DMing next week - Need help !

Yig

First Post
Greetings,

I'm taking over as DM for about 5 levels to give our current DM a chance to actually play :)

We have a 6 characters party, average level 5.

The thing is, I'm not very good at DMing. Actually, I'm terrible.

So, does anyone know a good (hopefully free but I don't mind buying) action-packed module I could run that will keep them busy for a few sessions ?

Thanks !
 

log in or register to remove this ad

Here's your adventure! Ar, matey!

Here's one I had sitting on the back burner... To really sell the adventure you've got to ham it up, especially Captain Achu (who was modeled after micheal keaton's character in much ado about nothing by kenneth branaugh).
Here is the first part...

______________________________________________________

"Captain Achu & the Hidden Pirate"
Scenario: For one reason or another the PCs need to get aboard a ship. However, a lull in ship building coupled with it being the off-season for trading vessels, added with increased pirate activity, give them only one choice. The Rogue Trader. Perhaps this ramshackle vessel is the only ship going to their forsaken destination (or even close to it), or maybe the PCs need to travel discreetly. One way or another, they end up signing on with The Rogue Trader, captained by the legendary dwarf Achu, who refuses to let any aboard his ship pay for passage and insists that they work as the rest of the crew works. Those are the conditions of passage. The adventure takes them across the seas in a ship led by a mad captain, and ends with them uncovering the identity of a pirate-lord hidden aboard who intends to steal the ship.
Fayruz’s Plan: Sneak cranium rats aboard and have them poison citrus. If that doesn’t work, steal boat at shipwreck setup. If that doesn’t work, as a last resort, give the captain coordinates for a tiny bay that is haunted by ghostly sirens.

DM’s Option: Framing the Adventure: Framing the adventure involves setting it up as a flashback, leading up to the moment where the narration leaves off at the beginning of play. In this case, you can begin with the narration by Captain Achu below. Of course, the end of the adventure occurs when Achu finishes his exaggerated tale and the PCs have just walked in hearing him boast of their deeds as his own.
“This is the story of yours truly, captain of the Rogue Trader. I had been cast overboard in a storm and had to swim miles – miles, sir, mark that – to reach even a single bit of driftwood. And with the four winds as my witness, I was scorched by the sun, circled by sharks, and was about to let go of this piece of wood, when I spotted land. (nods off) I had been at port for two weeks, and no sooner had I contacted my Ship’s Mate than I was ready to select a crew for my next voyage…”

NPCs: The parrot (used to belong to Fayruz who lost it while gambling with Nyn on land, only says “oh, so you’re a funny guy”, “bite me”, “suck it up sonny”, and “end of the line”), Ship’s Mate Nyn (a sarcastic, quick-witted young woman), Captain Achu (a mad dwarf), and the pirate lord Fayruz (disguised as “Marcus”)

1. Signing Aboard
Your search for an outbound ship has led you to The Rogue Trader, a ramshackle boat repaired with shipyard scraps nearly covering the fading red letters bearing its namesake. The assembled crew looks rather bedraggled, and you wouldn’t be surprised if some of them were fresh off a pirate vessel or out of prison. The crew has assembled into a line waiting to see the Ship’s Mate, a winsome woman with a parrot on her shoulder.

Any attempts to communicate with Ship’s Mate Nyn are met with a hard stare. The parrot squawks “End of the line!” Nyn informs them that all seeking passage will be treated just as crew and expected to lend a hand just as they do, receiving a share of profits in accord with their experience. If they protest they have no sea skills, the parrot squawks, “Suck it up, sonny!”

Once the PCs get in line, Marcus (speaks with a Spanish accent), the sailor in front of them, makes small talk, then introduces himself. “I am Marcus de la Lumbra, born Marcus de la Sierra de Amibique Santo Padre Feliz. My father loved to play music, but his father want him to be an accountant, so he send my father to monastery, where they don’t let him play music. The monks would rap his knuckles anytime he start to hum. So, my father jump the monastery walls and hide in a flock of sheep. Then he took his old guitarra and come to this country. After a while he get lonely and call back home for a wife, writing that he has all this land and is a rich man. When his wife, Felina, find out how he trick her, she tell him that she not going to sleep with him until he start making an honest living and buy some properties. And my father, he change his ways so fast, and they make lots of babies. So, I am here.”
Now, Fayruz may be making up the names, but the story is essentially true.

At this point, have the PCs discuss terms of their contract, small talk with Marcus, and whatever else is appropriate given their circumstances. The parrot, of course, heckles them with its four quips, especially being fond of saying “bite me” when a PC gets enraged.

2. The Captain’s Impromptu Speech
Barely have you gotten in line when a greasy looking dwarf with a wiry black beard dressed in a riding trenchcoat covered with patches steps off the ship. This must be the captain of the ship. He eyes the crew and limps down the ramp, bursting into an impromptu speech.
(Captain Achu was modeled after Micheal Keaton’s character’s voice from A Midsummer Night’s Dream. He’s a bit crazy and intense, very physical and tends to fall asleep mid-sentence. This scenario requires that the DM act out the Captain’s dialogue and responses from the crew be handled by the players. Before play designate one player to have crew member lines. Every time anyone says the captain’s name “Achu”, someone on the crew (any player) says “Bless you!”)

Captain speech: As devout seamen aboard the Rogue Trader your duties shall include, but not be limited to, knowing where the yardarm is at all times. If you should be knocked overboard while we are turning by the yardarm, then I would be most unpleased…(angry gestures) and you would…(grabbing a PC, then releasing him, fixing coat) Among your other duties shall be rigging the ship, cleaning the ship, raising and lowering of sails…of anchor…providing a lookout for pirates, and if we should be overtaken risking life and limb to fight off... (nods off) You shall remain loyal to your captain under all endurable circumstances, especially in the case of mutiny which has been known to afflict crews in the deep. (nods off, snoring) If any man should go mad while at the seas, it is your grim duty to take his life, even your dear captain’s. I expect no less from honorable seafaring folk such as yourself…(lingering grin, then goes back aboard the ship)

Ship’s Mate speech: As cap’n said, anyone hit by the yardarm volunteers his wage to the crew’s tavern fund. Your duties will include learning and loving dirty sea songs, telling exaggerated stories of our travels at every port, feigning contagious illness in event of pirate attack, dying spectacularly in a storm or jaws of a sea monster, holding out for higher pay at the most crucial moment, uttering superstitions in foreign waters foreshadowing what is to come, and calling for mutiny when the ale runs out. Any questions?

Question from crewmember: What about generally being gutless?

Ship’s Mate: That too, thank you.

(Allow the PCs to ask questions and make jokes as appropriate, answered by smart-aleck parrot if appropriate or else by the Ship’s Mate)

Question from Marcus: And do we get to mutiny if he doesn’t pay us?

Parrot: Oh, so you’re a funny guy?

Question from Marcus: I am sorry, that is a silly question. What about drinking to excess, gambling with money we don’t have (*cough* at the moment) and, you know, loafing around pretending to be busy when it only takes two men to run a fully rigged boat?

Ship’s Mate: Good point, I’ll have to include that in the contract.


3. Casting Off
Soon you are ready to cast off. As the crew raises anchor, you notice the ship leaning far to starboard. Wait a second! All the cargo is being stored on the starboard side and the ship’s enormous anchor was the only thing balancing the cargo’s weight on the port side. Soon, the ship is going to lean so far it may indeed capsize in port! Unless somebody does something!

If any PC thinks to ask the captain, ship’s mate, or senior crew about the leaning, they’ll dismiss it as standard procedure. If pressed, they’ll explain how there’s a leak on the port side and riding at a tilt, while it might slow them down, keeps the water from pouring into the storage below deck while moving at high speeds. Any PC with seafaring skills may make an appropriate check at DC 20 to surmise this information. Otherwise, the PCs estimate they have 6 rounds to act before the ship leans too far to be righted up and will soon thereafter capsize. The two most obvious “solutions” are moving cargo from the port to the starboard side and dropping anchor. Each crate weighs 500-700 pounds, so moving them across the 30’ deck is quite a challenge without assistance. If the PCs move 2000 or more pounds to the port side, the ship starts to take on water and the problem must be rectified immediately or the ship’s ballasts will flood. Dropping the anchor simply requires knocking the two sailors manning the anchor out of the way on a successful bull rush, grapple and hold, or flying tackle. Attempting to talk the sailors out of their course of action is exceedingly difficult (DC 25) as they know they’re right, though a glib PC may succeed. Of course, if the PCs mistakenly drop the anchor or move cargo around, Captain Achu should be quite angry with them, but he isn’t!
“You are a genius! (kisses forehead of a PC) For if you trepidatious souls had not reminded me by (dropping anchor or flooding the ship) then surely we would have forgotten to untie the ship’s line and ripped the pier off its supports. Bless you souls.”
Sure enough, the line was never untied. If the PCs do nothing to stop the ship’s take-off, a DC 22 Spot check notices the line wasn’t untied, and the PC who notices can cut the line (make a Reflex save DC 15 or get whipped by the tensioned rope for 1d6 damage). Otherwise, a chunk of the dock is ripped off its foundation and sinks into the harbor. The dockmaster is left cursing.

4. Sea Songs
The crew has been giving you a hard time since you’ve come aboard, when on the second night a burly crewmember named Joaquin with a tattoo of a man tied to an anchor on his neck invites you to come over. The mood is very somber. They’ve obviously got something up their sleeves. Do they plan to slaughter you and dump you overboard? Worse? With your weapons close at hand you stride over. Noticing the Ship’s Mate tuning a lute nearby, you ease up a bit. “Do you know any sea songs worth the singing?” Asks a bilge rat with bald head and missing teeth. Something gives you the feeling you’re undergoing a rite of passage among these sailors.

Captain is an Honest Man
O my captain is an honest man
When he swears off the drink
He does not jest about my daughters
Nor does he make me walk the plank!
O my captain is an honest man
When he is upon the sea
All his bad habits he leaves on shore,
And lets our bad habits be!
O my captain is an honest man
When his crew is true
He did not kill a single one of us
Nor cook us in a stew
O my captain is an honest man
For he told me right up front
“Lad, I’m taking 20% of your share
So that I may get me drunk!”

Stab a Pirate
Many men go down, go drown, drown in the sea, and me?
No sir, No sir, I don’t let it bother me
Many men cheat and steal, deal and weal, but will I draw steel?
No sir, No sir, I don’t let it bother me
Many men don’t work, slack off, talk too much,
The only man can bother me has a name, what’s his name?
A pirate! A pirate! Stab a pirate in the back!
When your fortunes have all left you and you’re drifting out at sea,
With naught but an empty barrel and nothing good to eat,
When your wife has met another man, but you will never know,
For you’ve an anchor chain secured about your feet,
When you call upon the gods for help and it begins to rain,
Who do you get to thank for your vow of poverty?
A pirate! A pirate! Stab a pirate in the back!

Without My Love
If you have a love like mine then you know
How hard

5. Rats!
You’ve only been three days at sea when all of a sudden you are woken up in the middle of the night by sounds of a struggle. Turning around in your hammocks, you see the Captain with a torch in one hand lighting the lanterns. “Wake up!” He yells. In his other hand he grabs a crewmember by the ear, dragging him over to a group of three other crew men who are held at bay by the rest of the crew. “What do you have to say for yourselves?” Demands the Captain and before anyone can respond, goes on. “But if you are not true men, then we would be fools to believe what you say, and a fool, as we all know, is not a true man. Do I look like a fool to you?”

Terrified Crewmember: Not anymore than the rest of us, Cap’n.

Captain: You see, direct proof of their crimes. These men have called me a fool. And they’d like you believe they are fools to, but only a smart man can call himself a fool, for a fool doesn’t know what he is. Therefore, these cunning sons of jackals…(angry gestures)…Sword!

The mad captain intends to execute these four men for their perceived crime of poisoning the ship’s food supplies. The truth of the matter is a group of cranium rats (rats with brain matter exposed who form a hive mind and can cast limited spells and have limited telepathic communication) smuggled aboard by the pirate Fayruz have poisoned the supplies hoping to weaken the crew for their master. Captain caught the four crewmembers right when they discovered the supplies were poisoned and believes them to be responsible. If the PCs do not intervene, one of the crewmembers shouts “Rat!” and the entire crew goes up in panic, and the Captain leaps into the nearest PC’s arms. Achu is mortally terrified of rats, and orders the crew to hunt the rat down. If the PCs do intervene they are given the task of discovering the truth of the matter by sun-up or the captain will send the four men overboard.

Questioning the men invites frequent comments and threats by the captain. The men report earnestly that they had just discovered the bread had been dressed with invisible, scentless, poisonous mold. They determined it was there when they found an empty sack in the bread ovens marked “Yellow ochre mold! Do not ingest!” Actually, the rats put the sack there hoping it would be burned up; they didn’t poison the bread, but instead the oranges and limes (used to prevent scurvy) exclusively. Eating an orange or lime a day is superstitious practice among the crew.

Searching the supply room (Search DC 12) reveals a tiny set of rat foot prints chaotically scattered and partially swept away (by dragging the sack of poisonous mold). The footprints lead to the broom closet. Opening the broom closet door reveals a crack in the floorboards. If the PCs peer in they don’t see anything, except the bottom of the ship, partially filled with water; however, if they tear out some floorboards to explore they will confront the cranium rats!

Cranium Rat Hive Mind: You will help us to poison the fruits. You will not tell the Captain we are here. You will send the implicated crew overboard. There is no conspiracy to take over the ship. You will help us to poison the fruits…(spoken in a Jedi mind trick way)

At some point during their contact with the hive mind, when one of the PCs cracks a joke or makes a threat, the rats intone: Oh, so you’re a funny guy? (Clue #1)
Once the PCs handle the rats, dispose or purify the poisoned fruit, and establish the captured crew’s innocence, things return to normal for a day, then…
 

Here's your adventure! (part two)

6. Cursed Coins
On the fourth day of your travels aboard the Rogue Trader, you happen upon a small ship broken on hidden reef. Since stripping down wrecked ships is the main income generator for the Rogue Trader, Captain Achu orders you to take a launch with two crewmembers and row over to the wreck to “check for surviving gold coins.” (The Captain designates the least dexterous PC as agile bowman, the one responsible for jumping off the launch first and tying it up, DC 15 Dexterity check or reef wounds for 1 hit point damage, followed by incessant itching after 1 minute. Will save DC 13 or can take no action besides scratching reef wound. Pouring fresh water on the wound negates itching.)

The “shipwreck” was set up by Fayruz’s loyal pirates as a trap for Achu’s ship. The ship was loaded with cursed coins that say “bite me” (Clue #2) and smashed on the reef. The pirates hope that Achu attempts a major recovery operation, going aboard the wrecked ship to examine the treasure. The coins exert a powerful charm effect on anyone viewing (DC 18 Will save resists and allows PC to notice the “bite me” written on coins) them as they dream of the incredible value these antiques (fakes made of bronze) will fetch in the market and what they will do with the wealth. While the captain and most of the crew are away, Fayruz plans to hijack the ship.

If the PCs don’t call back to the ship to report their discovery, the NPC crewmen will (unless silenced). The PCs may realize that the coins are fakes in two ways. First, passing save vs. charm effect and succeeding on a DC 10 Appraise check reveals the coins are bronze. Second, passing save vs. charm effect and biting a coin reveals that it is made of bronze, not gold. If the PCs fails to notice they are fakes, the Captain and rest of crew come aboard the wrecked ship using the other launch. As they marvel at the gold, Fayruz throws the remaining loyal crew overboard and steals the ship! They are left stranded in a sinking boat with a fake treasure! This is the curse of the coins! If they do discover these are fakes, and the PCs inform the captain, he tells them to bring the coins aboard while crew rig the wreck to be towed.


7. Sailor or Pirate?
As the Rogue Trader tows the salvaged shipwreck, you have barely had a moment to catch some rest, when a lookout calls just before sun-down “Man overboard!” Jumping to your feet, you see a man floundering in the water, struggling to keep hold of a slippery barrel, 100 paces off the port bow. The poor sailor is thoroughly exhausted and could go under any minute.

This man is a member of Fayruz’s crew who was swept overboard in a storm and is as much a surprise to Fayruz as he is to the rest of the crew. As soon as he is aboard, however, there are whispers that he is a pirate, though he denies this. He introduces himself as Huarim, but the crew gives him a cold shoulder. Huarim knows that Fayruz is aboard and won’t blow his leader’s cover, at least not intentionally and not while Fayruz is listening. Fayruz, on the other hand, hopes to use Huarim to lower the crew’s defenses. The captain instructs the PCs to keep an eye on him:
Do put both your eyes (gesturing) on this sailor at all times. If he should steal or rob, especially from yours truly, then it would behoove you to tell me with all due haste and without delay. Pirates rob, so if he be a pirate eventually he will rob something. (aside to the PCs) But, if he is a smart pirate he will know not to rob anything, unless his pirating nature gets the best of him. (stands uncomfortably close to PCs) Therefore I will have a game of cards for this newcomer. Each of you sirs will take a seat and talk story with the man. Where is my agile bowman? Ah! (forehead to forehead with the PC) To you I will entrust this signet ring given to me by my grandfather, to be wagered at the very last instant and reluctantly too. Any pirate would, in his loathsome greed, be compelled to rob this ring. (nods off, snoring) If he steals it, he is a pirate. If he does not, he is an honest and true man and worthy of passage.

At first, Huarim is hesitant to participate in the gambling game, but eventually he caves in. He is a pirate after all, and has no money to his name. The crew forwards him 5 silver pieces that he may join in the games. The PCs sit to either side of Huarim at the card table, with a large pitcher of whiskey before them. At some point during the card game, Huarim relaxes, and gains the upper hand, gloating over the PCs. “My old captain had a saying whenever you were losing at cards. Suck it up sonny!” (Clue #3) When the ring comes out, Huarim can’t resist and attempts to draw a winning hand by hiding an ace up his sleeve (Spot DC 14), thereby winning the ring.
If the PCs catch him cheating and turn him over to the captain, Achu has him tossed overboard. If they lose Achu’s ring to the pirate, Achu is enraged: “Where is my agile bowman? Do you think me a fool? Is there writing on my head that says ‘fool’? Am I not an honest man and true? Have I not been generous? And this is how you repay me, by losing my ring to a scheming pirate? (collecting himself) If you do not get it back, you will be fed to the sharks at sun-down.” With that, Achu grabs Huarim, ties the chest of cursed coins to his torso with a chain and throws him overboard. It is up to the PCs to rescue Huarim and/or recover the signet ring.
In either case, the parrot squawks, “End of the line!”

DM’s Note: If the players are totally in the dark at this point, have the parrot fly over to Marcus and try to land on him. Marcus pets the bird, saying “I used to have one just like it” when the Ship’s Mate whistles and the bird flies back over to her. This should help them figure things out, but don’t give them the experience points for thinking to ask Ship’s Mate Nyn how she got her parrot, or at the most give them half (50 instead of 100).

8. Siren’s Bay
A week has gone by at sea aboard the Rogue Trader, time slowing down as you tug the shipwreck. It is midday when you hear a boom of thunder from the storm clouds ahead. Captain Achu is trying to beat the ferocious storm coming from the northwest, but it is quickly outpacing the ship. Sprays of water kick across the bow, slapping you in the face. Rain is falling in heavy drops on the open sails. This doesn’t look good.

Soon the PCs find themselves in a raging storm. Have them make token checks to stay aboard, perform feats to keep the yardarm, rigging, or sails from being damaged, shout commands to other crew, be ordered by the captain, and the like. At last, Marcus (Fayruz) tells the captain: “Our only chance is the Siren’s Bay! Cap’n, I know those waters, I know the secret passage through the cliffs! You must listen, otherwise it’s the end of the line for us!”
The rest of the crew is superstitious about the bay, but Achu has little choice. Fayruz directs them into a narrow passage of rock just as the storm picks up into hurricane strength winds. Soon they are floating in a haunting passage where gloomy ocean waters cast strange light patterns on the rock walls. There is a sinister aura in the air, and many sailors utter quiet prayers. Fayruz has some wax which he has stuffed into his ears, anticipating the sirens. Anyone talking with Marcus (Fayruz) once in the bay may notice this as he will continually say “what?” and “huh?” leaning close to the PCs to hear them. Such a PC is entitled to a DC 15 Spot check to notice the wax.

Soon, ghostly shapes appear in the water, luring the sailors. Everyone (except for female PCs and Nyn) who hears the siren’s song must make a DC 20 Will save each round or be lured to the edges of the boat where they will jump into the water on the next round. PCs can attempt to counter the song by singing the … song they learned earlier, putting wax in their ears, or by a skilled bard using countersong.The sirens sing this song, one verse per round, recounting how Fayruz did them in:

The Siren’s Song
1. In life our beauty was without compare
In death our beauty lingers still
Till all pirates upon the sea
Drown within locks of our hair!
2. Yes, it is the end of the line for you
Though you shall not feel a thing
As our icy hands pull forth your soul
As we drowned, so will you too!
3. It was the end of the line he said
And our sad song never heard
It was the end of the line said the pirate
For into his trap we’re lured!

Anyone falling into the water begins to drown (rules in DMG). If the whole party succumbs to the siren’s, check “Finishing the Adventure” below for other options. Alternately, you can have Nyn rescue the PCs from the sirens. Otherwise, the PCs who resist the charm effect (are female, make their save, or block their ears), face two tasks: 1. Saving their fellow PCs, Captain Achu, and other crew; 2. Capturing Fayruz, who has gone below deck. Fayruz intends to hide below until the Sirens leave and the storm dies down.

Things for crew to say during the encounter:
- “Look, there’s a woman in the water! Oh, my love, I will lavish you with luscious kisses!”
- “I’ve never felt so young before! Gosh, I feel like swimming! Wee!”
- “The waves are alive with the sounds of music!”

Figuring it out: If the PCs put the 4 clues together, the rats saying “so you’re a funny guy”, the “bite me” written on the cursed coins, the “suck it up sonny” comment made by Huarim, the “end of the line” statements made by the disguised Fayruz and the ghost sirens’ song, they should realize that these are all quips the parrot makes. When asking Nyn where she got the parrot from, she reveals she won it in a gambling match with the pirate-lord Fayruz. Putting it all together, the PCs should realize that all the sayings of the parrot came from watching Fayruz and that it was the pirate who put the rats aboard, setup the shipwreck, and has led them into the Siren’s Bay!

Finishing the Adventure: If the majority of the party is lured by the siren’s, you will want to consider that the sirens may not kill them. Perhaps the sirens merely lure men overboard and let them drown on their own; only the PCs’ extraordinary luck saves them and they float ashore on a forbidden island. Alternately, the PCs’ may be taken to a palace under the waves as slaves to a marid or other ocean-dwelling creature. Now they must orchestrate their escape. If Fayruz managed to get away, the PCs (along with Captain Achu) will want to get revenge and have a new enemy. If the PCs capture Fayruz, Captain Achu will interrogate him mercilessly, and congratulate the PCs on a job well down, declaring them “welcome and invited guests with free rights to charter this fine and most admirable ship at a time of their convenience.” In addition, there’s a bounty on Fayruz’s head, which can be collected by the PCs (they’ll be expected to share with the captain and crew), totaling 450 gold. Of course, the PCs, for serving as crewmembers, receive their share of the profits for selling the shipwreck in any case, which amounts to 7 gold, 5 silvers, and 2 coppers each. At the DM’s option, the ship may end up in an entirely different city than the one the PCs were looking for, a result of Captain Achu’s navigational miscalculations. Do they dare charter The Rogue Trader yet again?

STORY AWARDS (* only one of these rewards can be had):
Getting the group to laugh while negotiating contract or asking questions of Ship’s Mate: 50 exp
At cast off, thinking to drop anchor or move crates; or cutting the dock line: 25 exp
Realizing the rats poisoned the fruit before the rats admit it: 25 exp
Setting a cunning trap for the rats: 50 exp
Taking precautions when boarding the shipwreck that foil Fayruz’s plan: 50 exp
*When discovering coins, connecting coin’s “bite me” with rat’s “so you’re a funny guy” as being quips said by the parrot: 300 exp
Thinking to ask Nyn where she got her parrot: 100 exp
Convincing Achu that gambling with his grandfather’s ring is a bad idea: 50 exp
Losing Achu’s ring gambling and failing to recover it from sinking Huarim: - 50 exp
*During game of cards, connecting Huarim’s “suck it up sonny” to the coins’ “bite me”, with the rat’s “so you’re a funny guy” as being quips of the parrot: 200 exp
Rescuing most of the crew and fellow PCs from Sirens: 100 exp
Unplugging the wax from Fayruz’s ears and offering him to the Sirens to save the crew: 150 exp
Countering the Siren’s song: 100 exp
Realizing Marcus is really the pirate Fayruz: 100 exp
*In Siren’s Bay, connecting Fayruz’s “end of the line” comment with Siren’s “end of the line” in song, Huarim’s “suck it up sonny”, coin’s “bite me”, and rat’s “so you’re a funny guy” as quips of the parrot: 100 exp
Capturing Fayruz: 100 exp
 
Last edited:

Thanks for the adventure.

Sorry I couldn't reply sooner.

If they ever need to use a ship I'll use it :)
 

Pets & Sidekicks

Remove ads

Top