[Day 5, MA, Event] Vode An

Off to the east of the violet forest rests a major lake, one that has calm beaches but no end in sight from a position at it's beach.
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Meiyokashi
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[Day 5, MA, Event] Vode An

Post by Meiyokashi » Mon May 08, 2023 4:16 pm

Event Type: Side Event
Participants: Open to all.
Timeslot: Day 5, MA (Same as Combat)

Irizka has done something truly miraculous before the eyes of all, and surfaced an ancient Mandalorian vessel from the depths of the lake. With a team dispatched alongside the Enigmatic Lord deep into the heart of the vessel the rest of the enclave has been tasked by Mandalore to scour the ship for anything of value. This ancient Mandalorian vessel is prone to have ancient relics, weapons, and other culturally significant finds all at the simple risk of facing ancient dangers to get away with the reclaimed artifacts. Warriors endeavoring into the ships bowels may choose to journey together to reduce their risk of injury but they will not be able to explore as much of the vessel had they chosen to separate.

Passing by the skeletons yet filling suits of beskar, these ancient warriors would be proud to know that their legacy will live on alongside the Rebuilders. With their aid the Rebuilders will find themselves ever closer to the victory over the Empire and their enemies which they most seek.

-----------------
[Read Carefully]
  1. PC's may Pair Up for this event, and eliminate all risk involved in the event. However, they will only be able to assist/share the rolls associated with the event and will thus limit how many "effective rollers" there are. [Both of them counting 1 pass through the event as a single PC, essentially.]
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  2. When PC's Pair Up you Downgrade the Roll fully, removing all Challenge Dice and thus replacing them with Difficulty Dice.
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  3. Only natural soak applies to the damage applied by this event. For example: Kristal who has Brawn 4, has a natural soak of 4, and thus negates 4 from all damage sources in this event regardless of what armor she is wearing or talents she may possess.
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  4. Every team or effective roller has 3 time units to make use of, 1 time unit is spent on each roll made in this event.
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  5. PC's may dedicate more time to a singular location, spending an extra time unit on the roll. In doing so they will be Upgrading their own dicepool twice, and Upgrading the difficulty pool once.
Dice Results:
  • Every uncancelled Success grants 5 Dive Duty.
  • Advantages grant your next roll a Boost dice at 2/1, if it is your last roll it can grant any other PC those Boost dice but you may only collect these floating Boosts from One other PC.
  • Threat converts to Strain if roll Succeeds, and (extra damage at 2/1 if failed.)
  • Despairs cause the PC to suffer a Critical Hit with a Vicious Rating equivalent with the number of Challenges Rolled.
  • Triumphs will mean the PC has found one of the rare finds on the Ship, GM will note and deposit these at a later time.
Teams will select from the below locations and roll the appropriate skillchecks for each location, in so doing they will accumulate Dive Duty which will be spent on certain rewards from these locations.

You may only "select" a single location once. Thus only making one roll for any one location.

All rolls are at the following difficulty: [1eC + 2eD + 2eS] Setback is for the ancient structure and systems that must be worked with to achieve results.

Armory:
A Mandalorian vessel has many armories stretched throughout the length of the ship. Gaining access to any of these is bound to boost the firepower of the enclave significantly. However, time has eroded much of the security systems and it would take a crafty scoundrel to get through these ancient locks. Of course.. there are some rather large pieces of weaponry lying around from some ancient battle, could always take the risk and just blow the door away.

Skulduggery - Get past the ancient locks with skilled hands and sharp mind!

Gunnery - Blast your way through those ancient durasteel doors with the might of ancient Mandalorians.

Med-bay:
Unlikely as it is for ancient medical supplies to still be useful, there is always a chance. Even if nothing of perishable use can be recovered many of the ancient machines and other instruments could aid the Rebuilders greatly. Sifting through the chaotic mess these ancient medical centers were left in will be no easy task. Bodies of armored Mandalorians lying dormant for all time in corners and on tables, creating quite the disturbing image to stomach. However, a knowledgeable mind is sure to find something of worth in these ancient halls.

Medicine - You know medicine, and you know what the enclave doesn't have but needs. This is your time to shore up your medical supplies.

Knowledge: Xenobiology - Perhaps there might be something growing in these ancient places you know would have favorable affects on different biologies, at least that's your hope. Surely it'll come up with something useful in this unique environment.

Hanger:
Stealth - Ancient auto-defense turrets of craft that bear little resemblance to current day craft remain active. With stealthy approach one might be able to search the hanger without interference.

Resilience - Not all of the ship was sealed when it was entombed, and much less was drained out. By steeling ones body they can pass through some of the more taxing passageways and corridors.

Barracks:
Perception - When it comes to finding things that might yet still be preserved- a keen set of eyes to spot out the hidey holes of soldiers long forgotten.

Streetwise - Sometimes, it isn't exactly keen eyes but a sharp mind that finds you the loot. After all, ancient soldiers are still just soldiers and they all follow the same tricks in the end.

Galley:
Knowledge: Outer rim - When it comes to ancient galleys you never know what you're gonna find but knowing the vast different cultures at least exposes you to enough different types of food that you might be able to tell what is what.

Survival - You might not know what it is, but you sure do know whether if it's edible, useful, or not.

Storage:
Athletics - Sometimes it's all just about how trained your body is for the physical turmoils of life.

Coordination - Other times, it's about how you can move and control rather than endurance or strength. Slipping between large crates sealed over time so you might access deeper sections to search for the tools of your ancestors.

Training Room:
Melee - Ancient battledroids once served as efficient tools for combat training, and now it is your turn to overcome them and see what they might have inadvertantly guarded all this time.

Ranged (Light or Heavy) - There are, of course, always other ways to get past droids meant for training.

Sensor Room:
Computers - Scanning through the ships systems might bring up valuable information, it's worth a shot even if the systems are truly ancient.

Mechanics - When faced with a durasteel door barely not open enough to squeeze through you learn that sometimes quickly fixing a problem just enough so it's not a problem right now is a better answer than trying to smash through.

[> Reward selections will be posted later. Look forward to them going into D6, but I may post sooner.]
Game Master: Weaver of Tales | Mediator of Light and Dark, Triumph and Despair, Heroes and Villains

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Mayrelli Fayedd
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Re: [Day 5, MA, Event] Vode An

Post by Mayrelli Fayedd » Tue May 09, 2023 2:05 am

What secrets and what treasures did this mysterious ship hold? There was only one way to find out. With a loud "Kiiiiyah!" Mayrelli jumps aboard and disappears into the waterlogged interior.

Some droids attempt to block her way (or at they just asking her what weapon she'd liked to train?). Her answer, shotgun! Once the poor workers are dealt with she looks around, but only finds a little of use.
Day 5 MA Event Vode An, training room, ranged heavy: 2eP+2eA+2eB+1eC+2eD+2eS 1 success
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1 Dive point, Training Room.

Next up is the sensor room. But try (and pry) as she might with her massive hydrospanner May can't seem to force the doors open or access any internals which could help. Best she can do is bang the doors in frustration and drop a few relevant curse words.

Day 5 MA Event Vode An, Sensor Room, Mechanics: 3eA+2eB+1eC+2eD+2eS 1 failure, 1 advantage
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0 Dive points

Lastly is the hanger. But unfortunately, being naturally sneaky only gets you so far in full beskar and the turrets don't take long to zero in on the bounty hunter trying to creep under some debris. The resulting barrage is fierce but Mayrelli manages to escape with only her honour bruised.

Day 5 MA Event Vode An, Hanger, Stealth: 1eP+3eA+1eB+1eC+2eD+2eS 0 successes, 1 threat
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Day 5 MA Event Vode An, Hanger, Stealth, boost from previous roll I missed: 1eB 0 successes, 1 advantage
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Total Results: 5 Dive Duty training room
Last edited by Mayrelli Fayedd on Tue May 09, 2023 10:07 pm, edited 1 time in total.
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Soleene Stryss
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Re: [Day 5, MA, Event] Vode An

Post by Soleene Stryss » Tue May 09, 2023 5:19 pm

While Soleene wouldn't have considered herself an archeologist or a scholar in the slightest but she figured that she could always pitch in the effort if there was some literal heavy lifting that had to be done. She jumped into and found herself overwhelmed almost immediately as she couldn't quite navigate through the ruins with the same ease she would have done so in a city or surroundings that she was used to. However, in the end, she would take out her frustration on the old training droids that were lingering in the training area.

It might have been considered punching down, especially considering how someone might feel about droid rights, but there was some satisfaction found in popping out those twitch and rusty arms from their sockets. She was almost sure that was part of their design.

Day 5 - Vode An, Hangar with Resilience: with armour bonus: 1eP+4eA+1eC+2eD+2eS 2 failures, 1 threat
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Day 5 - Vode An, Storage with Athletics: with armour bonus: 1eP+4eA+1eC+2eD+2eS 2 failures, 3 advantage
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+1 Boost to me!

Day 5 - Vode An, Training Room with Melee: with armour bonus and boost: 2eP+3eA+1eB+1eC+2eD+2eS 3 successes, 2 advantage, 1 Triumph
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3 Successes x 5 Dive Points
15 Dive Points + 1 Reward for Triumph!
+1 Boost to next roller
Mandalorian • Wanderer • Peacekeeper • Rabble-Rouser • Always Ready For A Fight
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Varina Ordo
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Re: [Day 5, MA, Event] Vode An

Post by Varina Ordo » Tue May 09, 2023 10:23 pm

Varina first thought herself more clever than a bunch of turrets. Unfortunately, she was very antagonized by any amount of water getting on herself,. An annoyed squeak was enough to give herself away so she scrambled out to her next goal...

Which was feeding herself! Spelunking was taxing on the body's reserves, after all. And as luck would have it, there was plenty to go around in the leftover supplies. A good portion of it went into her stomach. There were definitely a few burps.

If there were so many good things there, then what about the actual storage? Varina hurried over, squeezing herself into every nook and cranny she could fit. Ordinarily, it wouldn't be so rough on her body. So much pressure on her tummy did make it incredibly upset, though. At least she was old enough to clean up after herself.

---

D5 MA Event Roll 1: Hanger (Stealth), Stalker 3, Outdoorsman 2, Prior Roller: 1eP+3eA+4eB+2eD+1eC 1 failure, 6 advantage
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0 Dive Duty!

D5 MA Event Roll 1: Galley (Survival), Stalker 3, Forager, Prior Roll: 1eP+3eA+3eB+2eD+1eC 6 successes, 1 threat
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5x6 = 30 Dive Duty for Galley

D5 MA Event Roll 3: Storage (Coordination), Stalker 3, Outdoorsman 2: 4eA+3eB+2eD+1eC 5 successes, 4 threat
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5x5 = 25 Dive Duty for Storage
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Cha Vizsla
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Re: [Day 5, MA, Event] Vode An

Post by Cha Vizsla » Wed May 10, 2023 12:23 am

Cha is still moving with a bit of a hitch after the events of the day, but he feels up to explore a bit of the ship.

"Alright, let's see what we can do." Fortunately, the outdated systems of hanger autotargeting systems in the hanger have zero frame of reference for his stealth tech, and he is able to slip by with ease. The mechanical doors to the sensor room take a bit of jiggery-pokery, but with a bit of brute force they come open, even if it leaves Cha heaving for breath by the end.

Unfortunately, the training robots are a bit more complex and can see through his stealth. Cha needs to bolt without getting anything useful there, but feels comfortable thinking that he has opened up the ship a bit.

___
Vode An - Hanger - Stealth - Master of Shadows talent for difficulty reduction: 4eP+1eA+1eC+1eD+2eS 2 successes, 4 advantage
ImageImageImageImageImageImageImageImageImage 2 sucesses, pass 2 boost, 2 strain from talent use

Vode An - Sensor Room - Mechanics - 2 boost passed from previous roll: 2eA+2eP+2eB+1eC+2eD+2eS 3 successes, 1 threat
ImageImageImageImageImageImageImageImageImageImageImage 3 sucesses, 1 strain from threat

Vode An - Training Room - Ranged (Light): 2eP+2eA+1eC+2eD+2eS 1 failure
ImageImageImageImageImageImageImageImageImage No effect

5 successes net
25 Ship Duty
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Fitz
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Re: [Day 5, MA, Event] Vode An

Post by Fitz » Wed May 10, 2023 12:42 am

Fitz took a small moment to pay respects to the fallen warriors from the past and the made his way through the ship. His first stop was the Sensor Room, hoping to find information that would help the rest of his search. The tight squeeze put a burden on the Gank and made him slip up a bit, but he managed to get in.

Finding success in the Sensor room, he heads of onward to the Medbay. He didn't have high hopes, but figured it might be overlooked by others, so he made time to check it thoroughly himself. There was ample supplies to be had, but having to constantly cross reference the materials against the guides in the ECM-598 put him in a time crunch and put him on his back foot.

Lastly, Fitz activates his new optical camouflage and sneaks his way past the auto-defense turrets into the hangar, where he hopes to find some heavy equipment to help with the coming battle.

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D5, MA, Vode An, Sensor Room, Mechanics: 3eP+2eA+1eC+2eD+2eS 1 success, 2 threat
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+5 Dive Duty
+2 Strain

D5, MA, Vode An, Medbay, Medicine: 3eP+2eA+1eB+1eC+2eD+2eS 4 successes, 4 threat
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+20 Dive Duty
+4 Strain

D5, MA, Vode An, Hangar, Stealth, Master of Shadows, Rook boost,: 3eP+2eA+1eB+1eC+1eD+2eS 2 successes, 1 advantage
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+10 Dive Duty
+2 Strain

Total:
+35 Dive Duty
+8 Strain
Gank | Bounty Hunter | Tinkerer | Cyberneticist | Medic
Mandalorian Armor, CryoBan Rifle, Gungan Personal Energy Shield, ECM-598 Medical Pack, Military Pack, Utility Belt, & Cybernetics Aplenty
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Claymore Wren
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Re: [Day 5, MA, Event] Vode An

Post by Claymore Wren » Wed May 10, 2023 3:30 am

Clay wanted to study the Ancient auto-defense turrets, but there wasn't really much time look at them. He was looking for a good way through in the shadows. Something he was quite used to doing.

His next thing he wanting to do was find any information he could find in the system that was useful in the ancient computer. It took a little work to configure his data breaker, he got some good things and saved it to the breaker.

Last thing he wanting to do was try to open the durasteel door. Frist, used his SE-90 Structural Engineering Scanner to see what he was dealing with, and any rust structural integrity issues he would use at his advantage. After the analysis was complete, he found some places to start. He put the scanner away, and pulled out his trusty toolkit, and got to work.

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ay 5, MA, Event] Vode An - Stealth vs Hard Check: 4eP+1eB+1eC+1eD+2eS 3 successes, 2 advantage
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2 stain - Talent (Master of Shadows), 1 stair - Arkanian Offshoots
+15 Dive Duty
+1 boost next roll

[Day 5, MA, Event] Vode An - Computer vs Hard Check: 2eP+2eA+2eB+1eC+2eD+2eS 2 successes, 2 advantage
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[Day 5, MA, Event] Vode An - Computer vs Hard Check + Boost: 1eB 0 successes, 2 advantage
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Outlaw Data Breaker +2 Boost dice

+10 Dive Duty
+1 boost next roll

[Day 5, MA, Event] Vode An - Mechanics vs Hard check: 2eP+2eA+1eB+1eC+2eD 2 successes, 3 advantage
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[Day 5, MA, Event] Vode An - Mechanics vs Hard check + Boost: 1eB 0 successes
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[Day 5, MA, Event] Vode An - Mechanics vs Hard check + Boost 2: 1eB 1 success
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Gearhead 2 = 2 Setback removed
Custom Tool Kit +1 Boost

+15 Dive Duty
+1 boost next roll

+40 Dive Duty
3 strain
+1 Boost next roller
Mandalorian Arkanian Offshoot | Artisanal Armorer | Computers and Mechanics | Revanite

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Suis'louche
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Re: [Day 5, MA, Event] Vode An

Post by Suis'louche » Thu May 11, 2023 8:29 pm

To say things did not go well for Suis was an euphemism. Things got stuck, exploded and eventually was just plain just shot at.

He managed to bring something but the only account of his adventures would be his limp.

Anything else was silence and gritted teeth.

Vode An, boost from Claymore, Armory Skullduggery: 2eA+2eP+1eB+1eC+2eD+2eS 2 failures, 3 advantage
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Vode An, boost from previous roll, Perception-Barracks: 2eA+2eP+1eB+1eC+2eD+2eS 2 failures, 3 advantage, 1 Despair
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crit roll+10: 1d100+10 75Hamstrung
Vode An, boost from previous roll, Ranged(light)Training room, accurate: 1eA+2eP+2eB+1eC+2eD+2eS 1 success, 2 advantage
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+5 Dive Duty
+1 Boost to next roller
Gungan | Mandalorian | Scoundrel | Knows a guy | Totally not suspicious and very trustworthy|
Wears: Smugglers's coat, wide brimmed fisherman hat...

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Rook Yorrick
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Re: [Day 5, MA, Event] Vode An

Post by Rook Yorrick » Fri May 12, 2023 5:51 am

As the group entered the ship, Rook paused for a moment beside Haat. She wanted to get a general assessment of the situation and determine the best approach for the search. It quickly became apparent, however, that conditions inside would deteriorate quickly. They rushed off to the Armory, where Rook feared she wouldn't be much help.

Similarly, she left the search of the barracks primarily to Haat. She did try to encourage him with a few inspiring words. But, she didn't have much practical advice to offer and words can only do so much.

They arrived at the med bay with little time left. Here, Rook had a chance to use some of the knowledge she'd gained travelling the galaxy with her parents. She identified some supplies that were hard to procure for some of the enclave's more unique members. With Haat's assistance, they grabbed what they could and began to make their way out.

- - -
Note: If they haven't used it, Haat does have one Boost that can be used on a roll of their choice, from Rook's Day 5 cooking.

[DAY 5, MA, EVENT] VODE AN, Armory, Assisting Haat Eldar, Thorough Assessment, Hard Warfare (Int), Boost from Suis'louche: 1eA+2eP+1eC+3eD 0 successes, 1 threat
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No extra Boosts for the Armory

[DAY 5, MA, EVENT] VODE AN, Baracks, Assisting Haat Eldar, Improved Inspiring Rhetoric, Average Leadership, Command Boost, Symbol of Command, Cascades,: 3eP+1eA+1eB+2eD 2 failures, 7 advantage (8 Advantage with Cultural Adopters
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Inspiring Rhetoric
The character may take the Inspiring Rhetoric action; making an Average Leadership check. For each success, one ally within close range recovers one strain. For each advantage, one ally benefiting from Inspiring Rhetoric recovers one additional strain.

Figurehead: Improved Inspiring Rhetoric
Each ally affected by Inspiring Rhetoric gains a boost dice on all skill checks for a number of rounds equal to the character's ranks in Leadership; this does not stack with itself.
I don't think there are any extra Boosts here, either, unless I can use all those advantages to Boost. If so, I will.

[DAY 5, MA, EVENT] VODE AN, Medbay, Assisted by Haat Eldar, Hard Xenology (Int), Researcher: 2eA+1eP+1eB+3eD+1eS 1 success, 1 advantage
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+5 Dive Duty gained by Rook
Tholothian🔪Mandalorian👩‍🍳Chef🍳Friendly🥞Strategist🍲Rabble-Rouser🥖Troublemaker🍝Good Motivator🍔Knowledgeable 🥧Wanted

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Haat Eldar
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Re: [Day 5, MA, Event] Vode An

Post by Haat Eldar » Fri May 12, 2023 2:58 pm

Haat followed Rook around - or at times just bolted forward - as they continuously yelled curses at various things in the ship. The armory, in particular, was a royal mess, the locks and security system hardly looking anything like they should. Haat looked impatiently at Rook as they paused and kept looking at things, as if they could somehow get something to open or shine just by doing so. "What are ya thinkin', vod??", they screeched as they moved forward to try their luck on the locks, to no avail.

The fact they kept constantly looking up, around and to Rook as if expecting something to break around them or hurt one of them did suggest that was more worry than just annoyed bitching. But who knows?

They were even more worried - or annoyed? - as they rushed to the barracks. Ack... rummaging through the junk of utreekov who were here thousands of years ago. They look to one side, then another. What would a vod think 2000 years ago?.

Then it hit them. Maybe nothing so different from a di'kut just now.

Like themselves!

They went through what must have been bunks, searched for loose parts on the plasteel walls beside them or the ground under them. After a while, something gave way. A small box. Some other things. They clicked their tongue, yipped, took whatever they could, then barked to Rook that they were good to go to the Medbay.

Where they weren't much help themselves. But at least Rook seemed like they knew what they were doing there.
--------
Roll 2 (Assuming Roll 1 as Rook's medbay roll above) - Armory

D5 MA - Vode An, Armory using Skulduggery. Boost and Downgraded diff from Rook's Assistance, Boost from Rook's cooking. Convincing Demeanour removes 1 Setback.: 1eP+2eA+2eB+3eD+1eS 0 successes
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Nada.

Roll 3 - Barracks
D5 MA - Vode An, Barracks using Streetwise. Boost and Downgraded diff from Rook's Assistance. Street Smarts removes 1 Setback.: 1eP+2eA+1eB+3eD+1eS 2 successes, 1 threat
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1 Strain taken
10 Dive Duty

Total for Rook and Haat: 15 Dive Duty
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Meiyokashi
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Re: [Day 5, MA, Event] Vode An

Post by Meiyokashi » Fri May 12, 2023 7:57 pm

Closed.
Game Master: Weaver of Tales | Mediator of Light and Dark, Triumph and Despair, Heroes and Villains

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