Elsewhere in the Shackles (Inactive)

Game Master Giant Halfling

In the proverbial shadow of the Siren's rise to renown, another lesser known vessel prowls the Shackles with a no less colorful crew...
Plunder Rules
Infamy Rules


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Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16
Hedwig Bogg II wrote:
The heart is my favorite.

My Discord avatar for the time being.

Yeah, I’ll have Saph get off here. More than happy to RP a bit though.


male

Much to my disappointment, I realized after my last post that on top of those things I also have a stack of year-end paperwork due on the 27th. sigh

@Saph- those angels are the perfect shape to cut the heads off of (pre-baking) and turn into grugo/baby yoda...


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

I misread that as “cut the head off of Baby Yoda,” and I‘m not sorry I did.

But yeah, after looking at the cookies, I see how the shape works. Mini-m&m’s for eyes (brown or green). A green tea Pocky stick could be his light saber.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Really love any excuse to throw in a holiday reference that fits the theme/campaign/world!

Knowing that at least half of us are married with children, some of you may be able to relate, or relate vicariously through your wife, to this recent SNL skit:

SNL Christmas Morning


male

Sorry for remaining slow to post, I was violently ill today. I’ll be back to posting regularly as soon as I get through this but please bot me as needed until then (unless this is one of the games I’m running, in which I double apologize for the delay).


Giant Halfling wrote:
Sorry for remaining slow to post, I was violently ill today. I’ll be back to posting regularly as soon as I get through this but please bot me as needed until then (unless this is one of the games I’m running, in which I double apologize for the delay).

Take care of yourself. Hope you get feeling better soon.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Thanks, Aerin. I am recovering and easing back into posting. Still feeling pretty drained though, so I'm going to start with the games where I'm just a player and hopefully have GM posts up tomorrow or Friday at the latest. Happy New Year, all.


Happy New Year! Lousy way for it to begin,but on the plus side its got to get better.


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None
Aerin Shinikoth wrote:
Happy New Year! Lousy way for it to begin,but on the plus side its got to get better.

I like the optimism there. :) Sorry for my own slowness, all the family stuff I mentioned really did a number on my free time. I'll go check Gameplay and post as appropriate.

GM, feel better, and Happy New Year to everyone.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Feel better, GM! (Hopefully, you are recovering already.)

Happy 2021, everyone!


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Feel better sir. Haven't been on much today, but next year I'll do better!


The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

My apologies for my recent silence, I got hit with a bit of a 1-2 over the holidays with some major shake-ups both at home and at work. I believe things have returned to a state of relative stability and I plan to post in all my games tomorrow.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

States of relative stability are nice places to be. Glad things have gotten better sir.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Alright... I'm really sorry we haven't started moving yet. I'm feeling quite a bit better now and planned to post several hours ago but one of my kids screwed up the computer and it took me until a few minutes ago to get it working properly again. I still have a greater than normal need for sleep, so I'm going to bed now but I promise I will actually have a post to get us moving up tomorrow.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Sleep is good!


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Can't seem to find anything magic item wise from our taking of the other ship. I did find this in the captain quarters

"...small sack of gold and gems (total value of 684g)" so we need to split that.

What am I missing?


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Did anyone cast detect magic at any point? I’ll have to dig through my notes (and the posts to see exactly what you did and didn’t take) but I thought the captain had a magic sword and there might have been 1-2 other little things.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

I believe Aerin did, but it has been a while so not sure. Hedy stripped the poor captain of everything he had on him, but I didn't remember a magic sword, but once again been a bit.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

I specifically remember Hedy commenting on his “sword,” and she certainly didn’t think it magical.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

It’s entirely possible I’m the one who’s misremembering... I’ll try to dig through my notes tomorrow. Maybe I was thinking of the undead guy’s sword?


I did detect magic but I don't remember anything being magical either.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Undead guy's sword was a ghost touch rapier if I remember correctly and Murrillo has it.


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None

Given that the captain guy ended up naked, I thought the sword "not being magical" was just phrasing. (We're still doing that, right?)

Sorry, this week kind of sucked a lot of energy out of me. Getting caught back up now.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Yeah, that’s right. I thought this captain’s was magical too. I looked back at Aerin’s detect magic post and it looked like maybe I failed to respond with everything else going on at the time. I’m sorry about that. Instead of making you wait longer while I look through my notes (and as something of a practical apology) let’s say it was a +1 cutlass and that you also recovered 2 fan feather tokens and a potion of waterbreathing.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Sounds good. Unless anyone needs the cutlass, we should sell that for 1157.5.
The rest sound like good choices to just keep in case they are needed.

So 192.9 more each.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Hey, so, it's definitely my fault that we stalled out a bit. I'm sorry. I'd really like to get us moving again, though. What do we need to make that happen? Are there any loose ends that anyone is waiting on me for? Is there anything else that anyone wants to do in Quent? Is Port Peril (to increase your infamy again) still the next stop?


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Increasing infamy is always good, but the main point of Port Peril is the captain with his ship underwater and the deal to split it all. Treasure hunting this time.


I am ready to treasure hunt. Personally I like that type of mix, one time out we do pirate stuff, next time we solve a mystery/hunt for treasure that type of thing.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

Let's hunt for treasure! Do we have a clue, or should we search for one?


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None
Aerin Shinikoth wrote:
I am ready to treasure hunt. Personally I like that type of mix, one time out we do pirate stuff, next time we solve a mystery/hunt for treasure that type of thing.

That is a very okay mix with me.

Sorry for my extended absence, I was slow getting back on track after the holidays, then just as I was getting my head together, BOOM! Someone shoots the little hamster running paizo's web server. I couldn't log in until I thought to clear cookies for paizo.com.

Let's go find us a shipwreck to raise/loot!


1 person marked this as a favorite.
Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

The hamster wasn't shot. It died of exhaustion and malnutrition :P


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Sorry for the delay! I had some trouble getting back into the site after they get new hamsters running, but I'm back now and should be posting regularly again. I have to bounce through all my games and let everyone know, but I should have a post up for you all sometime today.

You might have a lead on some treasure if the guy Murillo found in Port Peril is still hanging around...


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

So, Murillo got his info on day 1 in Port... You had originally said you’d stay 5 days (to max out the infamy you could gain here), what is the plan now? It seems obvious that you’re going to spend enough time to do some more asking around but is there still going to be infamy gaining going on are you hoping to learn more quickly and then head out on the chase?

Also, regarding gathering information, please post what kind of information you’re looking for (and watch what others have already asked/learned). Murillo got a 30 on finding Felnas, so to learn anything else you either have to beat his 30 or ask a different question. So Hedy won’t get anything new on her 29 if she’s just asking around about Felnas, but if you can think of another question (either building on what Murillo learned, or looking for another avenue to important information) there might be something else to learn.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

OKay, I'll look. Infamy is not important as getting LOOT! So no more now, unless of course others would rather spend the time.


Male Monkey Familiar 6 | HP 25/25 | AC 17 T 14 FF 15 l Ft +2 Rf +7 Wi +6 | Init +2 | Perc +10 l CMD 14 l Current Effects:

@Murillo and Aerin, do you guys like Jerk as a party-familiar?


The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

I like Jerk, but fear I may have missed something - is "party familiar" a generic idea, or is it something actually rules-related (archetype, feat, class feature, etc.?)


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

Rules based. He can be used to deliver touch spells by certain people in the party (albeit at -2CL).


I like him, haven't interacted with him really, but have enjoyed his interactions with others. Perhaps some time spent befriending him needs to be on Aerin's agenda.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

It's from the mascot familiar archetype. If they are designated as part of his team, Aerin and Murillo can both buff Jerk with the share spells ability and use him to deliver touch attacks.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Options...

In port the most obvious suggestions are social (negotiate and threaten the elf away from the ship), stealth (steal him away), or attack (just take him).

Other options, a weeding of his sailors out on leave, leaving him undermanned for when he sets sail again and we take him on the water.


I like the idea of weeding out the sailors but the stealth idea is probably the most practical.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

We join their crew in disguise, and stab em in the back


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None

I'm thinking stealth is probably the most fruitful approach, my 2cp.


The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

How many of us are good at stealth? Murillo isn't much for sneaking, but can certainly create a diversion ;)


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None

After ACP I clock in at a +4, so not nothing, but Batman I'm not. :)


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Ha! Um... Hedy doesn't believe in stealth apparently. 0 ranks in it.


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None

Well if you're gonna have 0 ranks in Stealth, you should at least have Perform, so that this can be your stealthiness! :D


So Stealth seemed the most practical until it was determined that most of us aren't very good at it. I'm not trained in it so only have the +1 from my incredibly average Dex.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Um Hedy might be able to bluff her way on the ship then have you all attack when they are watching her.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

You guys are free to approach this however you want but (as a beneficent GM) I'll mention a couple a things.

1. They just docked and unloaded a bunch of people. That almost certainly means they're not leaving until morning, so you have time to try to learn more before settling on a plan (if you're into that kind of thing).

2. Given that a bunch of people went ashore, you really don't know whether the elf you're looking for is on the ship or not.

3. Even pirate towns have some kind of security and a fight in the harbor (unless its very short or very quiet) is likely to draw attention from whatever kind of enforcers the local leader commands.

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