-mouth affect. Art purses his lips

Lucky, I’m guessing you’re quite smitten with the Lady, aren’t you? How about we see if we can’t make this shackles marriage with a different husband and still be binding?

can someone with a good knowledge skill say if that’s ever feasible?


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

Sense Motive DC 15:

She's clearly smitten with the man with the most powerful personality. It would take convincing her that her new husband would bring her the most repute.


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 can't fail that check

Whomever we choose, I will do a performance praising their accomplishments. So whom do I start writing about?


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 have NO problem with this arrangement, don’t get me wrong. But Lucky, speak up now if you want to be the groom!


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!

Lucky grins amd replies, "I couldn't do that to the lasses of the Shackles, as tempting as this enchanting lady is, she is but one lady!"


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

If it's decided, don't keep the lady in waiting! Go back in and let her know!


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

”Yay! It’s decided, we’re gonna have a married man as a Captain. Now the Shackles wedding seems fine, but she gets to spend as she sees fit within reason, we get to continue doing what we’re doing and at the end of the year she gets to keep this rock? What if it prospers? What if we end up with a fleet of ships? What if we don’t want to give the rock back? Can we get a buyout price after the year is up? We need assurances. This isn’t just going to be a inn for us when we need it, we need to make it a commerce center, put a town around it, or on another close island.

After the lengthy blather Slappy realizes that he’s been rambling. He quickly shuts up and looks at everyone with raised eyebrows to see how his verbal diarrhea is taken.

Performance for the greatness of Art: 1d20 + 15 ⇒ (13) + 15 = 28


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

The party knows that if she tries to screw you over after the year, you can reneg. If it's bad enough, you can just take the rock by force.


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]

Yes, Lucky...I wouldn't inflict the loss of you on all the lasses out there either. It's decided.

Art listens to Slappy with interest & intent. You are correct to be concerned. But my gut is telling me that this is the correct course. This isn't just a simple agreement, it's something more...serious. From a more elegant time. We will go with our eyes open, but our hearts as well. Our respective crews will trust each other, because we have the most to gain that way. Any other ships we get will be OURS--their loyalty will be OURS as well. Your words are wise, Slappy, but as long as we are not foolish, I think we have little to fear.

Once the final words are spoken & everyone is in agreement, Art moves to lead the crew back into the dining area. But before leaving this side room, he speaks to Slappy, sotto voice (but not hidden from the rest of the crew) do me a solid, mate...get a read on McCleagh--specifically how he FEELS about this arrangement. I have a suspicion me might object to this on a...personal level, if you follow me, and I'd like to think on how to handle him if that's the case. Savvy?

Art enters the dining room again, and waits for his men to seat themselves, while he remains standing. He takes up a cup of wine and holds it up.

I will accept your terms, Lady. Let our bond symbolize a time of cooperation between your crew and mine, where we can ALL grow our greatness and wealth--TOGETHER!

Here he raises his glass, gives a beat to allow a joining of the toast, then drinks as if everyone joining is a foregone conclusion.


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

The lady's smile grows wide as she hoists her glass. Each in attendance does the same. "to mutual prosperity!"

For securing the marriage, the party as a whole earns 1,600 XP and for the power you immediately gain, you gain 2 point of Disrepute and Infamy!

---------
Will advance soon, but won't stop any RP posts in the interim.


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

Over the next few days Kiltem takes a very hard look at the defensive capabilities of The Rock. He walks the Keep itself with Mcleagh. Though grumpy about it, the man seems to serve his Lady. He takes measure of the house guards.
The druid also takes a closer look at the island itself. Looking for any weaknesses and/or places they can make improvements. Even if its just having a watch on the backside of the island.


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 travels with Kiltem and Mcleagh trying to get a read on the man like the Captain asked. Slappy will also talk and get to know the keeps other inhabitants trying to gauge their opinions of the Mcleagh and the rest of the senior staff.

DM Please roll and let me know what I get. Slappy has +16 Bluff Intimidate, +15 Diplomacy and Sense Motive


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

Kiltem spends some time checking out the lay of the land and tower. On the first day, Lady Smythee-Delgado offers up something to Kiltem to aid the druid, "Here, take this. It should help."

DM:

1d20 ⇒ 6
1d20 ⇒ 13

Slappy increasingly feels like McLeagh's disposition is a positive one. He's eager to have competent pirates around again. The staff all follows suit to him.

The party gets to know the remaining 6 guards (who don't seem to hold a grudge), as well as the simpleton servant named Clew. There is also the teenaged grandson of the Siggs, Mardus.


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

Ko joins Kiltem, Slappy and McLeagh on the survey of the keep and the surrounding area.

know-geography: 1d20 + 7 ⇒ (13) + 7 = 20
know-local: 1d20 + 8 ⇒ (8) + 8 = 16
perception: 1d20 + 11 ⇒ (5) + 11 = 16
prof-sailor: 1d20 + 10 ⇒ (14) + 10 = 24
diplomacy: 1d20 + 13 ⇒ (11) + 13 = 24


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

The party spends a week of rest on the isle, getting to know the lay of the land and the people. Lady Smythee seems a pleasant companion to the party. She's a competent leader, and friendly.

Ko, Kiltem, and Slappy get to know McLeagh, who is a bit slower to open up, but does begin to by week's end. He's gruff, but only on the outside.

On The morning of the 29th of Neth The lady brings up some business at breakfast.

"It's time!" She says with a smile. "You've been very slow and timid in spreading your name, picking off mostly minnows by the shore. If you want to get anywhere, you're going to need to hit a fat merchant on the open seas! Use the Farglass and pick yourself a ripe target. The taking of the ship is its own reward, but my husband's got a spot in my bed if he can come back with a story for the bards."

Let's take the combat rules out for a test drive, then dive into the AP.


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

The druid gives a small cheer at the woman's words. I think we are ready... Kiltem hands the Farglass over to the Capitan with a knowing nod.

The druid goes out to look at the weather and feel the winds.
weather/survival 1d20 + 12 ⇒ (5) + 12 = 17

I guess its okay...


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 takes a few min to talk to Kiltem about the weather to give an assist.

Know Nature: 1d20 + 9 ⇒ (5) + 9 = 14
Survival: 1d20 + 3 ⇒ (13) + 3 = 16


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

Bloody hell, I had an awesome post, I don't know where it is.... Grrrrr At least Lucky is back to playing!

The weather looks calm in the morning. Kiltem's look through the farglass shows an easy target. There's a schooner sailing perpendicular to the rock.

Knowledge (Nobility) DC 15:

A Rahadoumi ship by the colors, a rarity this way as they tend to trade more North than South. If they have a cargo it's likely raw copper or salt.

If you move with alacrity and head out, you could catch her!


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

The druid sings out in his off-key voice A ship, Capitan! . He hands the farglass over. I think we can take her!


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 can’t fail the know check. Shares info with everyone.


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]

Well, WHAT ARE YOU WAITING FOR YOU DOGS?!?! Get your boots on the deck! Weigh anchor, get her pointed in the right direction, if you derelicts remember how to steer her!!

Art bows to his wife. Agasta...you certainly know how to motivate a man, don't you? We'll return with plunder and stories almost before you miss me. *wink* Almost!

I should have time to read through the new rules tomorrow (Monday) and be ready to go.

LUCKY!! A word, please?:
Art pulls Lucky aside. [b]Sandara gave you that wonderful hat. I'm in the habit of steering the ship when we engage--may I borrow it for those times, sir?

oh, and who gets that breastplate? (I'd need to spend a feat to use it as I'm not proficient in medium armor)


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!

Lucky bows deeply and in a flourish reminiscent of the style of Korvosan Nobility, he bequeaths his hat unto his Captain.


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

The ship and crew moves with alacrity. We are on the hunt


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

The pirates immediately haul onto the Pirhana to give chase!

Once the schooner catches sight, they immediately change tack to escape!

Best of three Profession (Sailor) checks from the pilot!

Schooner 1: 1d20 + 11 ⇒ (11) + 11 = 22
Schooner 2: 1d20 + 11 ⇒ (19) + 11 = 30
Schooner 3: 1d20 + 11 ⇒ (7) + 11 = 18


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]

Art dons the borrowed Tricorn Hat and adjusts it at a jaunty angle as he takes the wheel.

Alright, ye dogs!! WE'VE GOT SOME PIRATING TO DO!!!

Profession (pirate): 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
Profession (pirate): 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Profession (pirate): 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28


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

Days: 1d4 ⇒ 3 After 3 days of chase, the Pirhana loses the ship. Morale drops a bit as the first nibble out of port turns out to be a boot. On the way back to the Rock though, Kiltem spots another potential target! I mean, I'd normally let you lose, BUT before we advance and get into the plot, we need to do a shakedown.

1d20 + 11 ⇒ (4) + 11 = 15
1d20 + 11 ⇒ (1) + 11 = 12
1d20 + 11 ⇒ (9) + 11 = 20


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]

With grim determination, Art again steers the ship to the new prize.

Profession (pirate): 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
Profession (pirate): 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24
Profession (pirate): 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21


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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!

Lucky asks the Captain if he can try his hand at it, and gives it a whirl, redonning his hat for luck!

Catch Ship: 1d20 + 12 ⇒ (20) + 12 = 32


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

The druid is in communion with PapaStorm, he starts bringing his magics to bear as they hone in on their prey


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

Art starts to jockey for position with the enemy ship!

Art: Upper Hand Check

Upper Hand Check:

The first gamble begins by the captain (or his designated pilot) making an “Upper Hand” check, which is a Sailing check against the opposing ship’s CMD

Kiltem: TBD
Ko: TBD
Lucky: TBD
Slappy: TBD

DM:

After each Upper Hand check all other PCs MUST take an action from the following list*:
1) Attack- make a ranged attack with an available weapon. The distance defaults to50 feet if the Upper Hand check result was even, and 100 feet if the result was odd.Only one PC per round may choose to use a siege weapon for this attack.2) Cast a Spell- cast an available spell. Must make a concentration check for the spell to succeed. If range is a factor, distance defaults to 50 feet if the Upper Hand check result was even, and 100 feet if the result was odd. 3) Rally the crew- Use diplomacy or intimidate to get the crew working harder. Success grants +2 to the next Upper Hand check. Only one PC may do this per round.4) Exploit a critical weakness- PC describes how they notice and use their opponent’s weakness against them. This cancels one Upper Hand failure. Only onePC may do this per round. 5) Coordinate- The PC describes how they help their team work better together, and makes an appropriate skill check. If they succeed, they allow one PC to repeat an action that can usually be done only once per round. Only one PC may do this per round. 6) Deception Plan- Describe how you confuse, trick or taunt the opposing ship. Success imposes -2 penalty on the CMD and AC for all checks and attack rolls next round except the Upper Hand check. Only one PC may do this per round.* Skill check DCs default to CMD. Attack rolls are against the AC or CMD of whatever was targeted


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]

upper hand: 1d20 + 13 ⇒ (3) + 13 = 16


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

Art struggles to get the upper hand!

Failure: 1, Success: 0

Kiltem: Go
Ko: Go
Lucky: Go
Slappy: Go

PC options:

After each Upper Hand check all other PCs MUST take an action from the following list*:
1) Attack- make a ranged attack with an available weapon. The distance defaults to50 feet if the Upper Hand check result was even, and 100 feet if the result was odd.Only one PC per round may choose to use a siege weapon for this attack.
2) Cast a Spell- cast an available spell. Must make a concentration check for the spell to succeed. If range is a factor, distance defaults to 50 feet if the Upper Hand check result was even, and 100 feet if the result was odd.
3) Rally the crew- Use diplomacy or intimidate to get the crew working harder. Success grants +2 to the next Upper Hand check. Only one PC may do this per round.
4) Exploit a critical weakness- PC describes how they notice and use their opponent’s weakness against them. This cancels one Upper Hand failure. Only one PC may do this per round.
5) Coordinate- The PC describes how they help their team work better together, and makes an appropriate skill check. If they succeed, they allow one PC to repeat an action that can usually be done only once per round. Only one PC may do this per round.
6) Deception Plan- Describe how you confuse, trick or taunt the opposing ship. Success imposes -2 penalty on the CMD and AC for all checks and attack rolls next round except the Upper Hand check. Only one PC may do this per round.* Skill check DCs default to CMD. Attack rolls are against the AC or CMD of whatever was targeted


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

can we say that Kiltem already cast Call Lightning? He has had ample time and I did already post that he was bringing his magic to bear.

Deep in communion with PapaStorm the druid feels the moment is right for a lightning strike. Kiltem targets the mast and rigging. Hoping to hamper their ability to maneuver.

Concentration check 1d20 + 10 ⇒ (7) + 10 = 17


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

Never fear Cap’n. Ole Slappy’s on the job.. Slappy looks for something on the ship that might give up their next move.

Perception (Exploit a critical weakness): 1d20 + 17 ⇒ (9) + 17 = 26

”Cap’n, tack to the port, their is a knot blocking their boom from switching, if we can get under their wind they will be ours.

For DM, but everyone please read:
You may want to keep track of your Danger Points. As a reminder they can be spent immediately, or banked. When Art failed his upper hand check, you gained one. If Kiltem’s spell “aka concentration check” beats the CMD of the opposing ship, then the Damage from Call lightning succeeds, if not then you gain another Danger point.

If Slappy’s Exploit a weakness succeeds, then Art’s upper hand failure is removed, if not then that is yet a 3rd danger point.


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

As Art gave the order Ko's lanky form leapt about the deck spurring the crew on, "Avast ye scurvy landlubbers, heave to. Heave like you have never heaved before."

intimidate to rally the crew: 1d20 + 15 ⇒ (2) + 15 = 17

As a rules not, the default DC for my intimidate is the opposing ships CMD.


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

Kiltem, already prepared with his lightning. he tries to aim it in the chaos, but strikes the water near the ship.

Ko tries to rally the crew, but as he shouts some sea spray cuts his words and sputters.

Slappy too finds the spray an annoyance as he loses line of sight for a split second.

Failure: 1, Success: 0

Kiltem: Fail
Ko: Fail
Lucky: Go
Slappy: Fail


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

Just to clarify, 26 fails, so our CMD target is >26?


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]

whelp...this will make the actual battle a bit more thrilling, won't it???


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

test


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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 Wundershart wrote:
test

still

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