Take what you can. Give nothing back. (Inactive)

Game Master Aku Warashi

"In an honest service there is thin commons, low wages, and hard labor; in this, plenty and satiety, pleasure and ease, liberty and power; and who would not balance creditor on this side, when all the hazard that is run for it, at worst, is only a sour look or two at choking. No, a merry life and a short one, shall be my motto." -Bartholomew "Black Bart" Roberts

Party Health
Ambrose------10/10
Boldwin-------16/24
Dughal--------13/19
Sh’torek-------11/26
Nthanda-------18/18
Victoriana-----13/16

Man's Promise;
Battle Map;

Wormwood crew


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The Storyteller

@Ambrose:

I got a little confused:

I'm not sure who exactly it was that talked to Scourge, but that's who I had intended to talk to. My guess would Fipps or Syl or one of their group, though with that abysmal check it hardly matters.

Ambrose tries to turn his mind away from the niggling despair that encroaches on his sanity and considers their political standing aboard the ship. "I am unsure about the motives of our dear Ms. Quinn, but she risked herself to aid Dughal. We cannot risk alienating the only person aboard this ship that seems to care about us; we have no choice but to trust her."

This is you trying to talk with one of the scourge mates?

==//==

I'd like to commune with my familiar tonight, get an update on anything he might have seen. He only speaks Infernal, so I don't expect him to have been able to pick up on any conversation, but I'd like to try to use him to covertly gather information on the habits of the other sailors, especially the officers. If that counts as a night action, that's fine. If not, I'll try to influence Rosie Cusswell.

This is your night action in the night after the events with the scourge?


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

No, I had already posted a little bit of RP initially. In the spoiler at the top of my last post, I quoted it. Everything outside and after the spoiler is for the current night. I'll edit it into this comment without the quote tags in case those are causing the problem.

EDIT: Here it is:

Ambrose watches as Scourge's cronies apparently cover for him. My my, what a pleasant surprise. As everyone disperses, Ambrose approaches them to try and cement whatever improvement there may have been in their attitude toward him. "It seems that you've saved me yet another whipping. I owe you my thanks."


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

How exactly does the fatigue recover work? I understand that if I sleep as my night action fatigue and exhaustion immediately go away. Currently I'm fatigued. If I take the free night action, will I automatically recover from fatigue?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Free night action? How does that work exactly? I have no idea what that is so that's why I ask.


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

The first one is free. The second one requires a roll for fatigue/exhaustion.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Ohhhhh, I see. Okay. Thanks for that.

As long as you get 8 hours of sleep, you should be okay according to THIS.

Now I can see the reasoning behind your question. I guess it would depend on how long that free night action takes, and if it shortens your amount of sleep.

I find it amazing how involved some of these issues can be.


The Storyteller

Sorry. I'm having some hard time to cope with the game as a whole. To much things to try to take care at the same time, I'm feeling kinda lost, that and the easter. :O

I'm not giving up on the game. I'll start posting propelly after wed.

Cya.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yeah I gotta say, this first part seems like it's really busy. So many directions to go with each pc. If everyone is doing something different, I think I'd go a bit crazy trying to figure out what to do where.

Me personally, I'd have a hard time keeping up with all the twists and turns of the road. But that's just me.


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

Yeah, the first part is really intense. There are like 20 NPCs in a social sandbox cooped up on a ship. Later on it tapers off, but the first part is where people often find it to be the most unmanageable. The worst part is, if you have active players who are proactive in dealing with their situation, it actually makes the GM's job harder.

GM, if there's anything we can do to make book-keeping or anything like that easier for you, let us know. For my part, if Ambrose is doing things that are too complicated (like spying on the other crew members with his familiar) I can easily stop doing that kind of stuff.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Lieutenant Ambrose Jeggare wrote:
Yeah, the first part is really intense. There are like 20 NPCs in a social sandbox cooped up on a ship. Later on it tapers off, but the first part is where people often find it to be the most unmanageable. The worst part is, if you have active players who are proactive in dealing with their situation, it actually makes the GM's job harder.

That's exactly what I was thinking!

I was thinking to myself, "You know, it's a good thing Sh'torek's the unsociable type." I know it doesn't bode well for this part of the AP as you're suppose to be making allies, but at least it's one less avenue for Aku to travel.

I actually have a couple of unsociable type pc's, but it's never been "important", so to speak, to the game. Not like this anyway.


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Just checking in to say that I'm still alive. Boldwin's is about as sociable as a rock, hence why I've been skipping out on all the opportunities to influence NPCs and whatnot.


The Storyteller

Sorry, I'm back now.

Thanks for your support and patience. :)

About influencing NPCS:

Each NPC’s initial attitude to the PCs is listed at campaign info, and the PCs can attempt to change an NPC’s attitude using Bluff (to pretend to be friendly), Diplomacy (to be genuine), or Intimidate (to frighten an NPC into submission). These checks are treated as Diplomacy checks to change a character’s starting attitude (regardless of the actual skill used), but they take time. Each check requires a ship action (see page 24), and a PC can only attempt one such check each day against a given NPC. There is no right or wrong way to approach these characters, but some NPCs have characteristics that influence their thinking, which can be discovered with a Diplomacy check to gather information or a Sense Motive check.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

So, if we use any of these skills(Bluff, Intimidate, Diplomacy) they all count as if each one = Diplomacy? Basically, what you're saying is, we can use our best skill out of those three, and treat it as a Diplomacy roll.

The reason I ask is: Typically, if you use Intimidate and it doesn't work, then your target will more than likely get ticked off at you. Or even more so if they already didn't like you in the first place. But if you use Diplomacy and it doesn't work, then their disposition typically doesn't get any worse.

So, am I understanding this right?


The Storyteller

Yeah. You can use then, and for this case only - trying to influence the other crew - they will work as diplomacy.


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

Given both my terrible track record for Diplomacy checks and the RP opportunity it presents, using Diplomacy or Sense Motive to discover these characteristics that influence NPC thinking seems like a great idea for me.

Since it was never answered, would interacting with my familiar count as a night action? It might actually serve as decent fluff to cover such a Diplomacy or Sense Motive check, which seems like it would be a night action anyway.


@Ambrose.

Sorry.

It counts a action night or day deppending on the time you want your familiar to keep exploring.

Just say what crew member you wnt to observe and roll or a SM for your familiar.

If you are trying that, you can try either diplo or SM, but it do not make sense to have the familar performing diplo checks since no one but you can talk with it.


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

That makes sense. Unfortunately, given the action economy and the fact that my familiar doesn't actually have points in any skills other than Fly and Perception, it doesn't make a whole lot of sense to do that. If my familiar used my checks, that would be really useful, but as it is, I think I'll have to pass. I may still use the fluff, though.


The Storyteller

To simplify things, I'll consider if one of you is able to influence the crew, all of you get it's beneficts.

What I mean is: Dhugal just made Quinn from Friendly to helpful. that will count for everyone, not just him.
The same happens the other way around: If you get someone mad, the entire party is affected.


The Storyteller

Also, i've updated the crew information. there were some wrong attitudes and I changed to reflect todays improvement:

Quinn: From friendly to helpful
Japes: From Unfriendly to Indifferent


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Well that's cool. That's a great idea. How it works for all of us. Either they hate us all or they like us all. Works for me.

Now on the 'lash' damage... that is non-lethal, right?


The Storyteller

I'm again asking for sorry for my inactivenss.

I was sick last week, and lot's of things piled up.

I'll update today in some hours.


No worries. My posting has been spotty lately, too. Finals coming up and I was just sick as well. It's nothing worth getting burnt out over.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yeah there seems to be a lot of that going around. A lot of folks here lately seem to be getting sick. It's this crazy weather.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I can totally see it now:

Random anybody: "Hey, Javell. What ever happened to that Shackles game you were in?"

Javell: "Oh, well, um, we got TPK'd by these rats. No wait! What I meant to say was: We got TPK'd by these Dragon rats. Yeah, that's it. Dragon rats. And those things were nasty, let me tell ya. Yep. Nasty. Real, you know, like, DRAGONY nasty. Yeah." *Looks around and begins to whistle uncomfortably before looking at a watch that doesn't exist upon his wrist* "Whoa! Would you look at the time. Love to stay and chat, but, I gotta run." *Turns and runs*

Could we possibly do any worse versus a bunch of rats? I mean, seriously? :P


Ambrose, can you remove that Darkness aura? :D


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

Sure thing, sorry about that.

Javell, same thing happened in the last game. It became an in-game inside joke. The rats are known to be brutal for a first-level encounter.


M Human Vigilante 1, HP 10/10, AC 15, Init +4, Fort +1 Ref +4, Will +2, Falchion +5 (2-8 +4 /18-20 x3)

I'm still getting "not authorized" on the map link, even though I'm logged onto roll20. Not sure what I'm doing wrong.


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

If you never joined the game in Roll20 to begin with, that would be the source of your problem. Roll20 says there are only 4 members, including the GM, which means one of us isn't a member. If you are a member of the game and have accessed the map previously, go to your campaigns portal and enter the one for this game like you normally would.


The Storyteller

After loggin in, there'll be a : 'Join this Campaign' button.

That will grant you access to maps and tokens.


M Human Vigilante 1, HP 10/10, AC 15, Init +4, Fort +1 Ref +4, Will +2, Falchion +5 (2-8 +4 /18-20 x3)

Ok, got it now - thanks.


The Storyteller

Okay boys!

Can you set up a quick bar like this one?

Ranger(Urban)3 (HP 28/28 | AC:16 | T:13 | FF:14 | CMB +5 | CMD:18 | Fort:+4 | Ref:+6 | Will:+2 | Init:+3 | Blf + 10 | Clb + 6 | Dplo + 10 | DD +8 | Intim + 1| K(Local) +7 | Pers +9 | Stl + 8 | Surv + 7 |

On the skill part, put for me: Bluff, diplo, Sense Motive and perseption and any other important skill of your trade. :)


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Those are always handy! I'll get one up when I get to an actual computer. Typing is a pain on this phone.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I'll do Hp's, AC, and saves and perception. But that's all that I do. I have no desire to do all those skills and whatever else.

For one, I never remember to update them. The other pc's(most of them, not all) I'm playing have the above stats I mentioned, and I flat out never remember to update. Updating a profile is enough work in an of itself.

And plus I think if there's anything that's needed to know, it's just far simpler to click on the profile.

Plus, while I do have said stat bar on some of my pc's, I find myself not really caring for it. It's far more trouble than it's worth.

Hope this isn't a problem.


The Storyteller

Sorry for my lack of posting.
I’ve been having some issues with internet at home. (Meaning, it’s not working), and at work I’ve been very busy. (Meaning: Overwork hours everyday).

I’m trying to fix this situation. :)


The Storyteller

Finally, I'm 'workfree' today :D

I'll update and get things moving again.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, I'm curious, who is the 'other' Ambrose?

Boldwin Stonearm wrote:
Unfortunately, when he is sober, Boldwin comes off as being about as friendly as a rock.

Lol! Good one. I gotta kick out of this. :)


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

I couldn't help myself. :P

Also, Kroop is the other Ambrose, if I'm not mistaken.


The Storyteller
Sh'torek wrote:

Sh'torek sleeps the night away as well.

Also, Sh'torek is down to 4 hp's from 16. All that rat damage. How many hp's are healed overnight again? Is it like 1 point per level or some such?

Sh'torek works at his job diligently, doing what he can to to avoid the whip for him or for the others.

[dice=Profession (sailor)]1d20+7+4-2

You may want to talk to Sandara First.

Also, the others 'players', the cleric and the one leg pirate, are 'indiferent' npcs you can try to influence as well.


The Storyteller

sometimes, this site dice roller scares me.

Take a look here.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Man that's some nasty critting. That's never good for a player when the DM had those kinda rolls. Ugh.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Oh my gosh, Aku! On three straight hits, you've MAXED OUT on damage every time! That's unbelievable. If it was me, I'd be rolling 1's and 2's.

You know, fellas, if Aku keeps rolling damage like this, this is gonna be a short AP.

Heck, every time a stinking rat hit Sh'torek, he maxed out on damage EVERY. STINKING. TIME. After the first time I couldn't help but think to myself, "Are you serious? He maxed out again?"

How do I get a hold of those dice, Aku? Because my rolling stinks in every thread I'm in. And I do not kid. It's pretty terrible. Well, except for those perception checks to look for something and you find nothing because nothing's there. On those I always roll a 19 or 20. :P


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Well, it's a good thing those dodge rolls are there, or else Boldwin would be down already. Now, maybe if I could both hit AND dodge him for once, this won't take forever.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Lol! That's what I was thinking(per the dodge rolls, I mean). Boy without those, you'd be beaten to a pulp ten times over. Especially with "Max Damage Man" at the helm. :)

That should be some type of superhero. :)

Random Person: "So, Max Damage Man, what is it you do?"

Max Damage Man: "Well, Random Person, I give out max damage! HA-HA!" He slaps the guy on the arm in a friendly manner; then watches him go flying backward with the arm he slapped bent at an odd angle.

As the innocent civilian screams in pain, Max Damage Man smiles, not really paying attention to anything but himself, feeling he's done another good deed for the day. "Farewell, Random Person! Max Damage Man is off to save someone else."

Random Person: Crying, "I think my arm's broke." he says in a squeaky, pained voice. "A little help. Anybody."


@Ambrose

I've done a quick research on a sailing master duty.

I've created this list of daily works. I want to know what you think of it.

Sailing Master assistant Duty:

1 – Assist the Sailing master setting right courses, finding the ships position, calculating any detour and how to get back on the right path.
Intelligence check DC 15 or profession Sailor DC 20 or profession Astrology DC 15

2 - Supervising the midshipmen and mates taking their noon sightings and the maintenance of the ship’s compass.
Perception DC 15 or Intelligence DC 10 or Disable Device DC 15

3- Verify and check the stowing of sails, rigging, and ship’s anchor items in the hold. Security and issue of spirits, report to the Sailing Master.
Perception DC 15 or Intelligence DC 10

4 – Verify if all important documents such as the Muster Books, Pay Books, Tickets, were properly stored and signed.
Perception DC 15 and Linguistic DC 10 or Intelligence DC 10 and Linguistic DC 10

5 – Check and maintain tools, such as charts, reference books and instruments needed for navigation and astronomical observation.
Perception DC 15 or Intelligence DC 10 or Profession (Sailor) DC 15

6 - Assist Sailing master to keep the ship’s official log book.
Intelligence DC 10 or Linguistic DC 10


The Storyteller

Hey, how are you all?

I’m DM’ing a Way of the Wicked game and I Need one more villain!
If you are interested, here are simple rules:

  • You will start at level four.
  • You will need to present your char concept and write up a background about your char.
  • Why are you evil?
  • What have you done to make you a well known evil-doer?

You can be Bad to the Bone, but most of the times, your success depends on you being able to pass unnoticed. Being evil for evil sake is something I am trying to avoid in this game. Why would you steal the lollipop from the child when you can kill its father? Destroy its family? Kill all his friends and let it to suffer, alone and afraid?

Every gaming group has norms of acceptable behavior whether they realize it or not. For example, graphic descriptions of torture are rarely welcome. Still, there may be a compelling reason why villains need to torture someone. And why shouldn’t you? You’re villains after all. But if this is allowed unchecked, it is very likely that lines will be crossed and that the campaign may degenerate into out-of-character arguments about what is acceptable. The solution is to allow the action but to keep the descriptions and details in the realm of a PG-13 movie.
A great example of PG-13 villainy comes from the most famous space opera of all time. The black clad villain about to interrogate the princess strides into her cell.
“And now, your highness,” he announces, “we will discuss the location of your hidden rebel base…” The movie then cuts away with a close up of a fearsome floating torture implement sporting a cruel hypodermic needle.
The cut is the important lesson. Who knows what the villain did to the princess? Was she threatened, beaten, drugged or worse? Doubtless. But the movie doesn’t dwell on the specifics and neither should the game. Instead, roll an intimidation skill check. Then cut back “Her resistance to the mind probe is considerable,” our villain was forced to admit. Failure.
Even the greatest of dark lords have their bad days.to the villain emerging from the cell.

A fair warning: Powerbuilds are not encouraged.

You can create your crunch and present it, but you are not required to create an alias for now.
Stats your choice, no reroll:

  • 25-point buy
  • Focus and Foible

Races:
Core races are encouraged, if you want to play anything else, your background need to have to be really well made to support your choice.
Banned classes:

  • Gunslinger
  • Summoner
  • Samurai
  • any Playtest stuff
  • Paladins

Anti-Paladin is allowed.
Alignment:
LE, you cannot be Neutral or Chaotic. If the class you want required one of those, you can assume the class will work with LE alignment.
Money: You will start with 2500gp.
The party consists for Four players:

It would be good if you create your char considering the party balance.

Send me a PM if you are interested.


Wizard/Swashbuckler 2 (HP 22/22) | AC: 12 (16) | T: 12 | FF: 10 | CMB +3 | CMD: 15| Fort: +0 | Ref: +4 | Wil: +4 | Init: +2 | Appraise +8 | Bluff: +3 | Diplomacy: +10 | Kn(Arcana, Geography): +9 | Kn(Planes): +12 | Kn(others): +4 | Prof. (Sailor): +7 | Perception: +6 | Sense Motive: +6 | Sleight of Hand +6 | Spellcraft: +9 | Stealth +5 | Swim +5 | Panache 5/5

Sorry I've been gone. Work's been busy and weather has been messing with my internet access. Man, Scourge really did a number on me! Aku, the new job list looks cool. Thanks!


The Storyteller

What happened?

Dughal and Ambrose contracted Filthy Ferver in the Rat fight.
They both had ability damage over the night, 3 CON and 2 DEX.
Ambrose had 1 hp. He lost 3 CON, that makes him lose 2 hp;
So, in all he is at 7 CON and -1 hp.

==/==

Also, I know I’ve not been that active lately, but mostly it was due overwork.
Can we stay with the agreed posting rate for 1/post per day in weekdays?
Posting rate this week was really bad. :(


The Storyteller
Boldwin Stonearm wrote:
If only we had some sunglasses, we could pull a Weekend at Bernie's.

Sorry, I did not understand :D

EDIT: Ahhhhhh, I knew this movie with another name. :D


Male Dwarf Brawler 2 [HP 16/24 | AC 17, Tch 12, FF 15 | Fort +5, Ref +2, Will +1 | CMD 16 | Init +2, Perc +1]

Sorry about that. I saw that you had posted, but kept getting sidetracked. I'll stay on track now!

And yeah; dragging Ambrose around and pretending that he's conscious probably isn't going to fly. :P


The Storyteller

Super ultra duper busy today! I'm not sure if I'll be post today. I'll try my best tho.

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