Salt & Blood - A Skulls & Shackles Campaign

Game Master GM Tallgrass


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Okay, he's coming together. I'm still working up the backstory, but I thought I'd attend to the other items on the list.

1. Built the Character (in profile): A Barbarian Sea Reaver from Broken Bay in the Land of the Linnorm Kings

2. Contribution: I can post 1 or more times per day, pretty consistently.

3. I'm currently in 7 other PbP campaigns of varying frequency. Some post every other day, some more often. If you visit my Alias tab, I've got a slew of characters, but most are part of a one-on-one campaign I'm running.

4. Why is Heregrihm in Port Peril? He's a mercenary for hire, eager to get back on a ship after his own was sunk off the coast of Mediogalti. He and another crewman managed to survive long enough to get to Port Peril. His fellow crewman died recently in a bar fight...but Heregrihm is more suspicious that it involves whoever sank his ship. At this point, the Ulfen barbarian is eager to get back on a boat. Even if it means hiring himself out to those not of the blood. A ship is a ship, and some of the ones making port here may have a use for someone willing to swing his ax for some coin. More later as I develop the story...

Let me know if this is sounding interesting up until this point. I'll be fleshing out his backstory over the course of Wednesday.

Grand Lodge

Heregrihm, I have a backstory that may dovetail with yours, possibly providing some emotional conflict between our characters (which I expect would be resolved -- I'm not a griefer or interested in intra-party backstabbing).

If you would be interested in fleshing out this relationship, PM me.


With regard to posting, posting 2 or 3 times a day is not a problem.


I have no problem posting on most days. I currently am playin in a Kingmaker campaign that has been going for many months. I am playing in a homebrew game. I am playing in a distant worlds game. I had another character that was in a failed S&S campaign 2 gms then the 3rd started separate campaign thread. That same alias was recently tapped for a new S&S campaign.

I really go to love this character in writing the back story. Inspiration for him really sprang from the pic linked in the profile. He is something of a mash between Commodore Norrington from POTC and Mal the captain from Firefly. He is open, to piracy, as he has a jaded and low opinion of most trading nations particularly Taldor his own country and the Aspis Consortium.


Hello, this is Tazo again. I can post twice/day, sometimes more. Weekends are more like once/day. Currently in 6 other PBPs of varying speed (one techically on hiatus but we're just RPing until the GM returns).

I decided to just make Yasmin a straight bard. The character is inspired by a siren, the mythical sea creature that can lure sailors to throw themselves into the sea. The bard class seemed like a natural fit as it's all based on using performance to inspire and enchant.

**Edit - forgot to roll HP!**
1d8 ⇒ 3 - Average it is!


Pathfinder Rulebook Subscriber

Hey folks. I haven't yet looked at anyone's character too closely yet, but I'm trying to make sure that I've answered everyone's questions.

The deadline is still set for Friday, but we may push that back a bit. I'll be heading to a trade show next week and I'm not sure how much I'll be able to post, so if things get too crazy, the deadline may just be the following week some time.

@Mahorfeus - Go ahead and reflavor as needed.

@Ulgrast - I'm fine with the Orc god Thunderer

@Tazo - What do you have in mind? What about the lotus geisha archetype interests you?

Let me know if you guys have any other questions or if I missed one you asked.


2nd level HP: 1d8 ⇒ 4

I'll take the average+1. Hey, one hit point is one hit point!


Submitted for your review.

Background:
Born to the Moon Clan of the Shoanti, Pelgrev grew up in the rugged regions of northwestern Varisia. Upon reaching adulthood, his clan named him Eagle's Wing in honor of his swiftness & courage.

During a hunting trip, Pelgrev was ambushed and captured. After his subsequent sale into the service of a Chelish noble, Pelgrev abandoned the name Eagle's Wing and took to calling himself Shame of Capture.

Pelgrev's chance at redemption came during a trading voyage to Sargava. His master's vessel was set upon by pirates while passing south of The Shackles, and the ship ran aground. Pelgrev's bonds were snapped by the violence of the crash and a red rage set upon him. Pelgrev snapped the nearest oar, and he slaughtered the Chelish guards & crewman in the hold with the sharpened end.

Pelgrev emerged from the deck into the midday sun, slick with the mixture of his and his enemy's blood, just as his master's head rolled off the side of the deck. Exhausted, injured, and unable to complete his vengeance, Pelgrev collapsed unconscious on the deck.

The pirate captain was impressed by the slaughter Pelgrev had left below decks, and ordered him to be brought aboard and offered a spot on his crew. Pelgrev felt his chance at redemption was lost, and grasped the opportunity to carve out a new life.

Crunch:
Pelgrev(Shame of Capture)
Human (Shoanti) Savage Barbarian 2
N Medium Humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 13 (+2 Dex, +1 Dodge)
hp (2d12+3)
Fort +4, Ref +3, Will +0
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft.
Melee Earth Breaker +5 (2d6+4/x3) or Klar +5 (1d6+3/x2) or Brass Knuckles +5 (1d3 +4/x2)
Special Attacks rage(7 rounds/day), rage powers (powerful blow)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 12, Int 9, Wis 10, Cha 12
Base Atk +2; CMB +5; CMD 17
Feats Dodge, Power Attack
Traits Dockside Brawler, Deft Dodger
Skills Acrobatics +7, Climb +7, Linguistics +0, Perception +5, Survival +4, Swim +8
Languages Common, Shoanti
SQ fast movement
Combat Gear alchemist’s fire; Other Gear backpack, blanket, survival kit, 50ft silk rope, explorer’s outfit, 14 gp, 5 sp
--------------------
Special Abilities
--------------------
Deft Dodger You gain a +1 trait bonus on Reflex saves.
Dockside Brawler You gain a +1 trait bonus on damage rolls with brass knuckles (Advanced Player’s Guide 176) and improvised weapons.
Dodge You gain a +1 dodge bonus to your AC.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls.

2nd Level HP: 1d12 ⇒ 4


I think the previous post's dice roll makes it clear that I would take the 7 hp at 2nd level.


@ GM Tallgrass: Heregrihm Skoningslos for your approval...

Application Questions:

1. Built the Character (in profile): A Barbarian Sea Reaver from Broken Bay in the Land of the Linnorm Kings

2. Contribution: I can post 1 or more times per day, pretty consistently.

3. I'm currently in 7 other PbP campaigns of varying frequency. Some post every other day, some more often. If you visit my Alias tab, I've got a slew of characters, but most are part of a one-on-one campaign I'm running.

4. Why is Heregrihm in Port Peril? He's a mercenary for hire, eager to get back on a ship after his own was sunk off the coast of Mediogalti. He and another crewman managed to survive long enough to get to Port Peril. His fellow crewman died recently in a deal gone bad (those who hired them didn't want to pay, that's bad)...but Heregrihm is more suspicious that it involves whoever sank his ship. At this point, the Ulfen barbarian is eager to get back on a boat. Even if it means hiring himself out to those not of the blood. A ship is a ship, and some of the ones making port here may have a use for someone willing to swing his ax for some coin.

Crunch:

Heregrihm
Human (Ulfen) Barbarian (Sea Reaver) 2
CN Medium Humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
hp 22 (2d12+4)
Fort +4, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Greataxe +5 (1d12+4/x3) and
Morningstar +5 (1d8+3/x2) and
Pike, boarding +5 (1d8+4/x3)
Special Attacks rage (7 rounds/day), rage powers (brawler)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 12, Int 10, Wis 10, Cha 11
Base Atk +2; CMB +5; CMD 18
Feats Dodge, Intimidating Prowess
Traits Armor Expert, Besmara's Blessing (1/week)
Skills Climb +7, Intimidate +8, Perception +6, Profession (sailor) +3, Survival +4, Swim +8
Languages Common, Skald
SQ eyes of the storm, marine terror
Other Gear Studded leather armor, Greataxe, Morningstar, Pike, boarding, Backpack (4 @ 8.5 lbs), Flask,
Iron spike, Signal horn, Traveler's outfit, Waterskin, Whetstone, 39 GP, 9 SP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has
the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Eyes of the Storm (Ex) Ignore less than total concealment from weather & ½ perception penalty.
Marine Terror (Ex) Hold breath Con x4 rds, unslowed by 1 ft water/bog & ignore cover from water.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
...went with avg HP for Level 2

Brief History:

Heregrihm was born in Bildt, Aegos’ only natural and second only to Kalsgard in terms of the size and quality of its shipyards. Son to a sea raider, Heregrihm learned early on the ways of the open seas and to leave any thoughts of mercy on the shores. His father, Raseri, like the port city of Bildt was known for violence. This trait he happily passed along to his son. All nations outside the Broken Bay, even those Ulfen of the north, were considered inferior for their weakness. Only strength prevails, only violence is a fitting end to a discussion.

As he grew, Heregrihm found that he desired his life to be more on the seas than on the land. So it was that he won his way upon the longship Helvetet Vantar -Skald for Hell Awaits-, proving himself to be a bloodthirsty and ruthless combatant eager to please the harsh wishes of the ship’s captain. It was in Heregrihm’s blood to be a raider, and his youthful vigor had not been tempered by the lengthy bonds of brotherhood on the seas, only set afire.

Following the desires of their king Ingimundr the Unruly, the Helvetet Vantar and her captain Jarn Forslakt embarked on several raids into the southern seas. The weaklings of the southlands would learn again what it means to fear the open oceans. They would learn, or they would perish.

Recent History:

Being blown off course during a horrendous storm hadn’t prevented Captain Jarn Forslakt from maintaining pursuit of galleon sailing to the Shackles. Rain fell in torrents from the skies above as though Besmara herself wanted to claim the galleon before Helvetet Vantar caught her. As the ships rounded the Mediogalti islands, both vessels came under attack. Worse still, both vessels were sunk.

Heregrihm was blown from the deck of his longship, clinging to a plank of oak. In the wake of destruction, one of the launches from the galleon managed to escape intact. As it paddled closer to where Heregrihm floated, it realized too late that the survivor they’d spotted was that of an Ulfen raider. Bracing against the plank, the Sea Reaver hurled his boarding pike at the launch, hooking the ship and severely wounding one of the two aboard it. Heregrihm boarded the launch, killing both survivors and claiming the vessel.

Above him, the storm continued to rage, matching his own anger with each slam of thunder. Over the next few hours, he managed to find one other from the crew of the Helvetet Vantar, - Kesh - but of their captain and the others, there was no sign. Nor was there a sign of the vessel that had sank both ships.

At the mercy of the storm, the two found themselves forced along the tempest edges of the Eye of Abendego and smashed into the shore near Drenchport. Over the next few months, the two survivors, Heregrihm and Kesh made their way along the lines of islands, finding mercenary work where they could get it. But they never found a crew willing to brave the journey north nor one that would bargain with an Ulfen ship. In a more violent encounter where the two were not being paid their promised wages, Kesh fell to a cutlass in the back, Heregrihm fighting his way out into the alleyways of Port Peril.

Now alone, plenty of time for ale and anger, Heregrihm seeks out a new ship looking to hire on a mercenary of particular violence. Perhaps if he can’t make his way home to Bildt, then Heregrihm Skoningslos, son of Raseri would teach these southlanders the meaning of piracy.

Eager for your thoughts & critique in regards to this working for the campaign. Also, if we're both picked, cooking up a joint history with Fengar the half-orc fighter.


I present Dorin Stonehammer, Dwarven Ranger Freebooter, for your consideration. He was part of a Skulls and Shackles PbP that faded away. I am able to post at least daily and I am actively involved in at least 10 other PbPs.

Grand Lodge

Level 2 HP: 1d10 ⇒ 8 I'll take it!


BTW - I meant I can post multiple times per day... not per week.


hp: 1d10 + 2 ⇒ (9) + 2 = 11

I will take it.

Grand Lodge

Recent history:

(Overheard in the Formidably Maid tavern)

"You need axe man?"
The powerfully built half-orc nursing his ale looks like he knows how to use his axe, judging by the scars on his face, but you get the impression that he's sword-fodder only. He'll never be leadership material.
The captain making the rounds looking for new recruits nods his assent from across the table, but you don't quite hear his side of the conversation in the crowded tavern. He makes an inquiry of the half-orc.
"Yes. Fengar good axe man. Kill many pirates. Keep ship safe. You need?"
The captain nods assent again. He asks another question.
"Me strong fighter on Krzganr Kpbrn. Small ship, but fast. Pirate try to take three time. Fengar kill, kill, kill. Pirates go away."
You don't recognize whatever ship name the half-orc slurred into his ale mug, but the captain seems to accept it after a puzzled pause. He begins haggling with a small bag of silver tossed on the table.
"North?", the half-orc belches wetly.
The captain shakes his head.
"North only. You go now." The half-orc seems to have already forgotten the captain, who is still standing in front of him.
The captain makes another entreaty, tossing another small bag of silver on the table in addition to the first. Getting no response, he mutters a curse and takes his silver to the next table, hoping for better luck.
The half-orc resumes staring blankly into his ale.

@GM Tallgrass - And, to clarify Heregrihm Skoningslos's note above, our joint backstory does not require each other, so if I am not chosen that doesn't mean he should be rejected too.


Here's another submission for your consideration.
Health lvl 2: 1d8 ⇒ 6

Player info:

2) I can post about 2/day.
3) I'm currently in 13 other PbP, but 1 is a very slow 1/week post, and 1 of the others is on a hiatus until the GM gets better, another 2 on hiatus due to the GM getting married, and 1 is slow due to the GM being in an area where she can only access the internet sporadically.

Character Info:

4) Rodrick is in Port Peril because he has just gotten done with traveling on the Blue Maid, and has heard that they are coming back. He went to the Formidable Maid to celebrate the night before the Blue Maid made it back. More in profile.


Heres the character info! Crunch to follow

Grimear Squidblight

:
The once proud chief of the Squid Whistler tribe of The Shackles, Grimear now faces exile after a failed raid on a cargo ship resulted in a spill of alchemical liquids, polluting and killing many of the tribes squid companions. He now roams the ports of the shackles in hopes of starting up a monsterous crew of his own liking, with the ultimate goal of outshining his former tribe and showing them what-for in the process, he is willing to go to almost any length to achieve this, even if it means siding with those bloody longshanks!

Grimear is of average height for a goblin, standing at around 3ft tall, he wears his scanvenged armour, which is coated in rust and grime, and clasps his holy symbol close, his most prized possession, the sign of Lady Lastbreath, his chosen deity.


Ah almost forgot.

Player Info:

Currently in five active games of varying speeds. I can post once a day easy and more as needed. I tend to post when I can use a computer but can post from my phone, normally phone post are short so I like to wait. Unless it's combat in which case to make sure I don't slow things down I post right away.


hp level 2: 1d6 ⇒ 4
GM Tallgrass -- Trying for a sorcerer instead -- A piecing together bits of your memory theme

Xblooded Sorceror:

Warren Redmont
Human Crossblooded Sorceror[Crossblooded=Seaborn/Draconic(red)] Middle-aged
STR=6; IN=14; DX=12; CO=12; WI=14; CH=18; - HP=14 FC bonus(1=hp)(2=hp)(3=hp)
hp rolls = 6(max),4
Skill Ranks: 2 Profession(Sailor), 1 UMD, 1 Kn: Arcana, 2 Perception, 2 Bluff, 1 Spellcraft, 1 Intimidate
Spells level 1: Magic Missile, Burning Hands, Mage Armor (3rd level bloodline)
Cantrips: Detect Magic, Message, Prestidigitation, Daze
Dancing Lights 3x/day from tatoo
Seaborn (+1 caster level while on large bodies of water)
Draconic (red) +1 per dice of fire damage
Water Blast (Sp): At 1st level, as a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC 10 +1/2 your sorcerer level + your Charisma modifier)[15] negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier [7x/day].
Aquatic Adaptation (Ex): At 3rd level, you gain a swim speed of 30 feet.

Spells per day: 6x1,

Spells Known: 4xCantrips, 2x1,

Feats: Spell Focus(evocation), Varisian Tatoo (Evocation)
Trait 1=Magical Lineage Pick one spell (magic missile) when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
Trait 2=Buccaneer's Blood: One of your ancestors was an
infamous Free Captain of the Shackles, whose very name
struck fear in the hearts of those who sailed the seas in
search of an honest living. Piracy is in your blood, and
you've always longed to follow in your forebear's footsteps
and plunder the shipping lanes. You gain a +1 trait bonus
on Intimidate and Profession (sailor) checks. In addition,
you gain a one-time +1 trait bonus to your Disrepute and
Infamy scores (see The Life of a Pirate in Pathfinder
Adventure Path #55 for details on the Infamy system).
Gear:
Scroll Charm Person
Scroll Comprehend Languages
Cane (1d6 B as club)

Background:
The middle-aged man washed up on shore with just a portion of his memory intact. The large tattoo that covered his body was a series of twisted flames that pulsed and glowed when he approached sources of flame. The tattoos were Varissian in origin, and often marks from this type of body art denote and amplify magic talent.

As he tried to piece together his background, he remembered that his father was a great pirate. Although his father rarely visited, his mother made a great deal out of waiting for 'the Captain' to come by and spend his weeks before getting another crew together with his woman and son. It was expected that Warren would put to sea and follow in his fathers footsteps.

But his fascination for fire and flames seemed to be stronger than his desire for the sea. After being rejected by the first two ships that where putting crews together, Warren apprenticed himself to an alchemist and was supposed to learn patiently how to make alchemists fire. Warren's lack of patience led to critical steps being missed and a disaster he was able to walk away from.

Warren's finally was able to go to sea with a pirate crew, but they were captured and most of them were hung. The young man was taken into slavery to mine ore and was treated rather unkindly for many years. Often locked away for hours at a time, the young slave realized he could manipulate the flame from the lantern he was given to light his room. Playing with the flame from the lantern was his sole recreation for many years. When his abilities fully matured, he was able to set a large fire and escape.

The later years are the times most difficult to remember. The pull of the sea and the desire to play with open flames were two constants. His ability to manipulate flames at sea were both respected and feared, and he knew enough of ships to gain a berth. There was the Varisian gypsy who carved the tatoo in Warren's body when he showed up drunkenly demanding a magic tatoo the could make things burn like the Varisian mages could. Unfortunately, uncontained fire at sea is one of the largest dangers. The silent, introverted man would often be the sport of drunken men, and a large demonstration of fire at sea always ended badly.

After recovering from his last incident, Warren made it to Port Peril to find another crew. After a woman actually paid attention to the middle-aged man, he found himself following her to a beating and being stuffed in a sack. How will he handle more forced captivity?

Warren is a complex, silent, brooding man. He is skinny and short, and seems to be always looking to do something. The huge tatoo of flames covering his body seem out of place on the man who often has the docile mannerisms of one long imprisoned. His eyes are constantly darting around. His years of being in captivity subject to others have left him bitter. His studies of magic have been his only way to have a measure of control over what seems to be a series of recurring situations of helplessness. His magic blood, when awakened, became an internal war that Warren is attempting to control. His aquatic magic blood is not mixed with sea dragon blood, no, it is mixed with red fire dragon blood. Which type of magic wins out will be due to a combination of the nature of the man and the environment and situations he is in.


Reginald has been fully updated.


Is recruitment still closing today with a decision to be made tomorrow, or has that been extended?


Pathfinder Rulebook Subscriber

I won't officially close recruitment today, but I will be looking at all of the current applications and will see if we have a full party of characters and players that I want to play with (I think we probably do). If you haven't submitted your character, there's still time, but it's definitely running out!

Grand Lodge

So...not too late for bribes, then?


Pathfinder Rulebook Subscriber

Certainly not. PM me for my PayPal address and/or Amazon wish list. Just be prepared. I don't add anything less than $500 to my wish list.


Pathfinder Rulebook Subscriber

Here's the current list of applicants. Let me know if I missed you or messed something up with your applications.

We definitely have enough applicants here...now to see how many of them I love!

Martial
Fengar Orrmen - Half-orc Fighter
Pelgrev - Human Savage Barbarian
Reinald Malcoms - Fighter (Tactician)
Heregrihm Skoningslos - Human Barbarian (Sea Reaver)
Dorin Stonehammer - Dwarven Ranger (Freebooter)

Arcane
Ulgrast Thrice-Blessed - Half-orc Scarred Witch Doctor
Eldrin Sumstitch - Elf Magus (Hexcrafter)
Ricia Moon - Slyph Sorcerer (Wildblooded/Tattooed)
Rodrick Thurmond - Human Alchemist (Chiurgeon/Vivisectionist/Internal Alchemist)
Jonhilda Skaldir - Human Socerer (Crossblooded)

Divine
Hakim - Human Druid
Meriel of the Brine - Undine Cleric
Grimear Squidblight - Goblin ???

Skilled
Ben Sandlock - Halfling Rogue (Swashbuckler)
Allie "Cat" Calico - Human Rogue (Cutpurse)
Yasmin al Akbar - Human Bard


I seem to have been dismissed. :'(


Pathfinder Rulebook Subscriber

My bad! Got you added to my official list. Sorry!


Goblin Cleric I am, I am :)


I've been really interested in joining a Skull and Shackles game... so with that, I'll submit this character, a Cleric of Besmara.

The crunch and fluff to follow later this evening.


Okay, the crunch is available on the character tab. Now, to answer your application questions:

1. I generally try to post once per day, though depending on how quickly the game is moving, that can vary.

2. Currently I'm in three other PbP games, one which is very active and two others that tend to ebb and flow in terms of activity.

3. My concept for Elisandra is that she makes a living as a ship doctor. Her easy going and kind nature coupled with her excellent bedside manner has earned her the begrudging respect of many a pirate and sailor alike. After all, if you have to get a leg sawed off, Eli is the one you want to see.

The most plausible explanation as to why Eli would be in Port Peril is that she is spending some time off between journeys at sea. Eli is not beholden to one crew at this time, opting for the freedom to come and go as she chooses once a ship has docked. Of course, for the right price, she is of course always willing to head out to sea to help heal the ails of the crew, and offer prayer to Besmara for safe passage of any ship she boards.


Good morning, Shackles!

I haven't been knocked about the head while tavern drinking, so it wasn't that good a weekend. ;)

Grand Lodge

Once again I wake up and find myself chained to a keyboard on the merchant galley Office Building. Can't talk long -- I must return to spreading the sheets else I get the lash again.


Pathfinder Rulebook Subscriber

Sorry for the delay. Thank you for your patience, everyone.

I've gone through the applications and have made my final party selections. Please to enjoy the latest party to set sail on the unruly Shackles.

Ulgrast Thrice-Blessed
Elisandra Casdemay
Dorin Stonehammer
Yasmin al Akbar
Allie "Cat" Calico

Those selected, please head over to the Discussion Thread to check in.

Thanks again to all who applied. As usual, this was a tough decision with some amazing applicants.

See you all around the boards. (There's an exciting game in the works with multiple GMs - I hope all of you will apply for that when the time comes.)


Congrats all! Have a great time!


I usually do not approve of self promotion, but I saw a lot of potential players here not make the cut.

While not a S&S Game, Journeys of the Sargasso Queen is a seafaring campaign set in an unknown sea. I welcome all applications though some modifications may be in order.

LINK

RPG Superstar 2014 Top 32

Congrats to the chosen party. Enjoy!

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