Skulls and Scallywags - The Changing Tide Team 2

Game Master DarkestHeart

This Campaign is a Skulls and Shackles campaign for The Changing Tides Team 2.


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Congratulations guys!


Awesome. Thanks! I'm looking forward to the game.

I'm a fan of people who run games. A big undertaking, much appreciated!


Due to inactivity of one of the players, I have decided to reopen recruitment for team 3.

So far the team is made up of a Cleric, a Bloodrager, a Wizard, a Swashbuckler and a Rogue. If you want to be considered, please post your interest, with the character you wish to play, here.

Thanks guys.


Hello. I would like to submit Nathaniel the Bull. I would make appropriate changes to conform to this campaign.


Hi Nathaniel, I'm looking for a pretty quick turnaround on this, so if I could see those changes today I'd appreciate it. I have one other person interested and I need to decide before the end of day so I can move the game along smoothly.

Thanks for your interest.


I'll re-apply with Mateo.


Apologies but i am attempting to get chosen for a module. I appreciate your time but i will withdraw so as to make room.

Thank you for responding.


Welcome aboard Machete. Please make your way to Group 3s discussion page and post a quick hello. You will be included in the next update.

Sovereign Court

Hi all, I'm reopening recruitment as we've lost a few players. I'll be running this game until the main GM returns and I'd like to recruit two additional players.

Please read the very first post in recruitment for point buy and other character mechanic details, then follow those rules with the following changes:

- Your character will be starting roughly half way through Book 1. You may begin your PC at level 2.
- To round out the party, we're currently giving preference to a divine caster, a ranged attacker, or any caster.
- Alignment: No LG or CE. Good alignments in general may not fit well with pirate-like activities. ;)
- Race: No 3pp. We have a goblin, a malenti, and a tiefling right now - a pretty unique combination. If you choose a core or featured race, you may round out the party well, but that is up to you.
- The current party makeup is a rogue (without trapfinding), an oracle (battle cleric, mostly melee), and a sorceress.

The current team may chime in if I've forgotten anything. Let me know if you have any questions and I look forward to seeing your applications!


Interested
Will put something together tonight.


Here's Masha Bluegill, a mermaid sorceress.
Masha has magic blasting ability, and with her fins to feet SLA she'll be able to walk around for hours when she needs to.

Masha:

Masha Bluegill
Female merfolk sorcerer 2 (Pathfinder RPG Bestiary 204)
CN Medium humanoid (aquatic)
Init +2; Senses low-light vision; Perception +6 (4 vs. disguises)
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 14 (2d6+4)
Fort +2, Ref +2, Will +3; -2 penalty vs. charm spells and spell-like abilities
--------------------
Offense
--------------------
Speed 5 ft., swim 40 ft.
Melee dagger +1 (1d4/19-20) or
. . shortspear +1 (1d6)
Spell-Like Abilities (CL 2nd; concentration +6)
. . At will—speak with animals (aquatic animals only)
. . 1/day—fins to feet (self only)[ARG], hydraulic push[APG]
Sorcerer Spells Known (CL 2nd; concentration +6)
. . 1st (5/day)—mage armor, magic missile
. . 0 (at will)—drench[UM] (DC 14), jolt[UM], light, prestidigitation, read magic
. . Bloodline Marid
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 13, Wis 10, Cha 19
Base Atk +1; CMB +1; CMD 13 (can't be tripped)
Feats Eschew Materials, Scale And Skin
Traits barroom talespinner, seeker, transmuter of korada
Skills Acrobatics -1 (-13 to jump), Appraise +6, Diplomacy +5, Knowledge (arcana) +5, Knowledge (planes) +5, Perception +6 (4 vs. disguises), Perform (sing) +10, Sense Motive -2, Spellcraft +6, Swim +9, Use Magic Device +8
Languages Aboleth, Aquan, Common
SQ amphibious, frost ray, lonely
Other Gear dagger, shortspear, aquatic pinger, backpack, bedroll, belt pouch, flint and steel, jewelry[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 113 gp
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Frost Ray (1d6+1, 7/day) (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of cold damage + 1 for every two sorcerer levels you possess. You can use this ability
Lonely -2 Perception to see through disguises, on on saves vs. charm effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Marid You were born with the power of water genies, and the magic of the marids is strong in you.

Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge {planes}), Weapon
Scale and Skin When transmutation spell affects you, gain +1 or +2 to natural armor.
Swim (40 feet) You have a Swim speed.


This sounds interesting.

I'd be looking to join with a Sylph Sky Druid, which I'll make later today. The character would have a heavy caster focus but would function in melee if needed.

That or maybe a Nagaji Cavalier using the First Mother's Fang and Luring Cavalier archetypes. He'd be a mostly ranged character with some switch hitting potential.
Strictly speaking this character could also be of any other race but the thematics of the First Mother's Fang fit Nagaji best.


I'd love to apply with a gunslinger(musket master). Is there a problem if I am already GMing this AP?

Sovereign Court

Nope, I don't mind that, just ensure your character doesn't somehow know anything he wouldn't know normally :)


I've got a character that just missed Diamondust's recent re-recruitment. I'll check and see if anything needs tweaking and submit him here in a day or so.


*Waves* (^_^)

Hey-YA there!

Suny is bein' a Monk.

But if that be too borin' or peoples already be gottin' one a them I can be a spell-shooty person instead.

Wishin' every one all'a very bestest.


Excellent. That I can definitely do.

Sovereign Court

I'm setting the deadline for submissions for this coming Saturday. I'm more interested in an accurate crunch, but I do expect a little fluff, especially stating how you ended up on the Wormwood.


I also just missed being picked in Diamondust's campaign so here is Ero Berer

He is a lawful evil, Vanaran Zen Archer.

He was created with 500 gold worth of items as per Diamondust's rules, because I did not see any indication on how much loot I should have. I will update it immediately when I see it.


Thinking of a Half orc Ranger (Freebooter) with the Archery path, but more of a switch hitter.


Pathfinder Adventure Path, Rulebook Subscriber

I am submitting Morrigan (name may change slightly on availability) for consideration. She is a sorceress who specializes in evocation magic and electricity in particular. If there are adjustments that need to be made please let me know. If accepted it might be interesting to have the captain she gave the shocking experience to to somehow make an appearance.

Crunch:

Morrigan
_____________________________________________
Race human
Gender female
Age 19
Class sorcerer 2
Align CN
Init +2; Senses Perception -3, Survival -1
_____________________________________________
BUFFS AND CONSUMABLES
_____________________________________________
_____________________________________________
DEFENSE
_____________________________________________
AC 12, touch 12, flat-footed 10
(+2 Dex)
Hp 20 (2d6+8) Temp hp []
Fort +2, Ref +3, Will +2
_____________________________________________
OFFENSE
_____________________________________________
Speed 30
Melee +0 (varies)
Ranged +3 (varies)
Special Attacks none
Spells (CL 2; concentration +6):
1st (5/day)—shocking grasp, magic missile
0 (at will)—jolt, prestidigitate, dancing lights, arcane mark, drench
_____________________________________________
STATISTICS
_____________________________________________
Str 9, Dex 14, Con 16, Int 8, Wis 8, Cha 18
Base Atk +1; CMB +0; CMD 12
Feats WP: simple; point blank shot (1st), spell focus (evocation) (hbf), eschew materials (sbf)
Traits magical lineage, oblivious, talented
____________________________________________
SKILLS
____________________________________________
Skills
Swim +5=-1+2+3+1
Use Magic Device +9=+4+2+3
Background Skills
Profession (sailor) +4=-1+2+3
Perform (dance) +10=+4+2+3+1
Languages common
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ
Bloodline elemental (air)
Bloodline Arcana Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Bloodline Havoc Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline.
This ability replaces the sorcerer's 1st-level bloodline power or the bloodrager's 4th-level bloodline power.
Magical Lineage Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level. (shocking grasp)
Oblivious You take a –2 penalty on Sense Motive and sight-based Perception checks.
Talented You gain a +1 trait bonus on checks with a single Perform skill (dance), and all Perform skills are always class skills for you.
Touched by the Sea You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.
____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Load 11
Gear backpack, a bedroll, a belt pouch, a flint and steel, mess kit, soap, trail rations (5 days), waterskin, performer’s outfit, spell component pouch; 110 gp
____________________________________________
APPEARANCE
____________________________________________
Height 5’
Weight 120 lbs
Eye Color green
Hair Color green
Region of Origin shackles
Deity calistria and besmara

Description and Background:
Morrigan is a lithe and voluptuous woman who is generally clad in fairly scant attire of greens and purples. She is fairly short at only five feet tall, and has the natural grace of a talented dancer. Her eyes are a bright green and her hair green (no one has ever adequately explained why it’s green though some kind of outsider blood or touch from Besmara is suspected) worn long enough to reach her waist and done up in either a braid or bun when needed. She wears her heart on her sleeve and tends to mess up words as well as be very impulsive, both of which have gotten her in trouble on more than one occasion, especially coupled with her general state of obliviousness to threats around her.

Morrigan was born in the Shackles, her father was a pirate and her mother a whore. They were not an unusual pairing in those parts and Morrigan never met her father, nor her mother, and so was left to grow up alone in an orphanage. As she grew up she felt a natural calling to the sea and, despite her physical weakness compared to others, loved to swim. As she reached her early teen years it was necessary for her to find some form of work to support herself and she was quickly taken in by a local bawdy house that recognized her burgeoning beauty and natural grace.

Morrigan was taught to dance, their intention being that she become an erotic one for their establishment, and she was given what few tasks she could be safely expected to manage given her difficulty in picking up new tasks. When she was about to turn sixteen her virginity was to be sold to the highest bidder, she had no clue what was going to happen, and it wasn’t until one of the establishment’s ladies, who liked the strange girl, explained it to her that Morrigan understood. Despite her warning Morrigan had no clue how to get out of what was to happen and, as it turned out, she didn’t have to worry. When the man, a captain who had seen her dancing, came to have her he was in for a rude surprise as she somehow managed to electrocute his…er…manhood with a touch. Had he been in better shape after this it’s likely that he would have killed her but something about nearly loosing them to a slip of a woman made him keep his mouth shut and leave.

While the Madame suspected things didn’t go as planned, the captain never explained and she threw Morrigan out on general principles. Over the next few years Morrigan continued to dance but built up a reputation as a woman who you didn’t touch as anyone who did so without her permission was inevitably zapped. There was one captain who wouldn’t take no for an answer though, a right bastard named Harrigan. Captain Barnabus Harrigan wanted this untamable strumpet for his own and, when he was pressing several sailors into service a short time ago he saw his chance and had the woman drugged and brought back to his ship.

When Morrigan woke up she found herself in the Captain’s cabin, safely restrained, and Harrigan waiting for her. He made things very clear to her and forced her to submit to him. Realizing that she could do little against him she submitted to the Captain’s will, albeit reluctantly, and realized that the sooner he was tired of her the better. While it was a rough few days the Captain quickly tired of his strumpet and threw her to the crew’s tender mercies. Fortunately for her Sandra Quinn was able to direct her towards a group of sailors who might be willing to help her survive her new status…

Favorite Color: green and purple
Favorite Meal fried fish with onions and garlic
Theme Tune Just Dance (I think)


Here is Renwick Markham the human musket master reporting for duty.

Backstory:

Renwick had a troubled childhood growing up in Westcrown. Most days he was in the streets on his own doing what he had to do to survive which got him into trouble sometimes.
He ran away to sea as soon as he could find a ship that would take him on and quickly earned his place. The freedom of the sea was the place for him.
Everything was going great for him until one voyage his ship was captured by pirates west of Cheliax. He didn't have much choice but to join them or walk the plank.
There he learned to fight and embraced his new life but soon after, their captain was killed by other pirates and he was stuck on land without a ship for a while when the crew disbanded.
He worked temporarily at the docks waiting for his chance to get back out to sea. When the chance to join the Wormwood came he jumped at the chance.

Character Sheet:

Renwick Markham
male human gunslinger(musket master) 2
CN medium humanoid(human)
Init +7; Senses Perception +8
—————
Defense
—————
AC 19, touch 16, flat-footed 13 (+3 armor, +5 dex, +1 dodge)
hp 22 (2d10+2)
Fort +4, Ref +8, Will +2
—————
Offense
—————
Speed 30ft.
Melee Cutlass +2 1d6(18-20x2)
Ranged Musket +9 1d12(x4)
Special Attacks Grit Deeds(Deadeye, Steady Aim, Quick Clear)
—————
Statistics
—————
Str 10, Dex 20, Con 12, Int 10, Wis 14, Cha 7
Base Atk +2; CMB +2; CMD 17
Feats Deadly Aim, Weapon Focus(Musket), Rapid Reload(muskets)
Traits Reactionary, Slippery, Natural Born Sailor
Drawback Guilty Fraud
Skills (6+2*/level) 2 Acrobatics +10, 1 Climb +4, 1* Craft(alchemy) +4, 1* Knowledge (engineering) +4, 1* Linguistics +1, 2 Perception +8, 2 Profession(sailor) +8(1/week reroll and take highest), 1* Sleight of Hand +9, 2 Survival +7(+2 when fishing to gather food), 2 Stealth +11, 1 Swim +4
Favoured Class Bonus 2 extra skill ranks
Languages Common, Polyglot
SQ nimble +1
Other Gear Masterwork Studded Leather(175gp), Masterwork Musket(300gp), Cutlass(15gp), Bedroll(1sp), Blanket(5sp), Hammock(1sp), Compass(10gp), Mirror, small steel(10gp), Rope, silk(50ft.)(10gp), Horn, powder(3gp), Horn, signal(1gp), Alchemist's fire(5)(100gp), Antiplague(50gp), Antitoxin(50gp), Book, journal(10gp), Ink(8gp), Inkpen(1sp), Outfit, Explorer's(0gp), Backpack, masterwork(50gp), Bandolier(2)(1gp), Bag, waterproof(5sp), Pouch, belt(1gp) Waterskin(1gp), Flask, hip(1gp), Kit, fishing(5sp), Kit, gear maintenance(5gp), Kit, gunsmith's(15gp), Flint and steel(1gp), Earplugs(3cp), Hook, grappling, common(1gp), Tool, Masterwork(fishing lures, +2 on survival checks to catch fish)(50gp), Holy symbol, wooden(besmara)(1gp), Alchemical cartridge, paper[crafted](20)(120gp)
gp 19g 1s 7c
—————
Special Abilities
—————
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
Grit(Ex) 2 points A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Nimble(Ex) Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).


Greetings. Im one of the players of the game. Just dropping by to say hi =^^=


I have a Human Inquisitor of Gozreh in the works, mainly bow user.

Jaska Dilan


I've tweaked Kragor a little by picking up the Trapper archetype in addition to the Freebooter to add the Trapfinding the Rogue seems to lack.


I think I will submit a bard.


Ok, I think I got Jaska all done. Of course, changes can be made to adjust to the story, but aside from that, I'm happy with what I have.

Jaska Dilan, Inquisitor of Gozreh


Well, I went a bit different direction than I'd originally intended. This is Ouachitonian, presenting Blue Lucien, Undine Hydrokineticist. just as happy in the water as out, he lives to blast enemies with torrents of high-pressure water. He'll be quite the capable ranged striker, and able to contribute some skills also, as well as the benefits of being amphibious, having a natural swim speed, etc. He can also do spot-duty as a healer, and heal himself a bit just by taking a dip in the sea.


I see you said no 3pp race, what about 3pp class (from d20pfsrd.com)?


I'm still working on Malcolm Reid, my Sylph Sky Druid. The crunch isn't quite done yet.

Short Background:

He is the son of two human parents on Mediogalti Island who didn't quite know what happened to them when their young son started manifesting strange abilities and his appearance started to change (before then he had just been a pale, skinny boy with very light blond hair). They started to hide him, fearing his appearance would draw unwanted attention from the Red Mantis assassins.

The result was that Malcolm ran away from home at the tender age of 9 and fled into the jungles, never to be seen again. At least not for a very long time.

When he returned he was very much a changed man. His parents had already passed away of old age so there was nobody to return to, as far as he knew. Shortly after he showed himself in town and introduced himself as Malcolm Reid the news spread to the Red Mantis and soon he was ambushed within the room he rented at a local inn. The goal however was not to kill him but simply to obtain some of his blood.

Unbeknownst to Malcolm his parents had more children after he vanished, twin girls to be precise. Neither of them displayed the elemental blood he did but both did join the Red Mantis. Upon hearing there was someone claiming to be Malcolm Reid they decided they had to know if it was the older brother they never knew and so required some of his blood for use in divinations.

When they found he was in fact their brother they tried to approach him again, more friendly this time but found he had already left the isle, afraid the Mantis would come for him again and actually kill him.

Malcolm fled to the Shackles where he ended up amongst the Tengu of Port Peril.

That background takes Malcolm to Port Peril. I do wonder where the Wormwood is at the current stage of the game? The way I see it he could have been press ganged earlier, but being a Sylph he'd stand out. If the Wormwood has only been on open sea so far it's rather difficult for him to get there.


Dotting, I have a half-elf hydrokineticist that's a pretty effective ranged attacker. I need to tweak him but he'll be up pretty soon.


Actually, I think I may have to withdraw from this. Bit too much going on ATM.


Dotting, just trying to decide between putting up a swashbuckler (picaroon), and a Druid.

Sovereign Court

Regarding 3pp - Sorry, I really want to stick to Paizo content only.

Great submissions so far. Thank you all for your interest. I'm going to close recruitment midnight tonight, and then I'll ask the team what they think in addition to my own input.


Hey everyone, player from the group you will be joining, Good luck everyone. Submissions are interesting thus far.


Malcom is more or less done. He just need his gear. What are the rules for that anyway? How do we get?


Given that recruitment closes tonight I'll have to withdraw my dot due to an unexpected birthday party.


Updated his background and cleaned up his page at the suggestion of a friend.


Given that recruitment closes tonight, I too will have to withdraw my dot due to unforseen engagements.

Sovereign Court

For gear, you start with full gold for first level (even as a second level PC) and can purchase gear as if you were not on the Wormwood. It doesn't seem fair for you to start with nothing when the other players have most of their gear back at this point.

Thank you for all of your submissions! I'm loving what I see so far. Here's the list:


  • Ero Berer (Vanara Monk, zen archer)
  • Kragor Bloodskull (Half-Orc ranger)
  • Morrigan (Human sorcerer)
  • Renwick Markham (Human gunslinger, musket master)
  • Jaska Dilan (Human inquisitor)
  • Blue Lucien (Undine Hydrokineticist)
  • Malcolm Reid (Sylph Sky Druid)

I'm going to read over your sheets this weekend and ask the team for their input as well. Two players will be chosen once I hear from everyone and we come to an agreement.


Kragor is actually a Ranger. He took the Trapper archetype which gets access to Trapfinding, which is something your Rogue seems to be missing.


Uh oh, I think I used normal 2nd level WBL. Will adjust tonight.


My character will need to be retooled since he can no longer afford any of his gear. Will be done when I get home from work.


Same here


Gear reajusted with the right value.

Jaska Dilan, Inquisitor of Gozreh

Sovereign Court

Thanks. No rush on the gear purchase adjustments, they can always be made should you be chosen.


I've gone ahead and updated Lucien's equipment.

Grand Lodge

I played S&S AP books 1 through 4 but our group disbanded due to players moving. I know it's a long way from now, but when you get to book 5 and 6 I have a level 10 inquisitor of Besmara who wouldn't mind helping culling the unworthy pirates from the Shackles gene pool! :)

Sovereign Court

Just to keep you all up to date, I'm just waiting for one more PC to give me his suggestions, and then we'll have our choices made. Sorry for the wait!


Had to tweak the name to create the alias but this is still the same Morrigan.

GM Red wrote:
Just to keep you all up to date, I'm just waiting for one more PC to give me his suggestions, and then we'll have our choices made. Sorry for the wait!

No prob.

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