GM Doug's The Lost Legend (Inactive)

Game Master Doug Hahn

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SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

A Closed game for The Lost Legend, starting August 2 and finishing before August 31.

Vigilant Seal

CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

Dot


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

You've received a missive to partake in a mission in the Mwangi Expanse! Some of you might already by in Garund on account of previous missions (perhaps Gurmire, Packet, and Pip are traveling together after their adventures on Bhopan?), or you might be traveling down there from Absalom on a boat.

Amita Dugada's Letter wrote:

Illustrious Associates, I write on behalf of newly commissioned Venture-Captain Stella Fane. The Pathfinder Society has need of your services again in an expedition to the Mwangi Expanse. New information has come to light regarding members of the Open Road Pact and their adventures in said region.

The venture-captain shall impart specific details of the mission to you later. However, you are to be the lead team for an expedition that starts in the Sodden Lands at the mouth of the Frogmarch River. From there, you are to proceed inland, exploring a few sites along the way.

I say "lead team," because a support team of experts and others shall follow the trail you forge. Although these secondary personnel have guards, we suspect you would agree that your skill allows you to trailblaze and move faster than they. To be clear, your responsibilities include marking a trail for this slower group and clearing said trail of hazards. This entourage shall rejoin you late each day to provide you with supplies to aid your trek and to help you catalog and store any important finds.

You set sail with Venture-Captain Stella Fane aboard the Risen Albatross at dawn in five days. If that schedule is not agreeable, please report it to the lodge or Venture-Captain Fane, who can be found fitting the Risen Albatross in the Docks, or else most likely at the closest tavern to the ship, the Spinning Coin.

Sincerely,

Amita Dugada, senior clerk.

Through whatever means, you find yourself in the pirate haven of Port Peril. The place is abuzz with the large Pathfinder mission being equipped — several ships are docked in the harbor and buzzing with Teamsters. Stella Fane's magnificent three-master, The Risen Albatross is anchored out in the harbor. Surely, the pirate captain is fastidiously overseeing the equipage of her very first mission, and not drinking rum down in the captain's quarters…

Several of you have been here before, and Packet leads your group to the Watchtower, an upscale gambling hall and tavern located in the High Eastwind neighborhood of the port town. The Watchtower itself is an old lookout and armory that has since been refitted. The sound of falling chips, clinking glasses, and pleasant music are audible as you sit down at your table. Tomorrow morning, you are boarding the Risen Albatross and sailing to the Frogmarch River.

Several of you have been traveling together for some time, but there are new teammates here, too! Let's do some character intros. You might want to share how you got here, or if you have any connections here in the Mwangi, what you order or if you gamble, or how you feel about Stella Fane becoming a Venture-Captain! I will post your mission briefing after intros are done, hopefully, tomorrow.


Human Investigator (he/him) | Stats Human HP 68/68 | AC 21 | Class DC 21 | F: +10, R: +13, W: +11 | Perc: +11 | Speed 30ft | Ranged: Starknife +14 1d4, Melee: +1 Striking Sword Cane +14 2d6 Active conditions: None

A swarthy Avistani man carrying a finely crafted walking stick walks into the Watchtower. He's dressed in the sort of clothing you might have seen among the Chelaxian colonials living in the former Sargava — some trinkets and accessories appropriated bought from local crafts people, along with sweat-stained linen suiting meant to be cooler in the tropical heat.

There's a bit of an air of menace about him: He's not a big man, but he moves like someone who's seen the inside of more than a few of Port Peril's rough establishments.

It doesn't take him long to spot the team of Pathfinders he'll be joining. He approaches and puts out his hand in a crisp fashion. "Tanio Volsa. Welcome to the armpit of the world."

Things:

Tailoring: 1d20 ⇒ 18

Grand Archive

Male goblin alchemist 8 | 30’ | HP: 78/78 | AC: 26 | F: +14 R: +17 W: +13; Resist Fire 4 | versatile vials 6/6 | Hero Points: 1| Exploration: Scouting | Status:

Gurmire smiles and returns the offered handshake. “Hello! Gurmire, Pathfinder and arson investigator from Magnimar.

Gurmire is about normal size for a goblin. He has some sort of monocle over his left eye, studded leather armor, and clothes that feature pockets everywhere. You see several vials and other indications that he is likely an alchemist. One thing that is somewhat strange, he is wearing a silver holy symbol of Sarenrae. It is hanging from the same chain as his Wayfinder.

Verdant Wheel

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 11 ♫ | HP 129/129 | AC 30 | F +19 R +19 W +20 | Perc +22 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 3/3 6th 2/2 (DC 29) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

"Oh, this is hardly the armpit of the world." Pip glances around, to make certain that Stella isn't in the audience, ready to start another bar fight. She's a tawny gnome with vibrant green hair that and a friendly smile. Next to her is well-trained riding dog that sits by her feet after demanding pets from everyone. "I've always liked Port Peril. It's a bit dangerous, but never boring. I wouldn't imagine that gnomes would ever bleach here."

"I'm Pip, and I'm from the Envoy's Alliance Legal Defense Fund! Most of my family hails from Absalom, though my grandma Mahana comes from Bhopan. She's the one who taught me mwangi, which has come in handy on my travels."

Pip raises her eyebrows as she looks around. "It looks like Captain Fane's taste in bars has improved. I liked Rivanti's oysters, but Rivanti's beer..." Pip makes a face. "Let's just say I won't be having it again. Have you been at the Watchtower before? What's good to eat here?"

Radiant Oath

2 people marked this as a favorite.
Human (he/him) (Taldane) Holy Champion 7 |HP 96/99 | AC 28 (30) | Shield 10 (120/120) F +14 R +10 (bulwark) W +12 (+2 vs. poison/disease) | Resist: Persistent 3, Slashing 3, Void 1 | Perc +10 | Stealth +8 | 25 ft | Hero 0/3 | Focus 1/2 | ◆ | ◇ | ↺ | Active Conditions: regenerate 1 HP/minute, divine health aura, darkvision (60 min), frightened 1

"Just when I think that I've made it out of Garund and its endearing climate, I find myself back," Iniquity says with a warm smile that belies his complaint. He dark hair and handsome face shines with sweat as even having removed his heavy armor and moving around the pirate haven in his gambeson is too much for the heat and humidity. He carries his glaive casually, leaning it over his shoulder as if it were a fishing rod and not a weapon.

"Oh! Bailiff!" he says, grinning at the windhound. He leans down to stroke the dog's head and rub his neck. "Do you want some love? Some pets? Yes?"

He looks back over at the rest of the assembled Pathfinders. "Sorry. He's just such a lovely dog. I'm Iniquity Pen, once thespian and now initiate muse of Shelyn. I suspect I was selected to serve as physical protection as I am less skilled in the wilds than several other Pathfinders I know. I am fairly decent with first contact, but Pip's already here so... yes, clearly for the protection."

He's happy to shake Tanio's hand. "I haven't been down to this particular part of the world, but it looks enchanting enough. Full of inspiration for stories, certainly?"


Breed: Westgate Windhound or "Westie" from Absalom. Pip's riding dog.

Bailiff licks Iniquity's hand and waves his tail so hard it looks like it might fall off.

I'm such a good dog!

He then casually stretches and walks over to Tanio and sniffs his hand.

Are you going to pet me? I really think you should pet me.


2 people marked this as a favorite.
Human Investigator (he/him) | Stats Human HP 68/68 | AC 21 | Class DC 21 | F: +10, R: +13, W: +11 | Perc: +11 | Speed 30ft | Ranged: Starknife +14 1d4, Melee: +1 Striking Sword Cane +14 2d6 Active conditions: None

Make nice with Bailiff: 1d20 + 4 ⇒ (15) + 4 = 19
Seem to everyone else that he is indifferent to dogs: 1d20 + 14 ⇒ (19) + 14 = 33

Who is? Why you are. A good dog.

"Spend enough time here, you'll grow fond of how the armpit smells. I see you've already gotten a taste for it. Good. Yes, plenty of stories to turn your hair green or purple here. Barkeep! Round of your Kraken's Grog for these poor souls."

Yep, he sure seems like he knows these parts well. He goes on, sotto voce.

"Tell me, Gurmire, you always bandy your wayfinder about? Mind you, this isn't Bloodcove, but it still doesn't hurt to keep a low profile." He indicates a greasy haired, scrawny fellow at the end of the bar. "That one there, for instance. Not with the Snakes directly, but he trades secrets with them for coin."

Grand Archive

3 people marked this as a favorite.
Male goblin alchemist 8 | 30’ | HP: 78/78 | AC: 26 | F: +14 R: +17 W: +13; Resist Fire 4 | versatile vials 6/6 | Hero Points: 1| Exploration: Scouting | Status:

Any lower, I under table.” Gurmire replies, grinning. “We not staying anyways.


1 person marked this as a favorite.
Breed: Westgate Windhound or "Westie" from Absalom. Pip's riding dog.

Meanwhile, under the table, Bailiff is sniffing for Packet. The halfling always has the best snacks.

He'll give me some, because I am such a good dog!

Vigilant Seal

3 people marked this as a favorite.
CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

”Hello hello, and well met!”

Packet greets everyone with a tip of his hat, and Pip and Gurmire with a hearty handshake.

He introduces himself to all as the founder of the Sleepy Detective agency, no occult mystery too small or too dangerous.

Upon seeing Bailiff sniffing around under the table Packet pulls a half eaten potato from under his pith hat and tosses it to the dog.

”Saving that one just for you, I was,” he says to Bailiff with a wink.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The next morning you're called to the Risen Albatross to set sail! Fane is mum the whole time about the journey, holed up in her cabin and vowing to reveal everything once the ship nears its destination. The ship is crowded with numerous experts, warriors, and porters.

After a long voyage, including skirting the northern edge of the Eye of Abendego, the time has finally come.

About midmorning, Fane calls for you to gather in her quarters. Inside the cabin, a large desk faces the door; a worn, high-backed leather chair faces away. Papers clutter the desktop, some of them weighted down with sailing cleats and tackles. Curtains adorn the room, accompanied by an unmade bed and a long table with benches. Wall shelves hold books, maps, and more bottles of various spirits than can be counted quickly.

The leather chair turns melodramatically.

In it reclines Venture-Captain Fane, her hair pinned back from her face. She stops the spinning chair with a firmly planted boot on the desk and takes a swig of dark-brown liquid from a glass in her hand, then breaks the silence by saying, Have a drink and a seat. Art on slide 1 if you have not met Fane yet!

She grins and gestures to the bottles and glasses on the desk, and then to the benches along the table. Most of the bottles are sealed and full of good, dark rum from the Shackles. One is already open and half empty.

To Packet and Pip, she offers pours from her own bottle — one stylized with a stylized dragon turtle — Southern Squall rum! Why, 'tis me favorite 'cleaner fish'! Here's a nip o' somethin' nicer for ye.

Once you're settled in, Fane begins. 'Tis a weird one. Has been, all around. But I’m gonna get to the point — short an' sweet.

She looks at her glass and takes another swig, savors it for a moment, and continues, The Society has come across some information that’s led them to believe that what they know about Gregaro Voth ain't true. And whether or not that’s right, they think he left a trail to follow. Yer gonna see if the loremongers know their stuff.

When we drop anchor, yer mission is to go ashore, make yer way inland, an' find three sites the Society believes Voth left clues in. I won’t blather on about it. Wrote the details down for you, I did. Harder to forget, right?

Fane grins and slides a few papers across her desk.

Fane's Instructions:
Pathfinders,

Gregaro Voth might’ve hidden something for us at the following places. You are to make a trail to each site, so the support team can follow you. General locations on the map accompanying.

Sodden Lands: Voth writes “...within the coils of Ydersius near the headwaters of the Frogmarch.” You should pass through a drier, forested area after about 20 miles. It’s another 20 miles or so to the site. Signs of serpentfolk civilization in this area should point you to the right location. It says “the idol”—whatever that is—might be underwater. Items likely hidden in or around the idol.

Mwangi Highlands: East southeast of the last location, as the hills climb from the Sodden Lands to the Mwangi Jungle, about 20 miles. Voth writes “...marking the Honor Spire.” After forming the Open Road Pact, Voth’s group buried an iruxi named Urshoje at a place they called the Honor Spire to honor her and her love of overlooking views. Items likely hidden in or around the burial site.

Defaka River: Voth writes “...in scaled stones of Warlock’s Barrow.” A haunted site infamous among travelers on this part of the Defaka River. An outpost stands on the river’s fork, roughly 10 miles from the Honor Spire. It’s a good place to rest, resupply, and ask for details on the barrow’s location. The map marks this outpost rather than the barrow.

Fair winds, all. Don’t die.

Fane

I have this on Slide 4 for future reference.

Spoiler:

Gurmire, Society: 1d20 + 9 ⇒ (19) + 9 = 28
Iniquity, Society: 1d20 + 5 ⇒ (15) + 5 = 20
Packet, Society: 1d20 + 6 ⇒ (11) + 6 = 17
Pip, Society: 1d20 + 9 ⇒ (2) + 9 = 11 close call!
Tanio, Society: 1d20 + 14 ⇒ (17) + 14 = 31
Pip, Pathfinder Lore: 1d20 + 9 ⇒ (6) + 9 = 15

Pip racks her brain for clues on Voth, but for once cannot come up with the answer. Luckily Iniquity remembers much of the basics, and Tanio and Gurmire know even more. You might know a lot of this out of character, too.

The Pathfinder Society has been gathering information about members of the Open Road Pact far and wide recently (several of you have, in fact, been instrumental in that effort!). This mission must be an extension of the larger search. This is more information that Stella herself probably knows.

Gregaro Voth himself was a half-orc explorer and member of the adventuring group that formed the Open Road Pact centuries ago. Voth is famed for exploring the Mwangi Expanse; his last mission aimed at finishing the Pact had once failed at. However, he failed again and died a year later in Absalom in disappointment. According to history, he is thought to be the last surviving member of those who formed the Pact, which included other famous Pathfinders, such as Durvin Gest, Kerinha Napsunar, and Selmius Foster.

While you share information about what you know, Fane spins in her chair and looks out the window, sipping from her glass.

You hear her voice call over the chair-top: Any questions? Then you hear her burp.

Radiant Oath

Human (he/him) (Taldane) Holy Champion 7 |HP 96/99 | AC 28 (30) | Shield 10 (120/120) F +14 R +10 (bulwark) W +12 (+2 vs. poison/disease) | Resist: Persistent 3, Slashing 3, Void 1 | Perc +10 | Stealth +8 | 25 ft | Hero 0/3 | Focus 1/2 | ◆ | ◇ | ↺ | Active Conditions: regenerate 1 HP/minute, divine health aura, darkvision (60 min), frightened 1

"Our assignments said something about supplies along the way?" he says.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Yer ta be travelin' light — normal gear — as ye blaze the trail for the larger group followin' behind. You'll camp with 'em every night so don't worry about trail rations or nothin.' They got weeks worth of supplies. There'll even be some some eggheads in the group, ta help ya figure stuff out in the evenings if ya need help. Not that I think ye lot'll need it…

There is a large caravan with ample supplies who will be following your trail. You will be traveling alone during the day, probably miles ahead, and then meeting them up every night for food and shelter. The caravan also has several specialized academics with them who can assist on checks, should you need it.

Grand Archive

Male goblin alchemist 8 | 30’ | HP: 78/78 | AC: 26 | F: +14 R: +17 W: +13; Resist Fire 4 | versatile vials 6/6 | Hero Points: 1| Exploration: Scouting | Status:

Gurmire takes one of the glasses and pours some of the alcohol from the open bottle into his glass. He carefully sips it.

"We only supposed to clear dangers, or investigate too?" Gesturing in the general direction of the cabins, he asks "How much we leave for support team?"

Then his eyes brighten. "Do we get boss them around? I never been boss before!"

Verdant Wheel

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 11 ♫ | HP 129/129 | AC 30 | F +19 R +19 W +20 | Perc +22 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 3/3 6th 2/2 (DC 29) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

"So we forge forward each day for adventure, and then meet back with the group for meals and bedtime?" Pip is amused. "I hope they're good cooks!"


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros
Gurmire wrote:

We only supposed to clear dangers, or investigate too?

Then his eyes brighten. "Do we get boss them around? I never been boss before!"

Ye lot gotta investigate too. That's why yer here! But the eggheads are in the caravan should ye need the help.

Might wanta be nice too, but yer the bosses. She shrugs. Like I said, don' die. That includes gettin' killed or left behind by angry teammates!

Quote:
So we forge forward each day for adventure, and then meet back with the group for meals and bedtime?" Pip is amused. "I hope they're good cooks!

Kobyth Vum, a local Pathfinder, will be scoutin' an' cookin' — I hear she can cook a good stew!

Vigilant Seal

CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

"You and me both," Packet says to Pip.

He lifts up his cup, gives Fane a nod, and tosses back his drink. His face scrunched in anguish he sinks slowly down into his chair and says:

"I'll be down here under the table after all."


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Looking at the map, you can tell that you will be traveling overland through several kinds of terrain. The first leg of the journey looks to be 40 miles across wet swamplands. The second across foothills and into the mountains; about 20 miles. The third will be along a road to a trading post. This looks like a journey that will take some survival skills and wilderness trekking skills.

If you're out of questions, you can slot boons and we'll move on!

Grand Archive

2 people marked this as a favorite.
Male goblin alchemist 8 | 30’ | HP: 78/78 | AC: 26 | F: +14 R: +17 W: +13; Resist Fire 4 | versatile vials 6/6 | Hero Points: 1| Exploration: Scouting | Status:

"So part underwater. Any idea how deep?"

Gurmire is trying to determine if someone should take something for water breathing.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Fane shrugs and drinks. Dunno. Whadda ya think I am, some kinda landlubber? I ain't settin' foot in that swamp. Never have, never will.

GM screen:

I suppose nature or survival… or lore of course. I'll roll for the higher for everyone.
Gurmire, Survival: 1d20 + 5 ⇒ (20) + 5 = 25
Packet, Nature: 1d20 + 6 ⇒ (1) + 6 = 7
Pip, Swamp Lore: 1d20 + 9 ⇒ (16) + 9 = 25
Tanio, Survival: 1d20 + 9 ⇒ (12) + 9 = 21

Luckily, Pip knows about swamp lore, and Gurmire and Tanio know a bit about surviving out in the wilds of the Sodden Lands. You all concur that some water breathing might be a good idea! While you should skirt deep and dangerous waters, there may be reasons you need to dive into the shallow lakes of the storm-lashed swampland. For example, sunken treasures.

Yes, some water-breathing options are a good idea to have on hand!


Human Investigator (he/him) | Stats Human HP 68/68 | AC 21 | Class DC 21 | F: +10, R: +13, W: +11 | Perc: +11 | Speed 30ft | Ranged: Starknife +14 1d4, Melee: +1 Striking Sword Cane +14 2d6 Active conditions: None

A harried looking youth joins the briefing alongside Tanio, who signals him to sit down. "Don't mind the kid. A contact in Absalom sent him along. Asked me to show him the ropes." He doesn't offer the young man's name(*).

Tanio inspects Fane's notes carefully, drawing what insights he can about Voth's activities. He ignores the rotgut that Fane neglects to offerr him.

Pursue a Lead on Voth and any traces he left. Or could go a bit more specific if need be.

"Have you any reports about any people in these parts?" He asks as though he already knows the answer, but is taking Fane's measure.

Secret Society check to identify the people's of the region we'll be traveling through? Or here you go in a spoiler...

Who are the people living around the Frogmarch?:

Society: 1d20 + 14 ⇒ (16) + 14 = 30

Though if you participated in Trailblazers Bounty, you might recognize him as a much-chastened Dacian Julistare.

Radiant Oath

Human (he/him) (Taldane) Holy Champion 7 |HP 96/99 | AC 28 (30) | Shield 10 (120/120) F +14 R +10 (bulwark) W +12 (+2 vs. poison/disease) | Resist: Persistent 3, Slashing 3, Void 1 | Perc +10 | Stealth +8 | 25 ft | Hero 0/3 | Focus 1/2 | ◆ | ◇ | ↺ | Active Conditions: regenerate 1 HP/minute, divine health aura, darkvision (60 min), frightened 1

"I can swim a fair bit, but not so much breathing under water. I'll have to check with the quartermaster," he says. "Do we expect to run into specific populations? Like the serpentfolk?"


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Yes, that should be a secret check, Tanio.

GM Screen:
Society: 1d20 + 14 ⇒ (14) + 14 = 28

Fane shrugs again, spins in her chair, and throws a knife into a map on the wall while Tanio lectures you about the inhabitants of the marshes. She's clearly bored and not of much further use when it comes to detailed questions about lands and societies that she's unfamiliar with.

There are Boggards, Grippli, Iruxi, treasure-hunters exploring the ruins of Lirgen or searching for artifacts of the enigmatic cyclops, and Tieflings and Yamasans to the South. The trading post you'll be going to is inhabited mostly by Iruxi. This should answer Iniquity's question too.

Iniquity's mention of the quartermaster sparks Fane's interest again. Aye. If you need any kit, go see the quartermaster, Akin. You can take your drinks if you like. Give him your glasses when you’re done. She smiles, leans back, puts her feet on the desk again, and says, He loves bringing them back to me. She winks.

Okay then. I guess that's about it. As you turn to leave Fane offers one last piece of wisdom: Oh, and like the instructions say, please don’t get yourselves killed. That’s all I need.

I mean—good luck!

★★★

Akin, the quartermaster, is an ex-pirate. He’s bald and tattooed from pate to toe, with some ink peeking from under his beard. You note a stylized dagger tattoo on his hand that matches a flag fane has framed in her cabin — seems the two shared a ship at some point in the past.

You can purchase equipment, weapons, and consumables from Akin at fair prices. He doesn’t haggle. It turns out he’s also happy to take any empty glasses you bring him. He does so with a sly smile, a smack of the lips as if remembering a fond taste, and a wink.

Verdant Wheel

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 11 ♫ | HP 129/129 | AC 30 | F +19 R +19 W +20 | Perc +22 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 3/3 6th 2/2 (DC 29) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Pip token spells the glass clean before handing it to Akin. "I heard you might have some options for water breathing items?" she asks, brows raised.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

You can buy things from Akin like normal; he's a narrative means of allowing players to make last-minute purchases. You should also decide on your school items now, and you can flavor them as being from Akin if you like.

It seems like everyone is about ready; I hope to move you on a bit later tonight once all your items are ready and boons are slotted!

Radiant Oath

Human (he/him) (Taldane) Holy Champion 7 |HP 96/99 | AC 28 (30) | Shield 10 (120/120) F +14 R +10 (bulwark) W +12 (+2 vs. poison/disease) | Resist: Persistent 3, Slashing 3, Void 1 | Perc +10 | Stealth +8 | 25 ft | Hero 0/3 | Focus 1/2 | ◆ | ◇ | ↺ | Active Conditions: regenerate 1 HP/minute, divine health aura, darkvision (60 min), frightened 1

Iniquity throws back his shot, puffs out his cheeks, swallows, widens his eyes, and then tries to conceal a cough with his hand. "Good stuff," he rasps.

He takes his glass to the quartermaster and says, "I need something to help me explore under the waters, too. Maybe a potion of water breathing. And since we're going into serpentfolk territory, I should probably pick up an antidote or two just in case."


Human Investigator (he/him) | Stats Human HP 68/68 | AC 21 | Class DC 21 | F: +10, R: +13, W: +11 | Perc: +11 | Speed 30ft | Ranged: Starknife +14 1d4, Melee: +1 Striking Sword Cane +14 2d6 Active conditions: None

Tanio joins his new crew at the quartermaster's, Dacian Julistare at his side. "Make that two potions. And you got one of them skeleton keys? Put it on the company tab, why don't you?"

Grand Archive

2 people marked this as a favorite.
Male goblin alchemist 8 | 30’ | HP: 78/78 | AC: 26 | F: +14 R: +17 W: +13; Resist Fire 4 | versatile vials 6/6 | Hero Points: 1| Exploration: Scouting | Status:

"I also want same type potion and a feather ladder." Gurmire adds. Looking around, he asks "Do you have pirate hats? New hat be nice!"


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Of course there are pirate hats!

Looks like Pip and packet still need to slot boons and items, but they can do so as we move on. I would like to keep us running on schedule and don't see a need to delay another day for paperwork.

★★★

The Risen Albatross drops anchor in the mouth of the Frogmarch River, and a longboat ferries you as far as it can up a tributary river. Gurmire stands in the lead boat's prow, one leg up on the gunwale, proudly wearing his new pirate hat as the expedition rows upriver.

You go as far as you can before disembarking. The caravan behind you consists of dozens of guards and laborers, along with a contingent of Pathfinders who can help you with any problems that you find too difficult to solve alone. In other words, they are there as a fallback plan/safety net in case if you fail to complete your mission goals on your own. We will cross that bridge if and when we need to come to it, but I want to keep things simple for the moment as this post is already chock-full of game mechanics.

★★★

You must now navigate yourselves and the caravan to the first clue site, located near the headwaters of the Frogmarch. This journey will likely take several days. At the end of each day the caravan will catch up, allowing you to travel without rations and always get a full night's rest, etc. We will determine just how long the journey takes with a series of skill checks.

Each PC can attempt one basic check each day. I will then tally the number of successes the party has overall, along with your group's land speed, and tell you how far you get. A critical success counts as two successes, while a critical failure subtracts one success. As mentioned, the distance you travel is also modified by the speed of your slowest party member.

You also know that there are lost and ancient treasures scattered throughout the sodden lands! If you perform your tasks well and travel speedily, you would have the time and energy to discover extra treasure out here in the Mwangi.

Please see Slide 1 for a visual representation of the Sodden lands and its environs. You must navigate 40 miles to the Westernmost "X" on the map, which is your first destination. I will move a progress bar on the bottom of the map so you can see how much progress you make each day towards your goal. We will run these tasks in "days" that function like rounds, where each PC can make a single skill check of the listed type. You can use other Exploration mode Activities as you travel, but they will not help and you will automatically fail your check. Finally, note that Perception as an Exploration Activity requires you to travel at half speed or slower, so using this activity will reduce your group's ability to move quickly.

Skills that will help you navigate the swamp:

Acrobatics: Part of making good time through the Sodden Lands is finding solid footing when the area appears to be flooded. Acrobatics allows a PC to balance on narrow spots of elevated ground, even in shallow water, to help the party navigate.
Nature or Swamp Lore: Using Nature or Swamp Lore is a Search exploration activity to search for signs of bogs and other hazards based on their knowledge of the local vegetation.
Perception: A PC can use Perception as a Search activity to identify hazards by finding them directly rather than by applying knowledge of the terrain (Lore or Nature) or sense of balance and body awareness (Acrobatics).
Survival: The Sense Direction activity is the most useful application of Survival.

★★★

It's early morning. The caravan will spend several hours unloading, and then follow the trail you blaze. It's time to set off on the trail of Gregaro Voth!

The sky is red above as the rising sun strikes a heavy cloud ceiling that extends to the horizon. It looks to be a wet, miserable day…

Swamp Foot! Day One!

Bold party members can attempt an Exploration Activity check to see how well they do navigating the swamp. After you make the check read the spoiler below and decide whether to use a hero point.

Gurmire
Packet
Pip
Iniquity
Tanio

Read after making your check:
The DC is 19. a 9 or less crit fails. A 29 crit succeeds.

Grand Archive

Male goblin alchemist 8 | 30’ | HP: 78/78 | AC: 26 | F: +14 R: +17 W: +13; Resist Fire 4 | versatile vials 6/6 | Hero Points: 1| Exploration: Scouting | Status:

Gurmire decides he is best off when he isn’t up to his neck in swamp water. He balances along fallen trees, jumping from one high spot to the next as he makes his way through the bogs. He carefully keeps his new pirate hat in place as he does this.

Acrobatics T: 1d20 + 9 ⇒ (17) + 9 = 26

Vigilant Seal

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CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

”You’ve got the right idea, Gurmire. Best to stick to the high ground.”

Packet follows along across the fallen trees and risen ground, occasionally holding back an acrobatic flourish, so as not to outshine his friend.

Acrobatics: 1d20 + 10 ⇒ (19) + 10 = 29


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Gurmire and Packet easily lead the way over broken logs and muddy ridges. Gurmire's pirate hat remains stylish. The hungry caimans lurking below don't even notice the nimble detective moving overhead. He's so good at this! One success, one crit success!

Swamp Foot: Day One!

Bold party members can attempt an Exploration Activity check to see how well they do navigating the swamp. After you make the check read the spoiler below and decide whether to use a hero point.

Gurmire 1 Success
Packet 2 Successes
Pip
Iniquity
Tanio

Total Successes: 3

Read after making your check:
The DC is 19. a 9 or less crit fails. A 29 crit succeeds.


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Human Investigator (he/him) | Stats Human HP 68/68 | AC 21 | Class DC 21 | F: +10, R: +13, W: +11 | Perc: +11 | Speed 30ft | Ranged: Starknife +14 1d4, Melee: +1 Striking Sword Cane +14 2d6 Active conditions: None

Tanio dickers with Dacian as they keep pace with the party, sharing observations about the local terrain. More than once, he warns Packet and Gurmire of an unseen bog they're about to leap into.

Survival: 1d20 + 9 ⇒ (10) + 9 = 19

"Reminds me of the Battle for Eleder. My Chelaxian brethren launched a brave incursion, only to sink into a platoon-sized mire that the iruxi druids'd conjured up. The Thrunes really know how to cultivate talent." There's a note of sarcasm as he intones 'brave' and 'talent'.

Dacian gives him a concerned look and says, "You don't sound very sad about that. My cousin died in that battle." After Tanio gives him a challenging look, he amends. "Well, third cousin, once removed. Still, those were our countryfolk once."

"Countryfolk doing the bidding of idiots, Dacian." Here he looks at the team and his mien alters a bit. His air of sneering menace gives way to a softer, more genuine passion. "Idiots who bind themselves to devils and rule as tyrants. We've talked about this. Remember how they treated your nanny, Dacian? And how your older brother was disinherited when it was discovered he'd sired a child with a half-breed? Imagine what the Sargavan Thrunes did to the local people there. They had it coming to them."

Dacian's face twists, displaying the war going on inside. Values that'd practically been beaten into him as a well-born Chelaxian. The truth of injustice that he, himself experienced. He falls silent as Tanio points out a safe route around the bog.

Grand Archive

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Male goblin alchemist 8 | 30’ | HP: 78/78 | AC: 26 | F: +14 R: +17 W: +13; Resist Fire 4 | versatile vials 6/6 | Hero Points: 1| Exploration: Scouting | Status:

Perplexed, Gurmire says “Cultivate by putting people in ground?

Rather goblin pun if it was intended. Is it possible they understand some of our people’s humor?

If so, lots goblins cultivated like that. Reason we giving longsha...other races chance to show they better bosses. That and biggest bad only wants dead...

Radiant Oath

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Human (he/him) (Taldane) Holy Champion 7 |HP 96/99 | AC 28 (30) | Shield 10 (120/120) F +14 R +10 (bulwark) W +12 (+2 vs. poison/disease) | Resist: Persistent 3, Slashing 3, Void 1 | Perc +10 | Stealth +8 | 25 ft | Hero 0/3 | Focus 1/2 | ◆ | ◇ | ↺ | Active Conditions: regenerate 1 HP/minute, divine health aura, darkvision (60 min), frightened 1

Iniquity ponders the swamp as they disembark upon the shore. He nods, largely to himself, as the others begin to set forth. He turns and calls, "Understudy! Or squire. I suppose you're a squire, now!"

An older gentleman with a crooked back, dressed in far more comfortable clothes for the wilds than the redeemer's steaming armor hurries to catch up.

"Let's help navigate our way, shall we?" he asks the older man.

Survival: 1d20 + 5 ⇒ (16) + 5 = 21

EDIT: I updated Iniquity's speed. I had forgotten a rule interaction.

Verdant Wheel

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820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 11 ♫ | HP 129/129 | AC 30 | F +19 R +19 W +20 | Perc +22 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 3/3 6th 2/2 (DC 29) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Swamp Lore: 1d20 + 9 ⇒ (4) + 9 = 13

Pip is too fascinated by the many plants and animals to fully watch where she is going. She keeps pointing out cool species only found in wetlands, getting more and more distracted.

"Have you seen such a beautiful crane?"

Dark Archive

Botting Pip!

Pip, Swamp Lore: 1d20 + 9 ⇒ (16) + 9 = 25


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Looks like we cross-posted. Pip fails the check but it doesn't change the outcome.

5 successes! You make it 24 miles out of the 40 you need to go.

You find traveling so easy that you can take a little extra time to examine your surroundings — you hear something strange as you make your way through the swamp!

The sound of bubbling signals the presence of water just beyond a nearby thicket of vegetation. In the clearing beyond, massive tusks, skulls, and other bones protrude from the ground’s cracked, muddy surface, the mud loosening slightly in the ceaseless rains.

GM Sceen:

Gurmire, Society: 1d20 + 9 ⇒ (1) + 9 = 10
Packet, Society: 1d20 + 6 ⇒ (9) + 6 = 15
Pip, Society: 1d20 + 9 ⇒ (16) + 9 = 25
Iniquity, Society: 1d20 + 5 ⇒ (9) + 5 = 14
Tanio, Society: 1d20 + 14 ⇒ (15) + 14 = 29

Pip and Tanio remember that caravans used to pass through here in ancient times and that one of the most valuable trade goods was salt. Several worn saddlebags hang against the ribs of a nearby skeleton, close enough to be reached from solid ground. Inside are several bricks of high-quality rock salt, protected from the elements by wax paper. They are worth two bundles

★★★

The caravan is highly impressed with your progress, and the delicious salt you've brought back to flavor the stew!

Will you make it on day 2?

Swamp Foot: Day Two!

Bold party members can attempt an Exploration Activity check to see how well they do navigating the swamp.

Gurmire
Packet
Pip
Iniquity
Tanio

Radiant Oath

Human (he/him) (Taldane) Holy Champion 7 |HP 96/99 | AC 28 (30) | Shield 10 (120/120) F +14 R +10 (bulwark) W +12 (+2 vs. poison/disease) | Resist: Persistent 3, Slashing 3, Void 1 | Perc +10 | Stealth +8 | 25 ft | Hero 0/3 | Focus 1/2 | ◆ | ◇ | ↺ | Active Conditions: regenerate 1 HP/minute, divine health aura, darkvision (60 min), frightened 1

"That is indeed a beautiful bird," Iniquity says, slogging his way through the mud and the muck and using the butt of his glaive as much as a probing pole as a walking stick. "Honestly, if it were not for the heat, the humidity, the mosquitoes, and the poisonous... everything, I would better appreciate the beauty of these wild lands."

Radiant Oath

Human (he/him) (Taldane) Holy Champion 7 |HP 96/99 | AC 28 (30) | Shield 10 (120/120) F +14 R +10 (bulwark) W +12 (+2 vs. poison/disease) | Resist: Persistent 3, Slashing 3, Void 1 | Perc +10 | Stealth +8 | 25 ft | Hero 0/3 | Focus 1/2 | ◆ | ◇ | ↺ | Active Conditions: regenerate 1 HP/minute, divine health aura, darkvision (60 min), frightened 1

Once finished with his morning meditation, having whittled patterns into a few too-green sticks and arranged them in a reasonably artistic pattern, he summons his squire to help don his armor. "Good work, yesterday! Hopefully, you can keep us from getting lost today, too!"

Once fully geared, he joins his companions with a grin--and a few welted mosquito bites--on his face.

Survival: 1d20 + 5 ⇒ (3) + 5 = 8
Survival, Hero Point: 1d20 + 5 ⇒ (19) + 5 = 24

Vigilant Seal

CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

After breakfast, Packet fills a doggy bag, not for Bailiff but for himself, and heads out.

"Stick to the high ground again!" He says, between bites of bread and jam.

Acrobatics: 1d20 + 10 ⇒ (18) + 10 = 28 Oh, so close!

Verdant Wheel

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820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 11 ♫ | HP 129/129 | AC 30 | F +19 R +19 W +20 | Perc +22 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 3/3 6th 2/2 (DC 29) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Swamp Lore: 1d20 + 9 ⇒ (20) + 9 = 29

Having become a bit more accustomed to the swamp's beauties, Pip suddenly takes charge. "See the flow of the water near here? It's shallow, but I believe it's leading to the Frogmarch. There's a spot up ahead that we'll want to avoid, because crocodiles love this kind of terrain. Still, we've got a direction, let's follow it."


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Heading off to sleep. Here's the update on progress so far:

It's still raining, but your spirits rise as you make excellent time. Day two looks to be just as productive as the first day. 2 successes, one crit so far!

Swamp Foot: Day Two!

Bold party members can attempt an Exploration Activity check to see how well they do navigating the swamp.

Gurmire
Packet Success
Pip Crit Success
Iniquity Success
Tanio

4 success total

Grand Archive

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Male goblin alchemist 8 | 30’ | HP: 78/78 | AC: 26 | F: +14 R: +17 W: +13; Resist Fire 4 | versatile vials 6/6 | Hero Points: 1| Exploration: Scouting | Status:

Acrobatics: 1d20 + 9 ⇒ (2) + 9 = 11

Gurmire tries the same things today, but with very different results. This time his hat flies from his head as he tries to leap to some less-swampy ground, He just has to retrieve it! Then he slips while crossing a log and nearly disappears beneath the water. A thoroughly soaked and somewhat frustrated goblin drags himself to a log where he tries to dry his new hat.

The day continues that way, one minor hazard after another slowing him down.

Late in the day he complains “Not like swamp! Want burn it all!” he complains, but he makes no move to carry through on the idea.


Human Investigator (he/him) | Stats Human HP 68/68 | AC 21 | Class DC 21 | F: +10, R: +13, W: +11 | Perc: +11 | Speed 30ft | Ranged: Starknife +14 1d4, Melee: +1 Striking Sword Cane +14 2d6 Active conditions: None

Day Two

As the sun reaches its zenith, Dacian tugs on Tanio's sweat-stained sleeve. "Is that what I think it is?"

Perception: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29 Once per adventure +1 circumstance bonus from Eager Protege

Tanio looks into the distance and nods. He raises a hand and signals. A large spinosaurus lies in a clearing in the distance, sunning itself. He takes out a bit of chalk, marking a tree with the glyph indicating predator.

"Good eye, my boy. Friends, let's move quietly but quickly while we're downwind."


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

You make even better time today — despite Gurmire almost losing his hat, and various megafauna sightings. Great job! You have now made it to the first site — and in record time!

★★★

You make camp about a mile away from the site and set out the next morning.

As you hike through the swamp. you notice serpentfolk ruins in abundance out here. The ancient monoliths are scrawled with newer, insidious-looking markings. There are also strange talismans hanging in the trees.

Spoiler:
Gurmire, Society: 1d20 + 9 ⇒ (19) + 9 = 28
Packet, Society: 1d20 + 6 ⇒ (14) + 6 = 20
Pip, Society: 1d20 + 9 ⇒ (7) + 9 = 16
Iniquity, Religion: 1d20 + 5 ⇒ (3) + 5 = 8 Student of Canon
Tanio, Society: 1d20 + 14 ⇒ (18) + 14 = 32

Packet, Gurmire, and Pip recognize these as Boggard in origin. Gurmire and Tanio recognize the iconography of Gogunta among the fetishes and know how to ward themselves against the Frog Mother's magic. Gurmire and Tanio will get a +1 circumstance bonus to all saves against the boggard spells for the rest of the day.

A few of you also know general things about boggards: they are cunning monstrous humanoids who use traps and swampy terrain to their advantage. Their societies tend to be evil, as many of them venerate demon lords like Gogunta (as seems to be the case here).

After discussing this, you come across a path that leads to a lake of some kind ahead — there are boggard tracks going that way, too. I assume everyone has weapons drawn at this point.

Beyond, the jungle parts and reveals a pool. Within the pool is a massive, crumbling statue suggesting a form part snake and part humanoid. Its diamond-shaped head almost reaches the surface, and its coils rest on the pool’s floor. This seems to be your destination — and it's under the water!

It would be reasonable to now drink your water breathing potions if you want as they last an hour, but that's up to you. I am totally fine if you do this before combat.

GM Screen:

Gurmire, Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Packet, Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Pip, Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Iniquity, Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Tanio, Perception: 1d20 + 11 ⇒ (14) + 11 = 25

Several of you notice a froglike head in the water that submerges quickly, leaving only slight ripples on the water’s surface in its wake. It looks like your goal is also guarded.

Because why would it be easy!?

Initiative:

Gurmire, Scout: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Packet, Avoid notice: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19
Pip, Search: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Iniquity, Search (+Scout): 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Tanio, Investigate: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25
Scout 1: 1d20 + 9 ⇒ (3) + 9 = 12
Scout 2: 1d20 + 9 ⇒ (15) + 9 = 24
Warrior 1: 1d20 + 8 ⇒ (9) + 8 = 17
Warrior 2: 1d20 + 8 ⇒ (3) + 8 = 11
Seer: 1d20 + 11 ⇒ (18) + 11 = 29

★★★

The Sunken Idol: Round 1

You can see five boggards under the clear water, in the center of the lake near the idol. They are all 20 feet down. One of them gets the jump on you and touches one of the boggards with a staff; the warrior's tongue flicks out of his mouth, glowing with primal force! The caster-looking boggard then swims to the far side of the pond.

Area outlined is difficult terrain. Water in the middle of lake is 20 feet deep and clear. The blue-border boggards look tougher than the yellow ones. We'll call them warriors and scouts, respectively.

Water near shore is 5 feet deep and covered with lilypads that will requite a Seek action to inspect if you choose to do so before stepping in. You can roll that check yourself. All water beyond that initial 5 feet drops to 20 feet (e.g. anything 6+ feet from shore is deep water).

Aquatic Combat rules for reference. Water is calm so you can Swim without a check but you can roll if you want to try and crit succeed against a DC 10. Can have drunk potions beforehand when you saw the idol in the pool.

Seer
Tanio
Scout 2
Packet Undetected by all but Seer and Scout 2
Warrior 1
Iniquity
Scout 1
Gurmire
Warrior 2 Magic Frog Tongue
Pip


Human Investigator (he/him) | Stats Human HP 68/68 | AC 21 | Class DC 21 | F: +10, R: +13, W: +11 | Perc: +11 | Speed 30ft | Ranged: Starknife +14 1d4, Melee: +1 Striking Sword Cane +14 2d6 Active conditions: None

Round 1

If you please, Tanio spends a minute studying the boggard talismans to Pursue a Lead focused on the boggards who left them here. He then drinks his potion of waterbreathing, for sure.

Tanio attempts to take the boggards' measure.

Free action Devise a Strategem and Recall Knowledge Society: 1d20 + 14 ⇒ (5) + 14 = 19
Hero Point reroll: 1d20 + 14 ⇒ (13) + 14 = 27

Questions:

  • Special attacks
  • GM preference
  • "Dacian, everyone: you'll find that their tympana are excellent entry points into their crania." Action to inform party

    Known Weakness feat: +1 competence bonus to hit Scout #1 this turn

    He flicks a bracelet on his wrist and dashes forward.

    Bracelet of Dashing: +10 ft. to speed


    SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

    Tanio knows that Boggards have a croak that makes creatures frightened! will save

    The Scout swims forward and draws his morningstar, ready to defend his precious shrine! Warrior 1 will delay so Iniquity can go too.

    ★★★

    The Sunken Idol: Round 1

    Area outlined is difficult terrain. Water in the middle of lake is 20 feet deep and clear. The blue-border boggards look tougher than the yellow ones. We'll call them warriors and scouts, respectively.

    Water near shore is 5 feet deep and covered with lilypads that will requite a Seek action to inspect if you choose to do so before stepping in. You can roll that check yourself. All water beyond that initial 5 feet drops to 20 feet (e.g. anything 6+ feet from shore is deep water).

    Aquatic Combat rules for reference. Water is calm so you can Swim without a check but you can roll if you want to try and crit succeed. Can have drunk potions beforehand when you saw the idol in the pool.

    Seer
    Tanio Devised stratagem on Scout 1
    Scout 2
    Packet Undetected by all but Seer and Scout 2
    Iniquity
    Warrior 1
    Scout 1
    Gurmire
    Warrior 2 Magic Frog Tongue
    Pip

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