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File 164930047018.png - (446.99KB , 1200x900 , HTBD Title.png )
1028430 No. 1028430 ID: e1017c

Little is known of the uncharted land of Orenthar. But, with one of the two greatest empires of the civilized world looking to stake a claim to the land and its supposed riches and resources, many would-be explorers have answered the call to make the journey to the new world. It's a long trip by boat, and all voyages to Orenthar are first stopping at the Merchant Guild's off shore rig. You are one such brave adventurer, seeking work as part of an exploratory expedition.

This is a quest I am kind of using as a pre-alpha test to a co-operative tabletop style game I am attempting to work on. As such, there will be segments focusing on grid based combat. Since I have not had a chance to test any of these rules yet, please bare with me during these segments.
Expand all images
>>
No. 1028431 ID: e1017c
File 164930074003.png - (549.75KB , 1200x900 , HTBD 01.png )
1028431

You exit your boat onto one of the many docks. You and the other passengers are ushered into one of the offices built into one of the massive legs of the rig. A large lobstaur behind a desk greets you.

"Oh! The Customer must be one of the passengers enroute to Orenthar. Very well. Welcome to the Kren Merchant Guild Rig. This One will assist you on this leg of your journey. First, It must as The Customer a few questions, so as to ensure that they are processed correctly and given passage on the correct boat with adequate lodgings."
>>
No. 1028434 ID: e1017c
File 164930164706.png - (628.08KB , 1200x900 , HTBD 02.png )
1028434

"Now, first, which faction are you affiliated with?
The Holy Empire of Theirund?
Ally yourself with The Holy Empire of Theirund of north western Toet's plains. Seek to claim territory and relics in the name of the Gods. Available races for recruitment: Tomias, Ploverlor, Lazurek (River), Lazurek (Mountain), Lohrke, Engsami, Engsami (Winged)

The Ashome-Ashe Empire
Ally yourself with the Ashome-Ashe Empire of southern Sullan's jungles. Seek to claim territory and relics in the name of your ancestors. Available races for recruitment: Hat-kal, Zahiir, Lazurek (Jungle), Lazurek (River), Lohrke, Engsami, Engsami (Winged), Ploverlor

The Thorenald Explorer's League
Ally yourself with the Thorenald Explorer's League. Funded by the explorer Anerassi of Thorenald, seek to acquire knowledge, map out the uncharted continent and discover the indigenous species that dwell there. Available races for recruitment: Nedynvor, Ploverlor, Lazurek (River), Lazurek (Jungle), Lazurek (Mountain), Engsami, Engsami (winged)

Independent
Register yourself as Independent. Regardless of your background as a drifter, pirate, or what have you, the Kren Merchant Guild is backing you, as such your primary goal is to seek profit, as much profit as can be claimed from the uncharted land. Available races for recruitment: Ploverlor, Lazurek (Jungle), Lazurek (River), Lazurek (Mountain), Engsami, Engsami (Winged), Nedynvor

>Please vote for a faction to be affiliated with
>>
No. 1028435 ID: e1017c

We know Anerassi kind of! Explorer's league because I clapped when I saw her name!
>>
No. 1028436 ID: e51896

Lets explore and be a cartographer! Explorer's league
>>
No. 1028437 ID: 9b127b

Let's be part of a big empire this time
have power and wealth is more fun then scrounging peasants.

Theirund has Prancy bird-taur knights which are rad (Tomias)

Ashome has viney plant men(Hat-kal) and floofy bugs (Zahiir)


it's a tough choice but gonna go with Ashome
>>
No. 1028438 ID: ab8442

The Ashome-Ashe Empire
I'm speciest against centaurs and taur like creatures.
>>
No. 1028439 ID: e9dd13

>>1028434
I cast my vote for Ashome-Ashe. We need some Lohrkes!
>>
No. 1028440 ID: e5709d

Faction: Drifters
Nedynvor

Motivation: You're a big loser with a bigger secret. If you weren't so insignificant as to go unnoticed during that particular bloody event, the Empires would have placed a million-gold bounty on your head for being in the wrong place at the wrong time. The problem is, you don't actually know how to use that information, let alone sell it safely. So, you're here to develop a reputation and gain enough general experience that you can use your Enigma, and not spend the rest of your life a mad prophet shouting about [censored].

Unique Quirk: Devouring Enigma - You know something that could unseat empires and make kings of paupers... or maybe, gods of kings. And you have no idea what you're doing, so in your incapable hands it may as well be worth a sea shanty.
>>
No. 1028441 ID: f373c9

Explorer's League Lazurek (River)

Meet friends.

Find new places.

Explore dungeons and get loot.

Probably get mixed up in Nations' politics anyways along the way...

Be Fluffy.
>>
No. 1028443 ID: 5d9787

>The Holy Empire of Theirund
We shall embark in a spiritual journey and in the process guide lost souls away from sin.
>>
No. 1028444 ID: 0055dc

theirund
>>
No. 1028461 ID: 2aa5f0

I kinda want to play a kren but I don't want to cause the QM pain by having to draw a Kren every update as I do know they're one of the tricker races to draw.

I also can't find any pics on Zahiir so I'm not sure what they look like.

as for who we work for and what we are
The Thorenald Explorer's League
Engsami (Winged)

only time we've seen the Engsami was as the bad guys way back in journey quest so it would be interesting to see them from the other side. Also winged because flying if fun.
>>
No. 1028464 ID: ce39da

The Thorenald Explorer's League - Cartographer Quest is a go!

(I hope picking species is a separate step, as I have hardly any idea what these are - someone mentioning that the Zahiir are floofy bugs did make me tempted to pick the Ashome-Ashe Empire, though. XD)
>>
No. 1028477 ID: 017166

The Thorenald Explorer's League!
>>
No. 1028482 ID: 344f1d

I'll throw in for Thorenald
>>
No. 1028495 ID: 6f585d

Ashome. Become moff!
>>
No. 1028496 ID: a057e4

Bug from Ashome.
>>
No. 1028508 ID: e1017c
File 164937190712.png - (450.10KB , 1200x900 , HTBD 03.png )
1028508

"Ah, very well, you're belong to the Thorenald Explorer's League? And, just for the sake of the paper work, which species are you again?"

Nedynvor: Large, bird-like creatures native to the Sky Dragon Island. Somewhat rare on the lowerlands, but following in Anerassi of Thorenald’s footsteps, many have left the island in search of adventure.
Starting HP- 4
Racial Abilities: [i]Wing Assisted Jump
- When making a move action, a Nedynvor may choose to make a Wing Assisted Jump. A Wing Assisted Jump ignores intervening enemies and terrain during the movement, but does not ignore any enemies or terrain in the space the movement ends. This movement ignores Free Strikes. A Wing assisted Jump costs 2AP.
Feet for Feet- Nedynvor feet are long and blade-like. As such, Nedynvor use D6’s when making Unarmed Attacks instead of D4’s.
Wing Mitts- Nedynvor hands are very large. They may wield Two-handed Melee weapons as One-handed Melee Weapons, but degrade the quality of the attack dice by 1 level (D10 becomes D8, D8 becomes D6 etc). This allows a Nedynvor character to treat Two-handed Melee Weapons as One-handed Melee Weapons for Weapon Specialization purposes. Nedynvor may never dual-wield Two-handed weapons.

Ploverlor: The most wide-spread sapient species in Layridin, originally native to the northern marshes of Sullan.
Starting HP- 5
Racial Abilities: Smoke Screen 2AP- The Ploverlor can unleash a thick cloud of smoke from the gas sack on the back of their head. Non-Ploverlor suffer –1 die on any attacks targeting a character adjacent to this character. The cloud lasts for 1D4 rounds.
Magic Research- Ploverlors have the highest birthrate of magically gifted children. A Ploverlor character may choose one spell to know regardless of what class they play. If they are a Wizard, they gain 1 additional spell to start.
Works Well With Others- A Ploverlor character gains a +1 to any attack action rolls when targeting an enemy that is adjacent to an ally.

Lazurek (River): Smallest of the Lazurek, River Lazureks are wide spread and live along freshwater bodies of water across Sullan and Toet.
Starting HP- 5
Racial Abilities: Amphibious- River Lazureks ignore the movement penalties for entering a space with water.
Slippery When Wet- When moving through any spaces with water, or during any movement action in which a River Lazurek passed through a space with Water, a River Lazurek does not provoke Free Strikes.
Sonar- Reduce the difficulty when Searching for Traps, Hidden Passages, or Secret Treasure by 1 when searching with this character.

Lazurek (Jungle): Lithe furry jungle folk known for their agility and physical prowess, native to the jungles of Sullan.
Starting HP- 5
Racial Abilities: Jungle Craft- Jungle Lazurek ignore the movement penalties for moving into a wooded space.
Bushwack- Jungle Lazurek may add an additional die to Attack Actions when striking from within a wooded tile.
Tree Climber- Jungle Lazureks may move into a space up to 3 levels higher than its current space, for no additional Movement Point cost, if this character is currently occupying a wooded tile.

Lazurek (Mountain): Large cousins of the Jungle Lazureks native to the mountains of Sullan and Toet.
Starting HP- 6
Racial Abilities: Mountain Strider- Mountain Lazurek may scale 2 level high cliffs at no additional cost to Movement Points, and may scale 3 level high cliffs at the cost of 1 extra Movement Point.
Huge Stature- Mountain Lazureks are hulking mountains of muscle. Add an additional die to any Melee or Thrown Weapon attacks this character makes.
Pit Organ- A Mountain Lazurek’s pit organ allows them to sense the heat of nearby lifeforms. Characters and creatures do not gain the benefits of Furtiveness within 3 spaces of a Mountain Lazurek.

Engsami: Reptilian people hailing from the Perche Archipelago or the Toet Desert.
Starting HP: 5
Racial Abilities: Breath Weapon- Choose one effect at character creation:

Sleep gas 3AP- roll 2D8 against the adjacent target’s Mind stat. If successful, target rolls 1D6 each time it acts for 1D3+1 rounds, on a 1-2, they are too drowsy to act and lose all action points for that round. On a 3+ they fight off the effects of the gas for the moment.

Hallucinogenic Gas 3AP- Roll 2D8 against the adjacent target’s Mind stat. If successful, target rolls 1D6 each time it makes an attack action for 1D3+1 rounds. On a 1-2, their attack action automatically misses as they swing at a hallucinated foe.

Tough- When an Engsami suffers damage, roll a D6 for each point suffered. On a 6, the damage is negated.

Engsami (Winged): A smaller breed of Engsami with large wings for arms. They wield weapons with their taloned feet.
Starting HP- 4
Racial abilities: Breath Weapon- Choose one effect at character creation:

Sleep gas 3AP- roll 2D8 against the adjacent target’s Mind stat. If successful, target rolls 1D6 each time it acts for 1D3+1 rounds, on a 1-2, they are too drowsy to act and lose all action points for that round. On a 3+ they fight off the effects of the gas for the moment.

Hallucinogenic Gas 3AP- Roll 2D8 against the adjacent target’s Mind stat. If successful, target rolls 1D6 each time it makes an attack action for 1D3+1 rounds. On a 1-2, their attack action automatically misses as they swing at a hallucinated foe.

Wings- When making a move action, a Winged Engsami may choose to either make a Wing Assisted Jump, or Take to the Air. A Wing Assisted Jump ignores intervening enemies and terrain during the movement, but does not ignore any enemies or terrain in the space the movement ends. This movement ignores Free Strikes. A Winged Engsami that Takes to the Air flies low to the ground in order to still engage with enemies and ignores all intervening enemies and terrain while moving and also ignores terrain in the space the movement ends, but not enemies. Any time a Winged Engsami that has Taken to the Air is hit by an attack, it must roll a D6, on a 1-3, they come crashing down to the ground a lose half of their AP on their next activation. A Wing Assisted Jump or Taking to the Air costs 2AP.

>Please vote on which species the main character will be. You will have opportunities to recruit other characters later on.
>>
No. 1028511 ID: 017166

>>1028508
Lazurek (Jungle)!
>>
No. 1028512 ID: e1017c

>>1028508
Winged engsami are the sexiest, and the breath weapon and ability to fly are key for getting out of sticky situations!

Definitely go winged engsami.
>>
No. 1028518 ID: c92a02

Engsami (Hallucinogen breath)
>>
No. 1028519 ID: f8e48d

Nedynvor. Wanna see them wing mitts in action.
>>
No. 1028520 ID: 344f1d

winged Engsami
BECOME PTERODACTYL
>>
No. 1028521 ID: eae08b

Young Female Nedynvor
>>
No. 1028523 ID: 629f2e

Lazurek (Jungle) is my pick.
>>
No. 1028524 ID: ce39da

Winged Engsami - Sleep.
>>
No. 1028525 ID: ab8442

Engsami, Hallucinogen
>>
No. 1028528 ID: 060b37

Nedynvor are fun!
>>
No. 1028530 ID: e1017c

>>1028508
>Errata, replace the final part of "Hallucinogenic Gas" ability to read " Roll 2D8 against the adjacent target’s Mind stat. If successful, target rolls 1D6 each time it makes an attack action for 1D3+1 rounds. On a 1-2, their attack action automatically strikes an adjacent ally, or misses as they swing at a hallucinated foe if no adjacent ally is available."
>>
No. 1028533 ID: 4c0dea

>>1028508
Engsami: Hallucinogenic Gas
>>
No. 1028535 ID: 4c0dea

>>1028533
and male
>>
No. 1028538 ID: e1017c

>>1028512
Addendum: Winged Engsami with Hallucigen gas (female) for glorious thunderlizard thighs
>>
No. 1028540 ID: 96c896

Lazurek (Mountain)
>>
No. 1028549 ID: 2aa5f0

Engsami (Winged): A smaller breed of Engsami with large wings for arms. They wield weapons with their taloned feet.

Sleep gas

wonder if our gas is flammable?
>>
No. 1028554 ID: 30b187

Male engsami with Tough.
>>
No. 1028561 ID: 2b3343

Lazurek (Mountain)

Big fluffy boy.
>>
No. 1028563 ID: 9b127b

Winged Engsami male, eyes are good for reading maps. and wings can get up high cliffs and generally great for scouting/exploring
sleep breath
>>
No. 1028565 ID: 5d9787

Engsami with Hallucinogenic Gas.
Things are not always what they look like.

Would I be safe to assume our potential companions would come from the same faction?
>>
No. 1028566 ID: 056ca0

Winged Engsami, female, with sleeping gas
>>
No. 1028567 ID: 33f0ce

Engsami: Hallucinogenic Gas
Dinosaur paleontologist time baby.
>>
No. 1028577 ID: 513ff6

We are a young male Engsami with Hallucinogenic Gas
>>
No. 1028578 ID: 67181a

Non-winged engsami with snooze gas
>>
No. 1028582 ID: 12b116

First choice would be nedynvor but that's not going to happen. Regular engsami is my second choice, but I like sleep gas better.
>>
No. 1028584 ID: 894419

>>1028524
I second this choice
>>
No. 1028588 ID: e1017c
File 164939413990.png - (416.30KB , 1200x900 , HTBD 04.png )
1028588

"Yes, the Customer is a male Engsami. This One is sorry, this is all just a formality for the paper wo- Excuse me? Hallucinogenic gas? Yes, er... of course. It did not need that for the paper work, but it is good to know... Now, what service will you be providing the Expedition?"

Ruffian – A rough and tumble brawler who made their life on the streets or as some manner of brigand.
Weapon Specialization – Fist weapons, Unarmed Attack, One-handed Melee Weapons
Starting Skill[/b] – Furtiveness
Abilities – The Ruffian may dual wield One-handed or Fist Weapons. When Dual Wielding, a character may make one normal Attack Action with each weapon against the same target for 1AP.

Wizard – Born with the ability to weave spells, they are either a natural prodigy or a learned student of one of the Mage College towers.
Weapon Specialization – Staff
Starting Skill – Arcane Lore
Abilities – For every spell currently in the wizard’s tome, the Wizard gains an Arcane Shield that increases their armor by +1. As spells are cast, they are temporarily removed from the Arcane Tome.

Dragoon – A warrior riding into battle atop some manner of steed, such as a Sand Sail or a Droth.
Weapon Specialization – Polearms, Two-handed Ranged Weapons, Shields
Starting Skill – Muscle
Abilities – When a mounted Dragoon makes a move action, they may pass through a single enemy occupied space. If they do so, the enemy does not get to make a Free Strike and the Dragoon’s mount may make an Unarmed Melee attack against that character.

Militant – A close in fighter who may have once been or may currently be a soldier.
Weapon Specialization – One-handed melee, Two-handed melee, Shields
Starting Skill – Intimidation
Abilities - When an ally, in an adjacent space, is struck by an enemy attack, you may roll a D6, on a 4+ the Militant becomes the new target of the attack, regardless of position in relation to the attacking enemy. If wielding a shield, also reduce this damage by one to a minimum of one.

Apothecary – A specialized field medic with the tools and know how to brew potions/ salves to heal or buff allies and hinder foes.
Weapon Specialization – One-handed melee
Starting Skill – First-Aid
Abilities – Other expedition members will not attack an Apothecary unless attacked first. Apothecaries also bring with them Healing Salves: 2AP, target self or adjacent ally, target regains 1D4 lost Hit Points. If applied to a downed ally, they will wake up and rejoin combat in the following round.

Hunter – A skilled tracker, outdoorsman and master of ranged combat.
Weapon Specialization – Two-handed Ranged Weapons, One-handed melee, Thrown
Starting Skill – Tracking
Abilities – Roll an extra die when making basic Attack Actions against a target that is adjacent to an ally, or ensnared by a Trap.

>Please vote for which occupation the main character will be. Each class has a starting skill. The next post will go over skills and allow an additional skill to be selected. As well, each class has a list of advancements they can gain at level up which will be covered when it comes up.
>>
No. 1028592 ID: 629f2e

Hunter!
>>
No. 1028593 ID: 12b116

Dragoon
>>
No. 1028595 ID: c92a02

Hunter, or lizard wizard.
>>
No. 1028596 ID: 344f1d

Dragoon
>>
No. 1028607 ID: 0055dc

apothecary
>>
No. 1028609 ID: 060b37

apothecary sounds fun.
>>
No. 1028610 ID: 284627

Apothecary

Mixes well with our gas me thinks
>>
No. 1028612 ID: 96c896

The gas requires us to be adjacent to the victim. Apothecaries won't be targeted unless they attack first, which means if we use the gas, we will be vulnerable and also next to an enemy.
It works best with a melee combat role or someone that doesn't mind getting into melee briefly, so either Ruffian, Dragoon, Militant, or Hunter. Non-winged Engsami are Tough so they work very well in the tank role.

Militant.
>>
No. 1028614 ID: 9b127b

Apothecary, lizard doctor
>>
No. 1028624 ID: f3c9f0

>>1028588
Hunter or militant.
>>
No. 1028625 ID: 5d9787

Dragoon
Let's violate the Harkness test.
>>
No. 1028627 ID: ce39da

Apothecary or Wizard - We are the Boss Nerd of this group, and we can hire other people for on-the-ground navigation if we run into a situation where flight isn't safe.
>>
No. 1028628 ID: 75b861

>Apothecary
Out of one of the most bloodthirsty races ever made, a humongous nerd is born.

>>1028625
You frighten me good sir.
>>
No. 1028635 ID: 629f2e

I'm kind of feeling Archeology for some reason.

As for name, I think something short and simple would suit us best. Something people can easily call out if they need help sounds most fitting for an apothecary.

I'm thinking Oliver, or Olly for short.
>>
No. 1028636 ID: c92a02

Curtis Zisa.
Language lore, the best way to map unfamiliar lands is to ask the locals, and it's best to know when they are using nouns and not proper nouns.
>>
No. 1028638 ID: e1017c
File 164945485272.png - (339.58KB , 1200x900 , HTBD 05.png )
1028638

"Ah, an Apothecary! Yes, very good, The Customer will be in high demand in Orenthar! Many likelihoods for one to be injured in the wilds. Now, It believes there is just one more question to ask. Could The Customer please provide any other additional areas of expertise, and sign The Customer's name, please.

>Please select 1 additional skill to begin with. Additional skills may be gained, and/or improved, through Advancement later. Additionally, please suggest a first name for the male Engsami Apothecary, one will, likely, be randomly selected unless multiple suggestors back a single name.

To perform a skill, choose which skill from the character’s available list of skills you would like to perform. Roll 1D8 + the character’s MIND stat + the character’s rank in the skill. Compare the result to the skills target difficulty. Roll 1D4 instead if the character is currently engaged in melee (an enemy is occupying an adjacent space). All skills start at Rank 1.

Basic Skill list
Find Trap/ Secret – Detects traps, secret passages, or hidden items in any adjacent hexes

Bushcraft – Allows the character to gather food and/or construct makeshift shelters in the wild with very little equipment or supplies

Thievery – Allows a character to attempt to pilfer belongings from an adjacent target

Tracking – Allows a character to attempt to follow a trail left by an animal, character, or mobile object

First-Aid – Allows a character to attempt to stabilize an unconscious ally and prevent them from bleeding out. Additionally, this skill may be rolled after a combat encounter has concluded to allow all party members to regain 1 lost hit point.

Negotiate – Allows a character to attempt to improve the disposition of another character to make them more open to discussion or even possibly consider a non-violent solution to a problem.

Cooking – Allows the character to attempt to prepare enough food for a party of 4. Eating a good meal will fully heal a party member during a long rest.

Archeology – Allows the character to attempt to identify and interact with ancient artifacts.

Furtiveness – Allows the character to attempt to sneak past unaware characters. Only works if the character is outside direct line of sight, or able to hide in shadows.

Technomancy – Allows a character to use and maintain Technomancy devices.

Beast Lore – Allows a character to attempt to gather information on a creature or enemy type they have encountered more than once.

Arcane Lore – Allows a character to attempt to gather information on a spell or spell specialization they have encountered more than once.

Language Lore – Allows a character to attempt to gather information on unknown languages and attempt to learn to speak or read said languages after repeated exposure.

Intimidation – Allows a character to attempt to force one or more characters to back down or give information through display of force, or threat there of.

Muscle – Allows the character attempt to use their impressive strength to move heavy objects, force open sealed doors and other feats of strength.
>>
No. 1028639 ID: ce39da

> EXTRA SKILL
As we wish to be hands-on with the cartography (and there doesn't seem to be a dedicated skill for that), I'd pick Language Lore. (We'll definitely want to hire people with Find Trap/Secret, Tracking, and Archeology, though. Second opinions are important!)

Actually, is it possible to write in a Cartography skill? Whatever the case, let's hope our Mind stat is decent, of course.

> NAME
Kosroh is fine.
>>
No. 1028640 ID: e5709d

Technomancy
>>
No. 1028642 ID: fd36da

>skill
Cooking. It’s just chemistry, too.

>name
Ashtender, or Ash, of Greyvale.
>>
No. 1028643 ID: 5d9787

Name: Tlipoca

Would first aid complement our profession or would it be redundant? Depending on the answer my vote is either this or technomancy. I guess we have some interest in the inner working of thing, living or not.
>>
No. 1028644 ID: 344f1d

Negotiation - a healer would want to AVOID fights when possible
>>
No. 1028646 ID: 284627

Cooking since I’m pretty sure our job makes the first aid skill redunded.

As for a name… Doc… it’s just what everyone calls me
>>
No. 1028647 ID: 3aa06e

Cooking, no one wants to have a garbage meal after a day of adventuring in unknown the unknown world. It'll keep our spirits up and when we find them, a good meal will keep morale for our allies.

Name: Sidzeek

Some people shorten it and call you Sid or Zee. That's usually people who are your friends which you don't have right now.
>>
No. 1028651 ID: 422cea

Technomancy.

We will heal through the power of medicine and technology.
>>
No. 1028683 ID: 4c0dea

>>1028638
Our name is Theseus
Skill:Thechnomancy
>>
No. 1028685 ID: 0055dc

The Name's Jeb

Cooking for the skill. As a non-mashroom we probably arent going to be atarting with technomancy items and it will probabky be a while before we can get any. The mashrooms arent even part of the faction that got chosen.
>>
No. 1028686 ID: d0108b

Skill: Cooking
Name: Kosroh
>>
No. 1028711 ID: 36784c

>>1028686
This
>>
No. 1028714 ID: 4d7a41

considering how savage some engsami clans can be I'd like to think that if we do get cooking as a skill we would joke that anyone we can't save we can turn into rations.
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