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[Adventure] A Call for Lovers (DM: jbear Judge:Lord Sessadore)
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<blockquote data-quote="jbear" data-source="post: 5915023" data-attributes="member: 75065"><p>As thunder shreds the sails of the junk and almost smashes their captain and first mate over board, saving themselves only by throwing themselves desperately to the deck, the enemy crew cries out in dismay. Moments later the Dolphin's second cannon roars to life and smashes the mast in half, crippling the junk, leaving it incapable of pursuit. However the hooks remain fiercely embedded into the wood of the Dolphin. Zuri expertly unlatches one and Sabynha struggles uselessly with the other.</p><p></p><p>[sblock=Themes Percetion] From high above the smoke and ash Themes suddenly sees something or rather someone tied to the the splintered mast. Actually there are 3 figures clearly imprisoned. One of them has been crushed by the fallen mast. The other two struggle uselessly against their bonds. They both wear the sigil of Count Varis' red fox upon their breasts.</p><p>[/sblock]</p><p></p><p>One of the Crew takes up the helm as the others attempt to pull the rope and come closer to the Dolphin, but the chaos that reigns is such that the junk gains no ground whatsoever and the distance remains the same.</p><p>[sblock=Opposed Nature checks] <a href="http://dice.brainclouds.net/Result.aspx?ID=DNVD4RP6" target="_blank">Junk 2 (-3) +4 = 8</a> vs <a href="http://dice.brainclouds.net/Result.aspx?ID=EM37H72E" target="_blank">The Dolphin (-2) +6 = 24</a> [/sblock]</p><p></p><p></p><p>[sblock=Status]</p><p>Kaartus 15/23 HP</p><p>Sabynha 26/28 HP</p><p>Rain 27/31 HP</p><p>Wat 24/28 HP</p><p>Zuri 20/24 HP</p><p>Themes 22/24 HP; Tangled up in rope high up on mast</p><p></p><p>The Singing Dolphin 4/8 hits; 1 Grappling Hook attached (-2 to nature checks)</p><p>Captain Peg 16/24 HP; Dazed TENT (-2 to Nature checks)</p><p>First Mate Bilge 20/22 HP</p><p>Crew 26/30 HP</p><p>Cannon 1: Used (2 crew; Kartuus, Rain); Requires Recharge</p><p>Cannon 2: Charged (1 crew; 1 sailor)</p><p></p><p>Junk 1: Crippled (out of the challenge)</p><p></p><p>Junk 2: 0/3 Hits left Crippled (still in challenge)</p><p>Cannon 1: Used (crew 2); Requires Recharge</p><p>Cannon 2: Used (crew 2); Requires Recharge</p><p>Grappling Hook 1: Used (freed)</p><p>Grappling Hook 2: Used (attached)</p><p>Shugenja: 22/22 HP</p><p>Shugenja Cover 12/12 HP</p><p>Junk Captain: 102/112 HP Dazed TENT</p><p>Junk First Mate: 30/38 HP Dazed TENT</p><p>Junk Crew: 60/60 HP</p><p>[/sblock]</p><p></p><p>[GM] <strong>Round 2: Still to Act: Rain and Themes </strong></p><p>Note: Junk 2 is now within attacking range of Range 10 powers </p><p></p><p>Also: Crippled Junk 2 remains active as long as grappling hooks are attached. </p><p></p><p> [/GM]</p><p></p><p>[sblock=The Dolphin]</p><p>[sblock=Defenses] AC 18 REF 14 </p><p>Hits: 4/8 before being crippled (Bloodied = 1 fail; Crippled = 2 Fails)</p><p>If the Dolphin is crippled it will be boarded by the crew of each non crippled junk [/sblock]</p><p>[sblock=Using the Captain and crew<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p><strong>Captain:</strong> AC 16 Fort 14 Ref 14 Will 13; 16/24 hp </p><p>Steering ship (Move Action 1/turn): Nature +8 </p><p><strong>1st mate:</strong> AC 15 Fort 14 Ref 13 Will 12; 20/22 hp </p><p>(Move Action 1/turn) Nature +6; Athletics +8</p><p><strong>Crew:</strong> AC 14 Fort 13 Ref 12 Will 11; 26/30 hp hp (swarm Vulnerable 2; Range, melee ½ dmg)</p><p>(Move Action 1/turn)Acrobatics +6; Athletics +6; Endurance +6; Thievery +6</p><p>(Minor Action 2/turn); Requires Charisma based check DC 12 or DC 19 if bloodied: Melee or Ranged attack: +4 vs AC; 4 dmg Requires Charisma based check [/sblock]</p><p></p><p>[sblock=Fire the Cannons]<strong>Aim the cannons:</strong> Minor Action: Strength DC 8 or Thievery DC 12</p><p><strong>Fire the Cannons:</strong> Dungeoneering or +5 vs AC 17; Success by 5 or more= Crit: 2 Hits</p><p>For each person manning a cannon Recharge chance increases by 1 (max 3 people)</p><p><strong>Extra Effort:</strong> 1 person per cannon can spend a surge and make Athletics of Endurance check 1/round</p><p>DC 12: Reroll Cannon recharge DC: 19 Reroll Cannon recharge with chance increased by 1</p><p><strong>Cannon 1:</strong> Used; Crew: 1; Recharge <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" /></p><p><strong>Cannon 2:</strong> Used; Crew: 2; Recharge <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> or <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" /> [/sblock]</p><p>[sblock=Ram a Junk] </p><p><strong>Align the Dolphin: </strong> Nature or +3 vs REF to align the side of a junk 1/round; Requires 3 successes before 2 fails in a row; For each success by 5 or more add 1 hit to damage caused to the junk. <img src="http://www.enworld.org/forum/images/smilies/1.gif" class="smilie" loading="lazy" alt=":1:" title="One :1:" data-shortname=":1:" /> Success</p><p><strong>Aid Alignment:</strong> Athletics, Endurance, Acrobatics or Thievery (max 1 of each per round) DC 12; each success provides the aligning of the Dolphin with a +1 bonus</p><p><strong>Ramming a Junk:</strong> Requires Alignment; +10 vs AC; Hit: Causes 3 hits worth of dmg and 1 to the Dolphin; Miss: Causes 2 hits of dmg and 2 to the Dolphin. If the hit achieves 5 hits of dmg the Dolphin carves cleanly through the junk: Bonus Dmg: <img src="http://www.enworld.org/forum/images/smilies/1.gif" class="smilie" loading="lazy" alt=":1:" title="One :1:" data-shortname=":1:" /></p><p> [/sblock]</p><p>[sblock=Boarding a Junk]</p><p><strong>Boarding a moving Junk:</strong> Jumping to moving boat DC 19 </p><p>With some type of rope DC 12</p><p>To a crippled or rammed junk DC 8</p><p><strong>Subdue the Junk crew</strong>: Requires captain and first mate to surrender</p><p><strong>Reaching the Captain or First mate:</strong> Requires (2) Athletics or Acrobatics DC 12 (move action)</p><p>Otherwise it takes 5 move actions</p><p>A successful melee attack vs crew wins 2 move actions</p><p>A successful ranged attack vs crew wins 2 move actions for on board ally</p><p><strong>Carving through the Crew:</strong> (Swarm) AC 15 Fort 12 Ref 13 Will 12 60 HP (Vulnerable 2 to close and area attacks; ½ dmg vs ranged/melee attacks)</p><p><strong>Aura:</strong> Each PC that starts their turn on enemy boat is attacked: +5 vs AC; 1d6+6 dmg</p><p>Special:For each 10 dmg the crew receives its damage is reduced by 1 (cumulative)</p><p><strong>Bloody the Captain:</strong> AC 17 Fort 14 Ref 15 Will 13 HP 112 +8 vs AC; 1d10+6 dmg; 2 atks/round</p><p>Special: The captain surrenders when bloody</p><p><strong>Bloody the first mate:</strong> AC 16 Fort 13 Ref 14 Will 12 HP 38 +6 vs AC; 1d8+4 dmg and +4 vs AC; 1d4+4 dmg</p><p>Special: The first mate surrenders when bloody</p><p>[/sblock]</p><p>[sblock=Outrunning a junk] <strong>Guide the Ship:</strong> (1/turn) Opposed Nature rolls; Requires 3 successes before 2 fails in a row; each junk counted separately.</p><p><strong>Aid Swift Sailing:</strong> Athletics, Endurance, Acrobatics or Thievery (max 1 of each per round) DC 12; each success provides the Dolphin with a +1 bonus to outrun the junks</p><p><strong>Prayer for Favorable Winds:</strong> (Minor action 1/turn) Religion DC 19; Force junk to reroll nature check</p><p><strong>Protecting the Navigator’s mind: </strong> (Minor action 1/turn) Arcana DC 19; Stunned condition becomes Dazed or Dazed condition is removed. If navigator is unaffected then this provides a +2 bonus to Will defense. </p><p>[/sblock]</p><p> [/sblock]</p><p></p><p>[sblock=Yakuza Junks]</p><p><strong>Defenses:</strong> AC 17 REF 14 FORT 14</p><p><strong>Hits:</strong> Junks can take 3 hits before they are crippled</p><p>Shugenja: Each junk has a shugenja who focuses their attention on inhibiting the captain of the Dolphin: +6 vs Will; Hit: 4 psychic dmg and Dazed TENT (if target is Dazed then Stunned)</p><p>Special: target receives a -2 penalty to checks to navigate the ship while Dazed.</p><p>[sblock=Grappling Hooks<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> At the end of each round the junks (+7 Nature) and navigator of the Dolphin make opposed Nature rolls; junks receive 1 roll per grappling hook attached. For each roll higher than the Dolphin’s they pull closer; If 1 ship pulls closer 3 times the crew can board the dolphin. </p><p>Unhook a grappling hook: Standard Action Requires Athletics, Endurance or Thievery DC 19</p><p>Hack away grappling hook (minor action): Melee attack vs AC 16; requires 3 hits [/sblock]</p><p>[sblock=Junk 1: Crippled]<span style="color: Red">Hits 0/3</span></p><p>Shugenja: HP 22/22 Benefits from total cover: AC 19 Fort 17 Ref 18 Will 19</p><p>Shugenja Cover: AC 16 Fort 14 Ref 12 HP 12 Special: Resist 5 vs all dmg</p><p>Cannon 1: Charged; Crew 2; Recharge 5-6</p><p>Cannon 2: Charged; Crew 2; Recharge 5-6</p><p>Grappling Gun: +6 vs Ref 14; Encounter; Hit: 1 Hit and the Dolphin is slowed (-2 to Nature checks);</p><p>Grappling Gun: +6 vs Ref 14; Encounter; Hit: 1 Hit and the Dolphin is slowed (-2 to Nature checks)</p><p> [/sblock]</p><p>[sblock=Junk 2]Hits 0/3</p><p>Shugenja: HP 22/22 Benefits from total cover: AC 19 Fort 17 Ref 18 Will 19</p><p>Shugenja Cover: AC 16 Fort 14 Ref 12 HP 12 Special: Resist 5 vs all dmg</p><p>Cannon 1: Used; Crew 2; Recharge 5-6</p><p>Cannon 2: Used; Crew 2; Recharge 5-6</p><p>Grappling Gun: +6 vs Ref 14; Encounter; Hit: 1 Hit and the Dolphin is slowed (-2 to Nature checks): USED</p><p>Grappling Gun: +6 vs Ref 14; Encounter; Hit: 1 Hit and the Dolphin is slowed (-2 to Nature checks): USED</p><p>[/sblock]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="jbear, post: 5915023, member: 75065"] As thunder shreds the sails of the junk and almost smashes their captain and first mate over board, saving themselves only by throwing themselves desperately to the deck, the enemy crew cries out in dismay. Moments later the Dolphin's second cannon roars to life and smashes the mast in half, crippling the junk, leaving it incapable of pursuit. However the hooks remain fiercely embedded into the wood of the Dolphin. Zuri expertly unlatches one and Sabynha struggles uselessly with the other. [sblock=Themes Percetion] From high above the smoke and ash Themes suddenly sees something or rather someone tied to the the splintered mast. Actually there are 3 figures clearly imprisoned. One of them has been crushed by the fallen mast. The other two struggle uselessly against their bonds. They both wear the sigil of Count Varis' red fox upon their breasts. [/sblock] One of the Crew takes up the helm as the others attempt to pull the rope and come closer to the Dolphin, but the chaos that reigns is such that the junk gains no ground whatsoever and the distance remains the same. [sblock=Opposed Nature checks] [URL="http://dice.brainclouds.net/Result.aspx?ID=DNVD4RP6"]Junk 2 (-3) +4 = 8[/URL] vs [URL="http://dice.brainclouds.net/Result.aspx?ID=EM37H72E"]The Dolphin (-2) +6 = 24[/URL] [/sblock] [sblock=Status] Kaartus 15/23 HP Sabynha 26/28 HP Rain 27/31 HP Wat 24/28 HP Zuri 20/24 HP Themes 22/24 HP; Tangled up in rope high up on mast The Singing Dolphin 4/8 hits; 1 Grappling Hook attached (-2 to nature checks) Captain Peg 16/24 HP; Dazed TENT (-2 to Nature checks) First Mate Bilge 20/22 HP Crew 26/30 HP Cannon 1: Used (2 crew; Kartuus, Rain); Requires Recharge Cannon 2: Charged (1 crew; 1 sailor) Junk 1: Crippled (out of the challenge) Junk 2: 0/3 Hits left Crippled (still in challenge) Cannon 1: Used (crew 2); Requires Recharge Cannon 2: Used (crew 2); Requires Recharge Grappling Hook 1: Used (freed) Grappling Hook 2: Used (attached) Shugenja: 22/22 HP Shugenja Cover 12/12 HP Junk Captain: 102/112 HP Dazed TENT Junk First Mate: 30/38 HP Dazed TENT Junk Crew: 60/60 HP [/sblock] [GM] [B]Round 2: Still to Act: Rain and Themes [/B] Note: Junk 2 is now within attacking range of Range 10 powers Also: Crippled Junk 2 remains active as long as grappling hooks are attached. [/GM] [sblock=The Dolphin] [sblock=Defenses] AC 18 REF 14 Hits: 4/8 before being crippled (Bloodied = 1 fail; Crippled = 2 Fails) If the Dolphin is crippled it will be boarded by the crew of each non crippled junk [/sblock] [sblock=Using the Captain and crew:] [B]Captain:[/B] AC 16 Fort 14 Ref 14 Will 13; 16/24 hp Steering ship (Move Action 1/turn): Nature +8 [B]1st mate:[/B] AC 15 Fort 14 Ref 13 Will 12; 20/22 hp (Move Action 1/turn) Nature +6; Athletics +8 [B]Crew:[/B] AC 14 Fort 13 Ref 12 Will 11; 26/30 hp hp (swarm Vulnerable 2; Range, melee ½ dmg) (Move Action 1/turn)Acrobatics +6; Athletics +6; Endurance +6; Thievery +6 (Minor Action 2/turn); Requires Charisma based check DC 12 or DC 19 if bloodied: Melee or Ranged attack: +4 vs AC; 4 dmg Requires Charisma based check [/sblock] [sblock=Fire the Cannons][B]Aim the cannons:[/B] Minor Action: Strength DC 8 or Thievery DC 12 [B]Fire the Cannons:[/B] Dungeoneering or +5 vs AC 17; Success by 5 or more= Crit: 2 Hits For each person manning a cannon Recharge chance increases by 1 (max 3 people) [B]Extra Effort:[/B] 1 person per cannon can spend a surge and make Athletics of Endurance check 1/round DC 12: Reroll Cannon recharge DC: 19 Reroll Cannon recharge with chance increased by 1 [B]Cannon 1:[/B] Used; Crew: 1; Recharge :6: [B]Cannon 2:[/B] Used; Crew: 2; Recharge :5: or :6: [/sblock] [sblock=Ram a Junk] [B]Align the Dolphin: [/B] Nature or +3 vs REF to align the side of a junk 1/round; Requires 3 successes before 2 fails in a row; For each success by 5 or more add 1 hit to damage caused to the junk. :1: Success [B]Aid Alignment:[/B] Athletics, Endurance, Acrobatics or Thievery (max 1 of each per round) DC 12; each success provides the aligning of the Dolphin with a +1 bonus [B]Ramming a Junk:[/B] Requires Alignment; +10 vs AC; Hit: Causes 3 hits worth of dmg and 1 to the Dolphin; Miss: Causes 2 hits of dmg and 2 to the Dolphin. If the hit achieves 5 hits of dmg the Dolphin carves cleanly through the junk: Bonus Dmg: :1: [/sblock] [sblock=Boarding a Junk] [B]Boarding a moving Junk:[/B] Jumping to moving boat DC 19 With some type of rope DC 12 To a crippled or rammed junk DC 8 [B]Subdue the Junk crew[/B]: Requires captain and first mate to surrender [B]Reaching the Captain or First mate:[/B] Requires (2) Athletics or Acrobatics DC 12 (move action) Otherwise it takes 5 move actions A successful melee attack vs crew wins 2 move actions A successful ranged attack vs crew wins 2 move actions for on board ally [B]Carving through the Crew:[/B] (Swarm) AC 15 Fort 12 Ref 13 Will 12 60 HP (Vulnerable 2 to close and area attacks; ½ dmg vs ranged/melee attacks) [B]Aura:[/B] Each PC that starts their turn on enemy boat is attacked: +5 vs AC; 1d6+6 dmg Special:For each 10 dmg the crew receives its damage is reduced by 1 (cumulative) [B]Bloody the Captain:[/B] AC 17 Fort 14 Ref 15 Will 13 HP 112 +8 vs AC; 1d10+6 dmg; 2 atks/round Special: The captain surrenders when bloody [B]Bloody the first mate:[/B] AC 16 Fort 13 Ref 14 Will 12 HP 38 +6 vs AC; 1d8+4 dmg and +4 vs AC; 1d4+4 dmg Special: The first mate surrenders when bloody [/sblock] [sblock=Outrunning a junk] [B]Guide the Ship:[/B] (1/turn) Opposed Nature rolls; Requires 3 successes before 2 fails in a row; each junk counted separately. [B]Aid Swift Sailing:[/B] Athletics, Endurance, Acrobatics or Thievery (max 1 of each per round) DC 12; each success provides the Dolphin with a +1 bonus to outrun the junks [B]Prayer for Favorable Winds:[/B] (Minor action 1/turn) Religion DC 19; Force junk to reroll nature check [B]Protecting the Navigator’s mind: [/B] (Minor action 1/turn) Arcana DC 19; Stunned condition becomes Dazed or Dazed condition is removed. If navigator is unaffected then this provides a +2 bonus to Will defense. [/sblock] [/sblock] [sblock=Yakuza Junks] [B]Defenses:[/B] AC 17 REF 14 FORT 14 [B]Hits:[/B] Junks can take 3 hits before they are crippled Shugenja: Each junk has a shugenja who focuses their attention on inhibiting the captain of the Dolphin: +6 vs Will; Hit: 4 psychic dmg and Dazed TENT (if target is Dazed then Stunned) Special: target receives a -2 penalty to checks to navigate the ship while Dazed. [sblock=Grappling Hooks:] At the end of each round the junks (+7 Nature) and navigator of the Dolphin make opposed Nature rolls; junks receive 1 roll per grappling hook attached. For each roll higher than the Dolphin’s they pull closer; If 1 ship pulls closer 3 times the crew can board the dolphin. Unhook a grappling hook: Standard Action Requires Athletics, Endurance or Thievery DC 19 Hack away grappling hook (minor action): Melee attack vs AC 16; requires 3 hits [/sblock] [sblock=Junk 1: Crippled][COLOR="Red"]Hits 0/3[/COLOR] Shugenja: HP 22/22 Benefits from total cover: AC 19 Fort 17 Ref 18 Will 19 Shugenja Cover: AC 16 Fort 14 Ref 12 HP 12 Special: Resist 5 vs all dmg Cannon 1: Charged; Crew 2; Recharge 5-6 Cannon 2: Charged; Crew 2; Recharge 5-6 Grappling Gun: +6 vs Ref 14; Encounter; Hit: 1 Hit and the Dolphin is slowed (-2 to Nature checks); Grappling Gun: +6 vs Ref 14; Encounter; Hit: 1 Hit and the Dolphin is slowed (-2 to Nature checks) [/sblock] [sblock=Junk 2]Hits 0/3 Shugenja: HP 22/22 Benefits from total cover: AC 19 Fort 17 Ref 18 Will 19 Shugenja Cover: AC 16 Fort 14 Ref 12 HP 12 Special: Resist 5 vs all dmg Cannon 1: Used; Crew 2; Recharge 5-6 Cannon 2: Used; Crew 2; Recharge 5-6 Grappling Gun: +6 vs Ref 14; Encounter; Hit: 1 Hit and the Dolphin is slowed (-2 to Nature checks): USED Grappling Gun: +6 vs Ref 14; Encounter; Hit: 1 Hit and the Dolphin is slowed (-2 to Nature checks): USED [/sblock] [/sblock] [/QUOTE]
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[Adventure] A Call for Lovers (DM: jbear Judge:Lord Sessadore)
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