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The Dark Squad in the Secrets of Saltmarsh #136 Into the Mere of the Dead Men.
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<blockquote data-quote="Goonalan" data-source="post: 9261731" data-attributes="member: 16069"><p style="text-align: center"><strong><span style="font-size: 26px">Dark Squad in the Secrets of Saltmarsh</span></strong></p><p></p><p><strong><span style="font-size: 22px">Session #125: No Change.</span></strong></p><p><strong></strong></p><p><strong>Dark Squad (in alphabetical order, no egos here).</strong></p><p>Daktari/Dak (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 9</p><p>Fellowyn Silverstream (played by George) Male Eladrin Wizard Bladesinger Lvl 9</p><p>New Tricks/Newt (played by Bear) Male Tabaxi Warlock Lvl 9</p><p>Ramshambo/Ram (played by Kev) Male Half-Elf Rogue/Fighter Lvl 7/2</p><p>Vincenzo/Vinnie (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 9</p><p></p><p><strong>DEAD PCs</strong></p><p><s>Nicholai Barbaros Kostyiev/Nicky (played by George) Male Dhampir Cleric of Twilight Lvl 8 </s>RIP</p><p></p><p><strong>NPCs</strong></p><p><s>Inverna Nightbreeze (played by George) Female Wood Elf Fighter Lvl 8 (Sidekick) </s>RETIRED</p><p><s>Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 </s>RIP*</p><p><s>Tarbin Tul (played by goonalan) Male Human Bard </s>RETIRED</p><p><s>Ubmo (played by Goonalan) Supreme Being Lvl 1</s> EXPLODED</p><p>Ubdug (played by Goonalan) Supreme Being Lvl 2 (When we remember)</p><p>*Trapped in the Land of the Bad Dead Ancestors.</p><p></p><p><strong>Servants/Familiars</strong></p><p>Gerald (Bat/Giant Bat) servant/mount of New Tricks</p><p>Owly (Owl) Vinnie’s familiar</p><p></p><p><strong>The Dark Squad’s to-do list-</strong></p><ol> <li data-xf-list-type="ol">An extraordinary meeting of the Saltmarsh Town Council, the Dark Squad are going to get hired to end the smuggling menace (see below), scheduled for 10th Flamerule.</li> <li data-xf-list-type="ol">The smuggler's ship will be turning up sometime between the 14th and 17th of Flamerule, the Dark Squad (and particularly Ram) are keen to meet the vessel, particularly Ram- why, because as the rogue said- “I'm getting a boat.”</li> <li data-xf-list-type="ol">Find the other four Symbols of Ub, one was left in Deepbridge (Duergar fortress in the Underdark). The others need to be found, they belonged to- Rambles 'Shambles' Bowspirit (halfling killer from Lowhill), Antonio De La Crane (posh kid druid alchemist) & Giggles (crazy wood elf). All of these folk lived in the Saltmarsh region, the Dark Squad have found the De La Crane Manse (in the Dreadwood) and the De La Crane Crypt (in Saltmarsh Cemetery).</li> <li data-xf-list-type="ol">Nightshade is in the Deep Dreadwood- except she's not there anymore, but a big red dragon is?</li> <li data-xf-list-type="ol">Blackedge and the Goblin Stair?</li> <li data-xf-list-type="ol">To join the Pact of the Wild Flame prepare the Witch's Tor for the coming of the starfall, the Witch's Tor is in the Drowned Forest, in the Mere of the Dead Men.</li> <li data-xf-list-type="ol">To join the Pact of the Wild Flame track down the last member of the Pact, a wild elf adventurer called Giggles- and finally put her spirit to rest, and also recover her maze button. Location unknown. SEE 2. ABOVE.</li> </ol><p>This is session 125, and this is going to be a very short write up (again) because, well… we’re not back into the grove yet, and… well, I had a bit of a tirade.</p><p></p><p>We’ll do the tirade first, we’ve been at this for a while now, and yet there are still players that don’t know how to add a power, or weapon, or whatever to their character sheets in FGU, I mean… really simple stuff. The result, inevitably, as in this session- when the Players/PCs are adding in new spells, new powers, magic items etc. The game has to stop, and either I have to do whatever needs to be done for the Player/PCs new stuff, or else…</p><p></p><p>I’m not doing that anymore, this was the subject of my tirade, and so the Players had to figure things out for themselves, and that’s the rule from hereon in.</p><p></p><p>The result, of course, is that we had a short break- perhaps only 90 minutes long, for the Players to get their character sheets and powers all working well, and doing what they should in FGU.</p><p></p><p>Nobody died, it all worked out… in the end.</p><p></p><p>After this session I sent the PCs the how to/guide page for FGU, more remarkably several of them visited said page and even demonstrated their new skills in the following session (which we have already played). In fact, in the next session James, all on his own, managed to create his first macro/power. Not bad, we only started this journey in June 2020, just 3.5 years.</p><p></p><p>Kev, my brother- playing Ram, has yet to break his macro/power writing duck.</p><p></p><p>So, that’s something to look forward to.</p><p></p><p>Back to the game.</p><p></p><p>There are no pictures of any events before we get back to fighting, so- it sucks to be you.</p><p></p><p>Just words.</p><p></p><p>Again, the Players, are a bit rusty- forgive them, I am learning to.</p><p></p><p>So, more buying, more selling- more discussion, then (at last) to the meeting of the Saltmarsh Town Council, but this is an extraordinary meeting, and so it’s just the Dark Squad and the three main members of the Council- Anders Solmor (who hired the Squad to look around the De La Crane manse previously), Gellen Primewater (who is the Dark Squad’s landlord) & Eda Oweland, the head of the Saltmarsh Council, and a crotchety old so-and-so.</p><p></p><p>But here’s the thing, this entire discussion is just a set up- for me (the DM) to get across to the PCs that they’ll need a plan, for getting aboard the smuggling/pirate vessel, aka Ram’s New Boat. So, we spend an hour working through the plan- keep in mind Ram has done this kind of thing before (smuggling & piracy), so he’s the go to about how this will go down. Or else he knows the set up.</p><p></p><p>Basically, the PCs are figuring out who’s in the rowboat- sent out to meet the smuggler’s vessel, and how everyone else is getting to the fight.</p><p></p><p>As it turns out in the rowboat are- Daktari, playing Gray-hum (see Session 100) a (deceased) no-necked thug; and on point (if you can believe this) is Fellowyn, playing the part of the Master (see Session 101) or else just another dotty mage.</p><p></p><p>Newt is on recon duties, he has recently acquired a Broom of Flying, but he’s also adept at riding Gerald- his Giant Bat who sleeps in the tabaxi’s hair (Gerald is a teeny-tiny bat most of the time). So, Newt will be at altitude (subject to conditions) and guiding folk in- with Message spells, possibly.</p><p></p><p>Ram will be Water Walking all the away around to the far side of the ship, again- with help from Newt up above.</p><p></p><p>Vinnie will either be swimming or flying, he’s the druid, so… wild shape, natch, as the mood takes him.</p><p></p><p>They’ve even made plans about how they’ll get aboard for the clinch when it all kicks off, and who to target once they’re at it- the ship’s officers. So, all is well with the world… except, well someone seems to be screaming quite a lot outside.</p><p></p><p>The noise is coming from the marketplace.</p><p></p><p>The PCs are on the third floor of the Town Hall building, and out the window- when they rush to it, they can see…</p><p></p><p>A mounted fellow- he looks like some sort of tribal-type (a bit like Daktari) running down and lancing a civilian, and on a nearby roof a thick-set leather armour wearing woman is firing arrows into the crowds below.</p><p></p><p>That’s not right.</p><p></p><p>I guess it’s time for…</p><p></p><p>[ATTACH=full]345708[/ATTACH]</p><p><strong>Daktari with his spider-climbing slippers charges down the wall and straight into the horse and rider, and here’s the twist- the rider is some sort of pale skinned tribal-looking type, but the horse… the horse is made entirely from water.</strong></p><p></p><p>It’s basically a water elemental in the shape of a horse.</p><p></p><p>[ATTACH=full]345709[/ATTACH]</p><p><strong>Fellowyn slaps Ram on the back and a moment later the pair are on the roof and in the civilian-killing archer’s face.</strong></p><p></p><p>It’s a great idea, but the execution- keep on reading.</p><p></p><p>[ATTACH=full]345710[/ATTACH]</p><p><strong>Daktari has dragged the tribal type off his water horse, and now he and the Moonboar are kicking the heck out of the evil fellow. Meantime, Ram and Fellowyn are really struggling to land a hit on the archer.</strong></p><p></p><p>A short while later the tribal-fellow is identified as being a Dark Tide Knight, basically a cultist devotee of the (watery) elemental lord, while the female archer, when seen up close, is a half-orc- and covered in cult/tribal markings and tattoos. The bad guys are Talos- related villains, a recurring theme. </p><p></p><p>The archer however is better equipped than Ram & Fellowyn, apparently, she manages to sink two arrows (big hits) into the wizard from very close quarters.</p><p></p><p>To make clear Ram’s dice are broken- two attacks, both with advantage, and his highest shown number is a ‘3’. He uses his Inspiration Point to try again and rolls a ‘1’ and a ‘3’, which he’s now managed twice this turn- the other one was a ‘2’ and a ‘3’.</p><p></p><p>The Dark Squad are of course aided in their endeavors by the fact that Newt has paralyzed (Hold Person) both attackers already, all while still carrying on a civilized conversation with the other members of the council. The Warlock is still being nice to folk.</p><p></p><p>[ATTACH=full]345711[/ATTACH]</p><p><strong>Then another mounted fellow, en water-horse, joins the party. And another archer on the next roof over starts firing arrows into Ram and Fellowyn.</strong></p><p></p><p>[ATTACH=full]345712[/ATTACH]</p><p><strong>As it turns out the Dark Squad are somewhat rusty, and when they keep missing… well, I (your glorious DM) do not miss as often. Ram and Fellowyn are cowering/taking a moment using the roof’s slope to stay out of sight of the hitting (and critting) archer on the next roof over.</strong></p><p></p><p>Daktari (raging) is also taking hits, although he manages to chase the second archer down- not for long, she will get away from the barbarian again moments later, and then thump a couple more arrows into the tough.</p><p></p><p>Oh, and if you are wondering who the dead person is near Newt in the Town Hall’s upper chamber- that’s Ubdug, who after making a sterling speech, fails spectacularly to make his way down the side of the building.</p><p></p><p>The Supreme Being falls thirty feet and is smashed to smithereens on contact with the cobbled street.</p><p></p><p>Don’t worry, he’ll be back.</p><p></p><p>I wouldn’t want to deprive the Dark Squad of his efforts.</p><p></p><p>They all still hate Ubdug.</p><p></p><p>Keep in mind he talks like a Dalek.</p><p></p><p>“RaaaaaaaaMMMM! I wiiiiiiiiilllll SAVeeeeee Yewwwwwww!”</p><p></p><p>[ATTACH=full]345713[/ATTACH]</p><p><strong>More of the same, it needs to be said that we’re maybe three or so turns in here and the Squad have only managed to put down one guy, and he was paralyzed.</strong></p><p></p><p>[ATTACH=full]345714[/ATTACH]</p><p><strong>And then some more bad guys turn up.</strong></p><p></p><p>The Squad are scratching around here a bit, truth be told Ram’s dice are indeed broken, from memory he landed two out of seven attacks. Daktari rolled ‘1’+ damage for four of his six hits, I just checked back through the Chat Text.</p><p></p><p>So, here we go again- next time.</p><p></p><p>That was a three-and-a-half-hour session. It’s also noticeable that now with the PCs at 9th level then the higher-level spells are taking a while to figure out, both on Fantasy Grounds, and… well, the need to remember multiple stuff. Things have slowed down, it seems, but again- we’re just getting back to this.</p><p></p><p>We’ll get better.</p><p></p><p>Stay safe and well you lovely people.</p><p></p><p>Cheers the Dark Squad and goonalan.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 9261731, member: 16069"] [CENTER][B][SIZE=7]Dark Squad in the Secrets of Saltmarsh[/SIZE][/B][/CENTER] [B][SIZE=6]Session #125: No Change.[/SIZE] Dark Squad (in alphabetical order, no egos here).[/B] Daktari/Dak (played by Haggis) Male Human Uthgardt Sky Pony Barbarian Lvl 9 Fellowyn Silverstream (played by George) Male Eladrin Wizard Bladesinger Lvl 9 New Tricks/Newt (played by Bear) Male Tabaxi Warlock Lvl 9 Ramshambo/Ram (played by Kev) Male Half-Elf Rogue/Fighter Lvl 7/2 Vincenzo/Vinnie (played by Haggis) Male Shifter (Wildhunt) Druid Lvl 9 [B]DEAD PCs[/B] [S]Nicholai Barbaros Kostyiev/Nicky (played by George) Male Dhampir Cleric of Twilight Lvl 8 [/S]RIP [B]NPCs[/B] [S]Inverna Nightbreeze (played by George) Female Wood Elf Fighter Lvl 8 (Sidekick) [/S]RETIRED [S]Garumn Male Mountain Dwarf Paladin of Moradin Lvl 5 [/S]RIP* [S]Tarbin Tul (played by goonalan) Male Human Bard [/S]RETIRED [S]Ubmo (played by Goonalan) Supreme Being Lvl 1[/S] EXPLODED Ubdug (played by Goonalan) Supreme Being Lvl 2 (When we remember) *Trapped in the Land of the Bad Dead Ancestors. [B]Servants/Familiars[/B] Gerald (Bat/Giant Bat) servant/mount of New Tricks Owly (Owl) Vinnie’s familiar [B]The Dark Squad’s to-do list-[/B] [LIST=1] [*]An extraordinary meeting of the Saltmarsh Town Council, the Dark Squad are going to get hired to end the smuggling menace (see below), scheduled for 10th Flamerule. [*]The smuggler's ship will be turning up sometime between the 14th and 17th of Flamerule, the Dark Squad (and particularly Ram) are keen to meet the vessel, particularly Ram- why, because as the rogue said- “I'm getting a boat.” [*]Find the other four Symbols of Ub, one was left in Deepbridge (Duergar fortress in the Underdark). The others need to be found, they belonged to- Rambles 'Shambles' Bowspirit (halfling killer from Lowhill), Antonio De La Crane (posh kid druid alchemist) & Giggles (crazy wood elf). All of these folk lived in the Saltmarsh region, the Dark Squad have found the De La Crane Manse (in the Dreadwood) and the De La Crane Crypt (in Saltmarsh Cemetery). [*]Nightshade is in the Deep Dreadwood- except she's not there anymore, but a big red dragon is? [*]Blackedge and the Goblin Stair? [*]To join the Pact of the Wild Flame prepare the Witch's Tor for the coming of the starfall, the Witch's Tor is in the Drowned Forest, in the Mere of the Dead Men. [*]To join the Pact of the Wild Flame track down the last member of the Pact, a wild elf adventurer called Giggles- and finally put her spirit to rest, and also recover her maze button. Location unknown. SEE 2. ABOVE. [/LIST] This is session 125, and this is going to be a very short write up (again) because, well… we’re not back into the grove yet, and… well, I had a bit of a tirade. We’ll do the tirade first, we’ve been at this for a while now, and yet there are still players that don’t know how to add a power, or weapon, or whatever to their character sheets in FGU, I mean… really simple stuff. The result, inevitably, as in this session- when the Players/PCs are adding in new spells, new powers, magic items etc. The game has to stop, and either I have to do whatever needs to be done for the Player/PCs new stuff, or else… I’m not doing that anymore, this was the subject of my tirade, and so the Players had to figure things out for themselves, and that’s the rule from hereon in. The result, of course, is that we had a short break- perhaps only 90 minutes long, for the Players to get their character sheets and powers all working well, and doing what they should in FGU. Nobody died, it all worked out… in the end. After this session I sent the PCs the how to/guide page for FGU, more remarkably several of them visited said page and even demonstrated their new skills in the following session (which we have already played). In fact, in the next session James, all on his own, managed to create his first macro/power. Not bad, we only started this journey in June 2020, just 3.5 years. Kev, my brother- playing Ram, has yet to break his macro/power writing duck. So, that’s something to look forward to. Back to the game. There are no pictures of any events before we get back to fighting, so- it sucks to be you. Just words. Again, the Players, are a bit rusty- forgive them, I am learning to. So, more buying, more selling- more discussion, then (at last) to the meeting of the Saltmarsh Town Council, but this is an extraordinary meeting, and so it’s just the Dark Squad and the three main members of the Council- Anders Solmor (who hired the Squad to look around the De La Crane manse previously), Gellen Primewater (who is the Dark Squad’s landlord) & Eda Oweland, the head of the Saltmarsh Council, and a crotchety old so-and-so. But here’s the thing, this entire discussion is just a set up- for me (the DM) to get across to the PCs that they’ll need a plan, for getting aboard the smuggling/pirate vessel, aka Ram’s New Boat. So, we spend an hour working through the plan- keep in mind Ram has done this kind of thing before (smuggling & piracy), so he’s the go to about how this will go down. Or else he knows the set up. Basically, the PCs are figuring out who’s in the rowboat- sent out to meet the smuggler’s vessel, and how everyone else is getting to the fight. As it turns out in the rowboat are- Daktari, playing Gray-hum (see Session 100) a (deceased) no-necked thug; and on point (if you can believe this) is Fellowyn, playing the part of the Master (see Session 101) or else just another dotty mage. Newt is on recon duties, he has recently acquired a Broom of Flying, but he’s also adept at riding Gerald- his Giant Bat who sleeps in the tabaxi’s hair (Gerald is a teeny-tiny bat most of the time). So, Newt will be at altitude (subject to conditions) and guiding folk in- with Message spells, possibly. Ram will be Water Walking all the away around to the far side of the ship, again- with help from Newt up above. Vinnie will either be swimming or flying, he’s the druid, so… wild shape, natch, as the mood takes him. They’ve even made plans about how they’ll get aboard for the clinch when it all kicks off, and who to target once they’re at it- the ship’s officers. So, all is well with the world… except, well someone seems to be screaming quite a lot outside. The noise is coming from the marketplace. The PCs are on the third floor of the Town Hall building, and out the window- when they rush to it, they can see… A mounted fellow- he looks like some sort of tribal-type (a bit like Daktari) running down and lancing a civilian, and on a nearby roof a thick-set leather armour wearing woman is firing arrows into the crowds below. That’s not right. I guess it’s time for… [ATTACH type="full"]345708[/ATTACH] [B]Daktari with his spider-climbing slippers charges down the wall and straight into the horse and rider, and here’s the twist- the rider is some sort of pale skinned tribal-looking type, but the horse… the horse is made entirely from water.[/B] It’s basically a water elemental in the shape of a horse. [ATTACH type="full"]345709[/ATTACH] [B]Fellowyn slaps Ram on the back and a moment later the pair are on the roof and in the civilian-killing archer’s face.[/B] It’s a great idea, but the execution- keep on reading. [ATTACH type="full"]345710[/ATTACH] [B]Daktari has dragged the tribal type off his water horse, and now he and the Moonboar are kicking the heck out of the evil fellow. Meantime, Ram and Fellowyn are really struggling to land a hit on the archer.[/B] A short while later the tribal-fellow is identified as being a Dark Tide Knight, basically a cultist devotee of the (watery) elemental lord, while the female archer, when seen up close, is a half-orc- and covered in cult/tribal markings and tattoos. The bad guys are Talos- related villains, a recurring theme. The archer however is better equipped than Ram & Fellowyn, apparently, she manages to sink two arrows (big hits) into the wizard from very close quarters. To make clear Ram’s dice are broken- two attacks, both with advantage, and his highest shown number is a ‘3’. He uses his Inspiration Point to try again and rolls a ‘1’ and a ‘3’, which he’s now managed twice this turn- the other one was a ‘2’ and a ‘3’. The Dark Squad are of course aided in their endeavors by the fact that Newt has paralyzed (Hold Person) both attackers already, all while still carrying on a civilized conversation with the other members of the council. The Warlock is still being nice to folk. [ATTACH type="full"]345711[/ATTACH] [B]Then another mounted fellow, en water-horse, joins the party. And another archer on the next roof over starts firing arrows into Ram and Fellowyn.[/B] [ATTACH type="full"]345712[/ATTACH] [B]As it turns out the Dark Squad are somewhat rusty, and when they keep missing… well, I (your glorious DM) do not miss as often. Ram and Fellowyn are cowering/taking a moment using the roof’s slope to stay out of sight of the hitting (and critting) archer on the next roof over.[/B] Daktari (raging) is also taking hits, although he manages to chase the second archer down- not for long, she will get away from the barbarian again moments later, and then thump a couple more arrows into the tough. Oh, and if you are wondering who the dead person is near Newt in the Town Hall’s upper chamber- that’s Ubdug, who after making a sterling speech, fails spectacularly to make his way down the side of the building. The Supreme Being falls thirty feet and is smashed to smithereens on contact with the cobbled street. Don’t worry, he’ll be back. I wouldn’t want to deprive the Dark Squad of his efforts. They all still hate Ubdug. Keep in mind he talks like a Dalek. “RaaaaaaaaMMMM! I wiiiiiiiiilllll SAVeeeeee Yewwwwwww!” [ATTACH type="full"]345713[/ATTACH] [B]More of the same, it needs to be said that we’re maybe three or so turns in here and the Squad have only managed to put down one guy, and he was paralyzed.[/B] [ATTACH type="full"]345714[/ATTACH] [B]And then some more bad guys turn up.[/B] The Squad are scratching around here a bit, truth be told Ram’s dice are indeed broken, from memory he landed two out of seven attacks. Daktari rolled ‘1’+ damage for four of his six hits, I just checked back through the Chat Text. So, here we go again- next time. That was a three-and-a-half-hour session. It’s also noticeable that now with the PCs at 9th level then the higher-level spells are taking a while to figure out, both on Fantasy Grounds, and… well, the need to remember multiple stuff. Things have slowed down, it seems, but again- we’re just getting back to this. We’ll get better. Stay safe and well you lovely people. Cheers the Dark Squad and goonalan. [/QUOTE]
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The Dark Squad in the Secrets of Saltmarsh #136 Into the Mere of the Dead Men.
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