Ironperenti's Skull and Shackles

Game Master Ironperenti

Character Treasure Tracker

S&S on roll20

Disrepute 3 Infamy 3

Crew Perilous Pearl 28 of 20 (Guillaume, Orslaw, Beket) Goblin's Prize 28 of 20 (Bessie, Bleepos, Nasifi)


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M Human Fighter (Corsair) 5 | HP 31/49 | AC 20 TO 13 FF 17 | F +6 R +3 W +2 | CMB +9 (11 Overrun) CMD 21 | Init +2 | Perc +1

**crickets**
**crickets**
We're almost done with this big fight! Let's finish it strong now that this weekend is over and go back to being pirates! :-)


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Bessie/I will be on vacation starting tomorrow morning and returning Wednesday June 12. I will have no computer access or cell service until that time. Please bot Bessie as needed...

Currently her plan is to channel energy to heal the living - and help get her crewmates free with the idea that Sandara can help channel and heal once she gets her holy symbol back (which Bessie has!). After the channel, she will help cut them loose.

She has one channel, one stabilize and 1 CLW left- so use them wise,
and may Besmara's blessings be with you Peril Crew!


M Human Fighter (Corsair) 5 | HP 31/49 | AC 20 TO 13 FF 17 | F +6 R +3 W +2 | CMB +9 (11 Overrun) CMD 21 | Init +2 | Perc +1

Much appreciated, Bessie! Orslaw will do his best to protect you and the rest of the crew during your absence. Travel safely!


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Thanks Orslaw! You bring a much needed (sword) edge to the Peril Crew! Glad you are on board!


M Half-Orc Dragon Skald VMC Bard-4 | HP 36/36(+4Rage) | AC16 T11 FF15 (-1Rage) | F+7/+8 R+2 W+4/+6 (+4 vs. fear/intim) CMD17/18 | Init+1 Percep+5 darkvision 60' | Bard Rounds: 13/13 | Current effects:

enjoy yer trip lass!


Male Tiefling Bloodrager 2 (Primalist, Steelblood)

My bad guys, didn't realize it was my turn.


Male Tiefling Bloodrager 2 (Primalist, Steelblood)

...and here I am again. I guess it's good I'm just trying to get loose from the octopus from hell, since life's keeping me busy and I'm not checking in as often as I should. My bad guys.


DM / GM / The man behind the curtain

No worries. Well, he is a fiendish octopus so apt description. Welcome back, I hope life is coming along well.


M Half-Orc Dragon Skald VMC Bard-4 | HP 36/36(+4Rage) | AC16 T11 FF15 (-1Rage) | F+7/+8 R+2 W+4/+6 (+4 vs. fear/intim) CMD17/18 | Init+1 Percep+5 darkvision 60' | Bard Rounds: 13/13 | Current effects:

heads up: I'm travelling over the next few days. I SHOULD still have some access, but will have limited opportunities to post. Please BOT me if needed.


DM / GM / The man behind the curtain

I have updated the treasure tracker in the Campaign Info tab. I modified it to suit my taste.


Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9

Hey everyone, I'm checking in to see where we're at?


DM / GM / The man behind the curtain

I'm about to summarize movement to the boat. Expect to see it this afternoon. I started everyone too far out and it takes too long to row that far.


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

@Iron - My Surge domain ability does not specify a distance. What is your ruling on max distance...

to be fair; it is the Ocean sub-domain (of Water domain) and Surge replaced an ability with a 30' range which is pretty standard for that level of domain ability ... so, I am good with 30' but I want clarification, please.

Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


DM / GM / The man behind the curtain

@Bessie: let's use the 30' range.


M Half-Orc Dragon Skald VMC Bard-4 | HP 36/36(+4Rage) | AC16 T11 FF15 (-1Rage) | F+7/+8 R+2 W+4/+6 (+4 vs. fear/intim) CMD17/18 | Init+1 Percep+5 darkvision 60' | Bard Rounds: 13/13 | Current effects:

quick heads up: I will be travelling for the next few days (Thurs-Sun). I may or may not have internet access. Apologies in advance


DM / GM / The man behind the curtain

no worries


M Half-Orc Dragon Skald VMC Bard-4 | HP 36/36(+4Rage) | AC16 T11 FF15 (-1Rage) | F+7/+8 R+2 W+4/+6 (+4 vs. fear/intim) CMD17/18 | Init+1 Percep+5 darkvision 60' | Bard Rounds: 13/13 | Current effects:

I have to do one more bout of travelling. This will probably be it for a while though. Looks like Tues thru Sunday. Will do my best to check in as I can, but no guarantees. Apologies in advance


DM / GM / The man behind the curtain

No worries. Safe travels


DM / GM / The man behind the curtain

Advance to 4th level


Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9

Yay! Level 4!

And here are the results:

Dex +1
BAB +1
HP +9
FORT +1 REF +1

Discovery: Tanglefoot Bombs

+1 2nd Level Extract / Day

+1 Bomb / day

Added Formulae: Alchemical Allocation, Cure Moderate Wounds, False Life.

Skills Points +4 Class, +4 INT, +1 Skilled, +2 Background

+1 to Acrobatics, Climb, Craft (Alchemy), Disable Device, Knowledge Local, Perception, Stealth, Survival, Use Magic Device.

Background: +1 Appraise, Profession (Sailor).


M Half-Orc Dragon Skald VMC Bard-4 | HP 36/36(+4Rage) | AC16 T11 FF15 (-1Rage) | F+7/+8 R+2 W+4/+6 (+4 vs. fear/intim) CMD17/18 | Init+1 Percep+5 darkvision 60' | Bard Rounds: 13/13 | Current effects:

how were we doing hp?


DM / GM / The man behind the curtain

half hit die +1


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Lvl 4:

Wisdom +1
BAB +1
HP +5
Saves F+1 R+1

Skills +1 Diplomacy, Heal, Knowledge Arcana, Knowledge Religion; Sense Motive, Spellcraft
Background skills: +1 Craft Carpentry, Profession Sailor

Additional first and second level spell slots.


M Half-Orc Dragon Skald VMC Bard-4 | HP 36/36(+4Rage) | AC16 T11 FF15 (-1Rage) | F+7/+8 R+2 W+4/+6 (+4 vs. fear/intim) CMD17/18 | Init+1 Percep+5 darkvision 60' | Bard Rounds: 13/13 | Current effects:

thanks. Vlad got +1Con which bumped up his HP a bit, +1BAB, +1F/W, uncanny dodge, and bumped up some skills. The important part is my raging song now adds +2 to will saves, and I got blistering invective and heroism.


Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9

I'm currently in hectic work project mode. I'll be back in action on the boards Thursday. Please bot as needed.


M Human Fighter (Corsair) 5 | HP 31/49 | AC 20 TO 13 FF 17 | F +6 R +3 W +2 | CMB +9 (11 Overrun) CMD 21 | Init +2 | Perc +1

Lvl 4
BAB +1
Fort +1
Weapon Specialization (Falchion)


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

@Iron and all - Are we deciding on a captain amongst ourselves and having the crew "vote" go that way - or are we making cases and having a vote with Iron casting crew votes? Do we need to assign all leadership roles too: Captain, First Mate, and Quartermaster?


DM / GM / The man behind the curtain

That's up to you to decide on what jobs you cover. You just took the ship by force. You could let everyone vote or you could declare. I highly doubt anyone is going to argue at this point.


M Human Fighter (Corsair) 5 | HP 31/49 | AC 20 TO 13 FF 17 | F +6 R +3 W +2 | CMB +9 (11 Overrun) CMD 21 | Init +2 | Perc +1

What other positions are there? I've tried crawling through the player's guide and can't find anything for reference. Is this just one where we do what we do, or are there actual positions that need skills to do, similar to Kingmaker?


DM / GM / The man behind the curtain

no actual positions needed. Looking at the naval combat rules the Captain's initiative is the ship's initiative and the Captain's Profession (Sailor) is the ship's attack roll for ramming. A siege engineer can lead a team on a siege engine but only that particular engine. Someone can bolster the Captain's calls with an aid another check, this would be a Profession Sailor as well.

I say Captain but it is the pilot of the ship, so perhaps a helmsman with the Captain bellowing orders to give a +2. Or if the Captain is piloting then it would be the first mate or the bosun doing the aid another check.

Any other positions would be entirely up to you.

There are some other needs for developing Infamy, which I will put in the campaign info and see if I can post up top of the page.


DM / GM / The man behind the curtain

Plunder:

The acquisition of wealth and the spread of grim reputations motivate pirates to deeds of daring and depravity.

Plunder means more than five wicker baskets, a barrel of pickled herring, three short swords, and a noble’s outfit; it’s a generalization of a much larger assortment of valuable but generally useless goods. Rather, a cargo ship carrying construction timber, dyed linens, crates of sugar, animal furs, and various other goods might equate to 4 points of plunder. 1 point of plunder is about 1000 gold pieces in value.

Exchanging 1 point of plunder for gold requires a PC to spend 1 full day at port and make an applicable skill check. PCs seeking to win a higher price for their plunder can make one of the following skill checks and apply the results to the table below: Bluff, Diplomacy, Intimidate, or any applicable Profession skill, like Profession (merchant).

There is a table with the base sale percentage, the DC to raise the percentage, and the max sale percentage. Larger ports start with a higher base percentage and have a higher maximum percentage. Trying to sell 3 points of plunder (wool) to a fishing hamlet may get you only 600 gold total. Selling the same 3 points of plunder to Magnimar might pull 4200 gold.

Spending Plunder: In addition to its value in gold pieces, plunder is vital to increasing a pirate crew’s Infamy.

Buying Plunder: Although gold typically proves more valuable and versatile than plunder, some parties might wish to exchange their traditional wealth for plunder. In any community, a party can buy 1 point of plunder for 1,000 gp.

Infamy:

Numerous times over the course of their careers, the PCs—as members of a single pirate crew—will have the opportunity to recount their victories, boast of the treasures they’ve won, and spread tales of their outrages. All of this has the potential to win the PCs Infamy, but that alone isn’t the goal. As a crew becomes more and more infamous, its legend stretches across the seas, allowing it to garner support from other pirate lords, win more favorable vessels, and even rally whole pirate armadas under its flag.

Infamy tracks how many points of Infamy the crew has gained over its career—think of this as the sum of all the outlandish stories and rumors about the PCs being told throughout the Shackles. Infamy rarely, if ever, decreases, and reaching certain Infamy thresholds provides useful benefits and allows others to be purchased using points of Disrepute. Infamy is limited by actual skill, however, and a group’s Infamy score can never be more than 4 × the PCs’ average party level.

Disrepute is a spendable resource—a group’s actual ability to cash in on its reputation. This currency is used to purchase impositions, deeds others might not want to do for the group, but that they perform either to curry the group’s favor or to avoid its disfavor. This score will likely f luctuate over the course of a pirate crew’s career
and can go as high as the group’s Infamy (but never higher), and at times might even drop to zero. This isn’t something to worry about, though, as a low Disrepute score has no bearing on a crew’s overall reputation—on the contrary, it merely means they’re making use of the benefits their status has won them.

To gain Infamy, the PCs must moor their ship at a port for 1 full day, and the PC determined by the group to be its main storyteller must spend this time on shore carousing and boasting of infamous deeds. This PC must make either a Bluff, Intimidate, or Perform check to gauge the effectiveness of her recounting or embellishing. The DC of this check is equal to 15 + twice the group’s average party level (APL), and the check is referred to as an Infamy check. If the character succeeds at this check, the group’s Infamy and Disrepute both increase by +1 (so long as neither score is already at its maximum amount). If the result exceeds the DC by +5, the group’s Infamy and Disrepute increase by +2; if the result exceeds the DC by +10, both scores increase by +3. The most a party’s Infamy and Disrepute scores can ever increase as a result of a single Infamy check is by 3 points. If the PC fails the Infamy check, there is no change in her group’s Infamy score and the day has been wasted.

No matter how impressionable (or drunk) the crowd, no one wants to hear the same tales and boasts over and over again. Thus, a group can only gain a maximum of 5 points of Infamy and Disrepute from any particular port. This resets at each new Infamy level.

Disgraceful (10+ Infamy)
Characters may purchase disgraceful impositions.
The PCs may choose one favored port. They gain a +2 bonus on all Infamy checks made at that port.

Despicable (20+ Infamy)
Characters may purchase despicable impositions.
Once per week, the PCs can sacrifice a prisoner or crew member to immediately gain 1d3 points of Disrepute. This sacrifice is always fatal, and returning the victim to life results in the loss of 1d6 points of Disrepute.

Notorious (30+ Infamy)
Characters may purchase notorious impositions.
Disgraceful impositions can be purchased for half price (rounded down). The PCs may choose a second favored port. They gain a +2 bonus on all Infamy checks made at this new favored port and a +4 bonus on Infamy checks made at their first favored port.

Loathsome (40+ Infamy)
Characters may purchase loathsome impositions.
Despicable impositions can be purchased for half price (rounded down).
PCs gain a +5 bonus on skill checks made to sell plunder.

Vile (55+ Infamy)
Characters may purchase vile impositions.
Notorious impositions can be purchased for half price (rounded down). Disgraceful impositions are free.
The PCs may choose a third favored port. They gain a +2 bonus on all Infamy checks made at the new favored port, a +4 bonus on Infamy checks made at their second favored port, and a +6 bonus on Infamy checks made at their first favored port.

Impositions:


Male Tiefling Bloodrager 2 (Primalist, Steelblood)
Ironperenti wrote:

no actual positions needed. Looking at the naval combat rules the Captain's initiative is the ship's initiative and the Captain's Profession (Sailor) is the ship's attack roll for ramming. A siege engineer can lead a team on a siege engine but only that particular engine. Someone can bolster the Captain's calls with an aid another check, this would be a Profession Sailor as well.

I say Captain but it is the pilot of the ship, so perhaps a helmsman with the Captain bellowing orders to give a +2. Or if the Captain is piloting then it would be the first mate or the bosun doing the aid another check.

Any other positions would be entirely up to you.

There are some other needs for developing Infamy, which I will put in the campaign info and see if I can post up top of the page.

As a ranged character, Guillaume has a pretty high Dex, and is maxing out Profession (Sailor). I’m just saying. :)


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Bessie has a +10 to Profession Sailor - if not Captain, she would be a good choice for aiding another (if the situation allows), she would always be able to grant to +2 via the Aid Another action.


Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9

I'm fine with Guillaume as captain. Nasifi isn't really interested in leadership. She'd take the siege engineer spot if there were any engines onboard, but I don't think there are any. She could do something like quartermaster until such time as there is a use for a gunner.


DM / GM / The man behind the curtain

you could Captain by committee but have a designated pilot (Guillaume), boatswain (Vlad), master gunner (Nasifi), ship's doc (Bessie), and master at arms (Orslaw).

A search of the ship without Plugg in the way reveals only the cutlasses the pirates were armed with (8 total), the individual belongings of the crew, and Plugg's share of the plunder from taking the Man's Promise (2 points) found in his quarters. Plugg also left behind a Hospitality's Hammock (magical, removes sea sickness, aids in healing).

It is possible Plugg and Scourge had magical items with them.


Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Ironperenti wrote:

you could Captain by committee but have a designated pilot (Guillaume), boatswain (Vlad), master gunner (Nasifi), ship's doc (Bessie), and master at arms (Orslaw).

A search of the ship without Plugg in the way reveals only the cutlasses the pirates were armed with (8 total), the individual belongings of the crew, and Plugg's share of the plunder from taking the Man's Promise (2 points) found in his quarters. Plugg also left behind a Hospitality's Hammock (magical, removes sea sickness, aids in healing).

It is possible Plugg and Scourge had magical items with them.

I like it!


M Human Fighter (Corsair) 5 | HP 31/49 | AC 20 TO 13 FF 17 | F +6 R +3 W +2 | CMB +9 (11 Overrun) CMD 21 | Init +2 | Perc +1

Orslaw would definitely be good with those roles!


M Human Fighter (Corsair) 5 | HP 31/49 | AC 20 TO 13 FF 17 | F +6 R +3 W +2 | CMB +9 (11 Overrun) CMD 21 | Init +2 | Perc +1

Actually, I think we probably should have one Captain by title (at least until we get more ships), as that will be a bit better for maintaining order with a final authority publicly stated. I'm good with Guillaume being captain. If he has a desire for the position, I don't think we should committee it out, especially if there is a chance of us getting other ships later on. Then he can be Grand Captain Guillaume!


Male Tiefling Bloodrager 2 (Primalist, Steelblood)

It makes sense to me to have one Captain with a “steering committee” composed of the ship’s important officers (ie, the PCs). After all, OOC I wouldn’t just be dictating things, we’d be discussing. May as well do so IC, with a recognized primus inter pares officially in charge.

That does probably mean giving the rest of the PCs posts on the ship, even if they’re only fluff, with no actual mechanical benefits.


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

I can concur with the need for a single captain and am fine with Guillaume taking up the mantle...

Perhaps the captain should go gather the bodies of Plugg and Scourge if possible in case they had keys or other important items... meant to mention this earlier.

Regarding siege engines - Bessie has Craft Carpentry +8 so in theory, she should be able to build or repair ballista or catapults and other weapons piracy.

Would the group agree to making the Hospitality Hammock party/ships treasure and use it to aid all the wounded?

Once we get into port we need to rename Man's Promise - might I suggest "Perilous Pearl" in honor of the Port Peril- Peril Crew.


M Half-Orc Dragon Skald VMC Bard-4 | HP 36/36(+4Rage) | AC16 T11 FF15 (-1Rage) | F+7/+8 R+2 W+4/+6 (+4 vs. fear/intim) CMD17/18 | Init+1 Percep+5 darkvision 60' | Bard Rounds: 13/13 | Current effects:

I'm fine with bosun, and with Guilliaume doubling up as captain/pilot.

Nice name, Bessie. Far more intimidating than Besmara's Bloomers or something like that. I also am digging the story mechanic for infamy. Vlad will enjoy that


Male Tiefling Bloodrager 2 (Primalist, Steelblood)
Bessie Rodgers wrote:

I can concur with the need for a single captain and am fine with Guillaume taking up the mantle...

Perhaps the captain should go gather the bodies of Plugg and Scourge if possible in case they had keys or other important items... meant to mention this earlier.

Regarding siege engines - Bessie has Craft Carpentry +8 so in theory, she should be able to build or repair ballista or catapults and other weapons piracy.

Would the group agree to making the Hospitality Hammock party/ships treasure and use it to aid all the wounded?

Once we get into port we need to rename Man's Promise - might I suggest "Perilous Pearl" in honor of the Port Peril- Peril Crew.

That ship has probably sailed, since the GM has already made a post with us arriving elsewhere. But certainly a pirate would be unlikely to grab some booty, right? If the GM allows, I’ll retcon that in.

As far as a name goes, Guillaume would be partial to naming the ship after some aquatic predator, like Shark, or Orca. But I’m fine with your suggestion. Can we still paint a shark mouth on the bow? :)


DM / GM / The man behind the curtain

Retcon is fine. I wouldn't have hinted at their belongings if I didn't expect you to go get it.


Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9

I'm liking "Perilous Pearl".


M Human Fighter (Corsair) 5 | HP 31/49 | AC 20 TO 13 FF 17 | F +6 R +3 W +2 | CMB +9 (11 Overrun) CMD 21 | Init +2 | Perc +1

That's a +1 here as well on the name.


Male Tiefling Bloodrager 2 (Primalist, Steelblood)

Alright, so, GM. Two questions:

1) Are you good with including Sandara as your ‘representative’, so to speak? Would you prefer Kroop or someone else? Should we include Kroop and Sandara, maybe? I mean, they do seem to be the two most important NPCs.

2) How much is the Plugg’s share of plunder worth?

Everybody: If Plugg’s share of plunder won’t cover it, how do we want to pay? I doubt we have enough strait coin. Any magic items no one wants that we might throw in as payment? Also, do we want the smuggling compartments?

I figured we can discuss some things here so we’re all on the same OOC page before we talk it out IC. Or that discussion can just happen offscreen. I’m fine with either, really.


DM / GM / The man behind the curtain

He had 2 points of plunder which is roughly 2000 gold in value but you have to find a buyer, see the plunder and infamy comments. It is doubtful you could get much more than 600-700 gold from such a small community that Hake operates out of. If you traveled to a port of greater size, you could offload for more but unless you go to a major city you’ll most likely get about 50% value.


DM / GM / The man behind the curtain

I think Kroop would make your best option. He’s been a pirate in these waters for at least 10 years. You could just make him cook and consult him periodically.


M Half-Orc Dragon Skald VMC Bard-4 | HP 36/36(+4Rage) | AC16 T11 FF15 (-1Rage) | F+7/+8 R+2 W+4/+6 (+4 vs. fear/intim) CMD17/18 | Init+1 Percep+5 darkvision 60' | Bard Rounds: 13/13 | Current effects:

smuggling compartments are probably a good investment, if we have the money


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

It seems we have agreed to rename the ship "Perilous Pearl".

Bessie will suggest that she and Crow try to smooth talk a better price for the goods = some diplomacy roles. Hope to get 700-ish after that we can see what the magic items and other individual treasure we collected are worth - I would vote to sell that treasure and see what we can get.

Bessie has craft carpentry - can she labor for a reduction in cost?

We can sell magic items if we can get a decent price - otherwise they are small and can wait to be sold for a better price even if we have to wait on some upgrades - [opinion] - Bessie currently has the ring of swimming -value 2500gp - we could see if they would take it in trade (as useful as it is...)

Lets include Kroop.

We did promise that anyone wanting off was free to go... any takers on that offer or is the new Perilous Pearl crew staying on?

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