A more Savage Sandpoint. A new look at an old friend.

Game Master ZenFox42


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Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 2; Conviction 0; PP 11/15;

Drama: 1d4 ⇒ 1


Johhann - you're fine. Even with the -2, you got a 9, which is a Raise.
Crastor - go ahead and make a Skill roll at -2, and narrate what it represents you're doing.


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

Drama: 1d4 ⇒ 4

Spellcasting & Wild: 1d8 ⇒ 71d6 ⇒ 6
ACE!: 1d6 ⇒ 1

Ceri shapeshifts into a small bear, to show that the party is friendly to bears.


Since there have been 7 Successes over the 6 PC's, this Quick Encounter (please see Discussion) is over, and you succeeded.

The bear wanders off.

Event 2
The path splits unexpectedly into several smaller trails, none of which are marked. Can you determine the correct path?

Everyone roll a d4 Drama die, then some Skill that you think would be helpful, and narrate what you're trying to do with it.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Drama!: 1d4 ⇒ 3

notice: 1d6 ⇒ 1
wild: 1d6 ⇒ 5
Velrek kneels down to take a close look at the different paths, looking for the one most used and any traces of Goblin sized feet prints.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 2; Conviction 0; PP 11/15;

Drama: 1d4 ⇒ 2

Crastor considers what he knows about the local area. Which is, frankly, not much.

Common Knowledge: 1d4 ⇒ 1

Wild Die: 1d6 ⇒ 2


Male Human Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

Drama: 1d4 ⇒ 1

Jzero climbs the tallest climbable tree he can find to try to get a view of the surrounding landscape and perhaps detect a direction to head.

Athletics: 1d8 ⇒ 2
Wild: 1d6 ⇒ 3

I'm going to leave that stand and not try to reroll, hoping others can have better success.


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

Drama: 1d4 ⇒ 4

Checking the various tracks and wear on the paths, Johhann tries to discover the most travelled path.

Survival: 1d8 + 2 ⇒ (7) + 2 = 9
Wild: 1d6 ⇒ 6
explode: 1d6 ⇒ 5


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 5 / 10

Drama: 1d4 ⇒ 4
Faith: 1d8 ⇒ 7
Wild: 1d6 ⇒ 6
Wild Ace: 1d6 ⇒ 2
Total: 8

Evesk prayers for guidance as to what path is the best to take.


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

Ceri sees if she knows anything about the area :

Common Knowledge & Wild: 1d4 ⇒ 31d6 ⇒ 4 = Success


That's 6 Successes for 6 PC's, so success.

The group figures out the correct path to Thistletop.

Event 3
Who?: 1d6 ⇒ 2 = Crastor, alphabetically

Crastor steps into a depression in the ground covered by leaves, and twists his ankle. Your journey will be even further delayed if you can't help him. What do you do?

I realize Evesk could heal him, but the rest of the group must support him in various ways. If Evesk fails, someone could try the Healing Skill, with support from the group.


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 5 / 10

Healing: 1d4 ⇒ 3
Wild: 1d6 ⇒ 3

Faith: 1d8 ⇒ 5
Wild: 1d6 ⇒ 4

OCC: If there is actually a Wound to heal then Evesk will using the Healing Power otherwise he will use a cantrip version of the Healing Power so just need to know whether I have to spend power points or not

Evesk first examines Crastors ankle to see if he can apply any mundane care to it but it becomes apparent to him that it is beyond is skill at this time and must resort to calling upon the divine to help.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

While Evesk is healing, Velrek's suspicious mind has him taking a good look at that depression to see if it looks natural or humanoid made to slow any invaders down...
notice: 1d6 ⇒ 5
wild: 1d6 ⇒ 4

Either way he'll scoop some dirt in to fill it up...


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 2; Conviction 0; PP 11/15;

Crastor looks for a stick that might act as a crutch or help with a splint to support his weak ankle.

Notice: 1d6 ⇒ 5

wild: 1d6 ⇒ 4


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

Johhann goes to the injured Crastor then attempts to remember an old woodman's receipt for a poultice that might take some of the sting out of the injury.

Common Knowledge: 1d6 ⇒ 5
Wild: 1d6 ⇒ 2


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

Ceri looks around to see if there are any more of these depressions in the area, indicating that they might be intentional.

Notice & Wild: 1d6 ⇒ 21d6 ⇒ 6
ACE!: 1d6 ⇒ 5 = Raise

And she's sure there are no more around like it.


Evesk - I'd consider this more of a "Bump&Bruise" as opposed to an actual Wound, so you don't have to spend any PP on it.


Male Human Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

Drama: 1d4 ⇒ 1

Jzero checks the area for any plants that might have medicinal value for healing or dealing with pain.

Survival: 1d4 ⇒ 4
Survival, ace: 1d4 ⇒ 2
Wild: 1d6 ⇒ 4

He finds some Arnica, a plant with a yellow flower, which can be used to create a salve that reduces pain. It takes him a while to make the salve, but he eventually has something he can offer to rub on the painful part.


Jzero, don't forget that when the Drama die is a 1, you subtract 2 from your following roll. But Ceri got a Raise, which compensates for your failure.

Crastor's twisted ankle is healed up nicely, he doesn't even need the crutch he made for himself.

Event 4
You encounter a fast-moving, very cold stream about 15 feet wide with no bridge in sight. What do you do?


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek looks for a large enough tree to fell to make a makeshift bridge. He then takes hand axe to it and does his best to get it across the river.

If there's a suitable tree near the river that will fall nicely over it, he'll attack that one.

athletics: 1d6 ⇒ 5
wild: 1d6 ⇒ 2


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 2; Conviction 0; PP 11/15;

Crastor considers anything he has heard about a nearby place where it is easy to cross the river.

Common Knowledge: 1d4 ⇒ 3

Wild: 1d6 ⇒ 5


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 5 / 10

Once more Evesk is outside his element and prayers to Iomedae for insights on how to safely cross this stream. Meanwhile he gets a stick to check to see perhaps how deep it is.

Faith: 1d8 ⇒ 5
Wild: 1d6 ⇒ 1


Thanks, Evesk - I meant to mention the depth...apparently Iomedae whispered in your ear that this was important information! ;)

Evesk determines that the water is probably 4 feet deep at its deepest. Between that and its speed, most humans would struggle to avoid being swept away.

Crastor knows of a narrower crossing, but it would take you a couple hours longer to get to Thistletop.

Velrek starts chopping.


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

Once the tree is down, Ceri borrows someone's sword and helps Velrek trim off the branches :

Drama: 1d4 ⇒ 4

Fighting & Wild: 1d6 ⇒ 61d6 ⇒ 5
ACE!: 1d6 ⇒ 6
ACE! ACE!: 1d6 ⇒ 2 = Success and 2 Raises

She attacks those branches with wild abandon!


Everyone so far forgot the Drama dice (even I did, at first). So, in order of posting :

Velrek drama: 1d4 ⇒ 3
Crastor drama: 1d4 ⇒ 3
Evesk drama: 1d4 ⇒ 2

No harm, no foul.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

What? Drama? We don't do that here...:)


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 5 / 10

OCC: I am Drama-tiesed ... and no I spelled it that way on purpose.


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

Drama: 1d4 ⇒ 2

Notice: 1d6 ⇒ 2
Wild: 1d6 ⇒ 5

The halfling keeps a watch as the others trim the tree to make a walking plank across the stream.


Male Human Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

Drama: 1d4 ⇒ 2

Jzero volunteers to be the first across and will carry a rope with him to tie to the other side and provide something people can hold onto and perhaps tie a safety loop of rope around each person's waist and looped around the other rope in case of slips or falls.

Athletics: 1d8 ⇒ 4
Wild: 1d6 ⇒ 6
Wild, ace: 1d6 ⇒ 3
Result = 6 + 3 = 9


Mission successful! You arrive in the area of Thistletop.

The small trail you're on eventually peters out, leaving you looking at a very long wall of fairly high briars and thistles to the north. You can't even see the ocean from here, altho the waves are clearly audible from the north. There's medium-dense forest to the east, south, and west.

What do you all do?

Anyone wishing to know the local lore about the place, make a Common Knowledge-2 roll...


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

common knowledge: 1d4 - 2 ⇒ (1) - 2 = -1
wild: 1d6 - 2 ⇒ (6) - 2 = 4
wild xplode?: 1d6 ⇒ 5

Velrek looks around.
"I looked at a map before we left. I think our best bet is that way."
He points off towards...


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

Common Knowledge: 1d6 ⇒ 4
Wild: 1d6 ⇒ 2

Johhann looks around this area, noting the wildlife, the flora and the weather at the moment. He tries to think if he has heard anything else about this location from other travellers of adventurers he has met.


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 5 / 10

Common Knowledge: 1d4 - 2 ⇒ (1) - 2 = -1
Wild: 1d6 - 2 ⇒ (2) - 2 = 0

Evesk is pretty sure he has not heard anything about this area and moves in the direction where Velrek is pointing.


Johhan has heard stories about the island. It is said that it was once the head of one of Karzoug’s sentinel statues. Karzoug is a mythological figure, rumored to be a Runelord, who reigned 10,000 years ago. Some say he died during Earthfall, some say he lives on, trapped in his sanctuary (which is not the island). The Goblins say they have occupied it for over 1000 years, but that could just be bragging.

Velrek points north, at the over 200 foot long, 20 foot high wall of brambles, briars, and thistles. You can hear the sound of waves crashing on unseen beaches, so you know you must be reasonably close.

What do you all do?


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 5 / 10

"So do we hack are way through that mass or is there perhaps another way to get passed it that is less arduous?" Evesk says questioningly but not at anyone in particular. He does not look forward trying to hack through all those brambles, briars and thistles.


Male Human Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

Jzero looks around, not expecting to recognize much, as he is so new to the area. But then he remembers a conversation with a hunter at the Rusty Dragon.

Common Knowledge: 1d4 ⇒ 4
Common Knowledge, ace: 1d4 ⇒ 4
Here we go again.
Common Knowledge, ace^2: 1d4 ⇒ 2
Wild: 1d6 ⇒ 2
Modifier: -2
Result = 4 + 4 + 2 - 2 = 8


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

Johhann uses his knowledge of the wilds to look for a path through the brambles for the rest of his companions.

Survival: 1d8 + 2 ⇒ (4) + 2 = 6
Wild: 1d6 ⇒ 3


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 2; Conviction 0; PP 11/15;

"If we have to chop through it will get pretty loud. The goblins, and anything else here, will know we are coming." Crastor says.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek will walk up and down that area of thick gnarly forestry looking for an easy way through.
notice: 1d6 ⇒ 5
wild: 1d6 ⇒ 6
wild xplode: 1d6 ⇒ 6
really, looking at some plants?: 1d6 ⇒ 3


Just to be clear, this is not an Quick Encounter situation. I'll state specifically when a situation is a QE. But I'll take your rolls and results under advisement, and let you know the results of them. Maybe the QE got you in the mind-set of thinking of a Skill and making a roll when faced with a problem to solve? If so, I'll take that as a win!
Please keep in mind, Successes and Raises don't guarantee you information or success if there's none to be had.

Jzero - you didn't hear anything from the hunter that Johhann didn't already know.

Johhann - you can't figure any way thru the brambles.

Velrek - at some point along the wall, you manage to spot a cleverly crafted, rigid mat of thistles and nettles that conceals an entrance. It’s clear that the briars can be lifted away, revealing a four-foot-high tunnel that leads into the interior.


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

Ceri says "I'll fly up and get a bird's-eye view of the place."

She rises up about 50 feet, looks around for a minute, then comes down.

"The briar patch is about 150 by 250 feet. There's a solid mass of briars covering the entire area like a roof, so the tunnel must go under it - no way to know the shape of it.

The island is about 60 feet from shore, and about 180 feet in diameter - it's almost a perfect circle. Its cliffs are about 70 feet high from waterlevel to the surface. There's a large fortress-like structure that virtually covers the entire island.

It's connected to the mainland by a rope bridge, but the path to it disappears inside the bramble patch, so it looks like that's the way we'll have to go.

And before anyone asks, I can't carry much more than what I've got on me when I fly."


Male Human Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

Jzero leads the way through the gate, once the area has been inspected for traps and hazards.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek follows Jzero.
"Be cautious. This path may be watched."


There is a hazard - all the brambles, briars, thistles, and thorns! Everyone make an Agility roll to get thru unscratched.

I know that by RAW, Skills are used to accomplish things, and Attributes are used to react to things, but I can't think of a better option than Agility, which reflects your dexterity, in this case, at avoiding things...


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

Ceri tries to get thru the door unscathed :

Agility & Wild: 1d6 ⇒ 61d6 ⇒ 2
ACE!: 1d6 ⇒ 3 = 2 Raises

You only need a Success to avoid everything.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek is almost crawling through a passage made, most likely, for Goblin sized beings and tries his best to avoid the worst of the barbs and brambles.

Agility: 1d8 ⇒ 4
wild: 1d6 ⇒ 3


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 2; Conviction 0; PP 11/15;

Crastor is grateful for being a bit shorter, but has to slip through sideways at times due to his girth.

Agility: 1d10 ⇒ 3

Wild: 1d6 ⇒ 5


Male Human Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

Agility: 1d8 ⇒ 3
Wild: 1d6 ⇒ 5

I'm okay with rolling agility, but I'd suggest Athletics is the skill that covers this situation. My roll is a d8 either way.

Jzero focuses and utilizes his bow to help move the branches in his way without coming in direct contact with the brambles. Where possible, he backed into areas to use his backpack to shield him from the stickers.


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 5 / 10

Agility: 1d8 ⇒ 2
Wild: 1d6 ⇒ 1

Evesk struggles as he tries to move through the brair patch through such a small opening.


Athletics didn't seem to me to be a good fit because RAW says it applies to "climbing, jumping, balancing, wrestling, swimming, throwing, or catching". Raw dexterity (Agility) seemed to be called for to avoid bumping into things.

Evesk takes some small scratches (on another Failure, you'll take 1 point of Bumps and Bruises).

Johhann?

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