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Honor + Intrigue actual play
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BASHMAN
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PostPosted: Wed Mar 16, 2011 1:38 pm    Post subject: Honor + Intrigue actual play Reply with quote

So this week I got a chance to run my swashbuckling variation on the Barbarians of Lemuria game system, "Honor + Intrigue". Now I have gotten to run it before, and even had a campaign going a while back, but this is the first time that I've gotten to run it where I've felt the "system" was done. There is still some work to go on the draft: GMing advice, some setting info, etc- but the "rules" part is done. Ship to ship, mass combat, magic, mad science inventions, and all sorts of other optional stuff that people wanted is done and able to be used in this campaign.

I decided to start the campaign in Port Royal Jamaica, 1680. This was partly because my friends really like Pirate related stuff, and partly because I figure one of the easiest ways to handle "why is the party together?" is to have them all be part of the crew of a ship.

And so, meet the crew of the Fiery Juliet:

The Captain She refuses to be called by any other name (other than Ma'am). She is a rough and tumble privateer who can fight with the best of men. She's got a ship of her own... and a terrible curse.

Might 1 Daring 1 Savvy 1 Flair 1
Brawl 1 Melee 2 Ranged 0 Defense 1
Privateer 3 Scoundrel 1 Duelist 0 Explorer 0

Boons: Born Sailor, Carouser, Dueling Style (Drake's)
Flaws: Cursed, Hunted (Spanish Navy)

Oswald "Oz" Archer Master Gunner
Though he was a landlubber who made a living as a hunter, he saw something that drove him to the sea, and turned his eyes into dead whites. He can still see, though and is in fact, a great shot.

M-1 D1 S4 F1; Br0 Me 0 Ra 3 De 1; Woodsman 1, Hunter 2, Gunsmith 0, Sailor 1
Boons: Crack-Shot, Mastery (Quick-Draw, Quick-Load), Savant
Flaws: Unsettling (dead white eyes), Superstitious

Diego de la Caleverras Ship's Purser (person in charge of cargo, supplies, and paymaster).
A man with a head for numbers, a weakness for money, and a problem with gambling in charge of the loot. What possible trouble could this get the party into?

M0 D1 S1 F3; Me1 Br1 Ra1 De1; Duelist 1 Privateer 0 Merchant 2 Gambler 1
Boons: Beguiling, Friends in High Places, Left-Handed Training
Flaws: Arrogant, City-Dweller

Doctor Cervantes Ship's Surgeon
A bit of a "fish out of water" the civilized, gentlemanly, and altruistic doctor has somehow ended up working alongside some of the roughest sea dogs to ever set sail!

M0 D0 S3 F1; Br0 Me0 Ra1 De3; Scholar 0 Apothecary 1 Physician 4 Sailor 0
Boons: Healing Touch, Gifted (Physician)
Flaws: Soft-Hearted

Naughty Nick Able Seaman
While he is listed as "Able Seaman" Naughty Nick seems to be somewhat modeled on McHale's Navy/ Seargent Bilco. He is constantly trying to get other people to do his work on the ship, and also has a weakness for women that gets him into trouble. In spite of his lower class appearance, Nick also has somehow obtained a magnificent rapier... and he knows how to use it.

M1 D1 S1 F2; Br0 Me3 Ra-1 De2; Scoundrel 0 Pirate 0 Swordsman 3 Don Juan 1
Boons: Beguiling, Dueling Style (French), Magnificent Blade (Damascus Steel)
Flaws: Lust, Braggart, Hunted (Governor of Jamaica)

Next post: Having a ball in Port Royal!
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PostPosted: Wed Mar 16, 2011 1:39 pm    Post subject: Reply with quote

Scene 2
Her name is Eliza Worthington and she has come to Port Royal trying to help her father, Edmund Worthington, the Archeologist. She had been given a ransom demand to meet here with certain effects (a book with strange writing & star charts and a half scarab medalion) which would be exchanged for her father.

The men who came to kidnap Eliza did not have Worthington with them, obviously. It seems they meant to kidnap Eliza to use her as some leverage against her father, perhaps also because his captors needed that book and medalion for their plans as well.

The sound of gunfire from the fight has brought the watch to the tavern. The Heroes hustle out of the place with Eliza while Naughty Nick tries to distract the guards with some flamboyant sword brandishing and gets himself knocked unconscious from behind for his trouble with a halberd butt. Before he can be arrested, however, the guards move on to some other disturbance (a distraction caused by someone else).

As the heat dies down, the Heroes split up. Some return to the tavern basement while the Doctor and Diego accompany Eliza to a hotel in a better part of town. There they hear about a ball being held that evening by Lord Clairmont, to celebrate and show off his acquisition of a rare Mayan artifact- a gold statue. This piques their interest, especially Diego's (and his lust for gold).

Meanwhile in the basement of the tavern, the four survivors who tried to kidnap Eliza are bound and gagged (the owner cleaned up the tavern to hide signs of a fight and prepared them for his friend the Captain).

They manage to squeeze information out of these miscreants that they are in the employ of Captain LeMarque, a notorious French pirate. Squeezing even more information, they manage to find out that LeMarque has been working with Lord Clairmont.

The two split up parties meet and decide they need to attend Lord Claremont's masquerade ball, thinking its likely he either has Dr. Worthington OR knows where he is being held. So of course, what is a band of rugged sea dogs to do? Go shopping of course!

Diego managed to use his Friend in High Places to merit invitations for the party and also to help outfit them in proper clothing. Because it is a masquerade, they needn't worry about being recognized (something Eliza especially would need to be wary of).
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PostPosted: Wed Mar 16, 2011 2:37 pm    Post subject: Reply with quote

Scene 3: Lord Clairmont's Biggest Ball of the All
While most of the heroes have decided to be guests of the ball, one (Oz) has decided to come in as one of the servants.

The Captain, in order to keep her identity secret has come to the ball pretendng to be a man (nothing a man's wig and a few yards of ace bandage cannot cure).

Now the Heroes are aware that weapons will not be allowed inside the ball. Thus, most of the Heroes are leaving their weapons in the carriage. However, Oz has had Eliza strap his wheel-locks to her legs (under that big poofy dress) just in case.

Naughty Nick tried to bring his sword into the ball, claiming it was part of his gentleman's ensamble, but was given a ticket for the sword to retrieve from the coat check room like everyone else.

Inside the ballroom, they see the head-sized gold statue atop a pedestal, with a heavy glass dome over it, and lord Clairmont showing the statue off to several guests- one of whom includes the Governor.

While some of the heroes try to slip away from the ball and explore the house, they meet with a guard who says that the master's home is not part of the festivities and leads them back to the ballroom or offers to show them the way to the garden or the exit.

Naughty Nick ends up going to the garden (with the Governor's daughter, who is ironically named "Chastity") and later climbs up the trellace to Lord Clairmont's bedroom. After looting the room of many golden nick-nacks, Nick hears footsteps coming up the stairs and decides to make a distraction. Wadding up all of the bedding and pouring lamp oil all over it, he lights it on fire and throws it out the window, then hides behind a curtain.

Everyone in the ball room is stupified seeing this flaming debris falling from above, just outside the window, and Clairmont begins shouting for guards to come put out the fire and see what's going on. While they're distracted, Diego and the good Doctor manage to steal the gold statue from the ball room (one lifts the dome, the other swipes the statue). With the distraction of the fire, they are able to walk out the front door to the carriage, where Naughty Nick is waiting for them. Diego decides to go back to the ball. When the governor realizes the statue is missing the guards shout to close the gates, and Nick and the Doctor just manage to get the carriage through the gates in time!

Meanwhile, Oz is in the kitchen with a bunch of other servants and decides to look around. He goes down stairs to the cellar, and finds a doorway where two guards are standing watch. Pretending to be lost he asks them what they're doing and if they are ready for him to bring them their food. They say they don't know what's on the other side of the door- just that they have to guard it- but yes, they are hungry!

So Oz gets some food from the kitchen, makes up a couple plates and some wine skins to bring to them. Now he was posing as the Doctor's servant, and thus, has his medical bag. Because Oz also happens to have the Healer career, he makes a roll and finds a drug in there that can knock out a horse... so the guards are easily enough taken care of.

Going into the room, Oz finds Dr. Worthington, and also 3 other cells. 2 contain merchants who recently sold Lord Clairmont a golden mayan statue, but instead of being paid what he promised, Clairmont locked them up in here. The third is a female thief who had been caught trying to steal Clairmont's treasures before. Oz finds out that the key to the cells is worn on Clairmont's necklace! However the thief says she can spring the locks if he manages to get her some proper tools.

Oz manages to find the Captain and brings her down there, where they produce some hairpins and the thief busts them all out of the cells.

Meanwhile, back at the ball, Clairmont has ordered the room shut, as Diego pointed out that the thief MUST be somebody inside the ballroom! Diego then goes around the room, Columbo-like, interrogating everyone as to why they might or might not have stolen the statue. With him asking the questions and casting suspicion on everyone, he rides it out until they have to let people leave.

Meanwhile in the carriage carrying the hot statue, Naughty Nick says he knows a place they can hide out. The player rolls a Calamitous Failure, however, and as such the place they go to hide is some brothel... now being occupied by no less than a dozen guards! So now a FOOT chase begins through the streets of Port Royal. Ultimately they lose the guards and manage to get away with the statue intact.

As the guests are leaving the ball, and an infuriated Lord Clairmont behind, Oz slips into one of the unconscious guards uniforms and gives the other one to Worthington. The guards are then bound and gagged and locked inside the cells. They then walk out the front door with everyone else.

Epilogue
Eliza and her father are re-united and the Heroes have set sail on the evening tide, putting Port Royal, which is now being turned upside down by gangs hired by Clairmont to find the statue and his missing prisoners, behind them.

Dr. Worthington tells the Heroes about the island he believes he has found- the Isle of Onwato- and that it is a place with so many treasures that the gold statue would be nothing by comparison. Agreeing to show the Heroes to the island as a reward for his rescue, and taking on the role as the ship's Navigator, the Fiery Juliet sails out to find adventure.
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PostPosted: Sat Mar 26, 2011 5:08 am    Post subject: Reply with quote

So this time we had a new player, who made a character (with a fun contrast of Boons and Flaws):

Hortence The ship's Cook who went to sea to escape her tragic fate... but Destiny had other plans for her...
Might 0 Daring 1 Savvy 1 Flair 2
Brawl 0 Melee 2 Ranged 1 Defense 1
Cook 1 Magician 0 Charliatan 2 Sailor 1
Boons: Attractive, Destiny, Beast Friend (Pet monkey named Francoise)
Flaws: Hunted (Captain LeMarque, an Ex-Boyfriend), Tragic Fate
Weapons: Cleaver (1d6-1), Knife (1d3)

Session 2; Scene 1
Our heroes, now aboard the Fiery Juliet are sailing towards the heading determined by Worthington, which should lead to the Isle of the Onwato- a heretofore undiscovered island supposedly once visited by an Egyptian prince who brought with him a fleet of treasure ships.

While there was a bit of a love triangle beginning to form (Naughty Nick pursuing Eliza, Geogette pursuing Naughty Nick, Eliza Pursuing Dr. Cervantes, etc) this frivolity is broken up by Naughty Nick noticing a lady in the water. I had this happen to him because he has "Lust" as a Flaw- and tossed him a Fortune Point, as this would be a VERY difficult challenge for him. Surprisingly he chose to not even roll to resist her siren song calling him to join her in the water, and dove in (albeit with a rope) and began "kissing" the mermaid.

While Nick felt the mermaid's kisses were bliss itself, in truth this was just a narcotic effect of its bites, just as her beautiful voice & appearance were mere illusions. In truth, "mermaids" seem to be some sort of vaguely humanoid shark creature, and it was eating his face with "her" rows of teeth (fortunately for Nick, they were small bites as she kept rolling low on the damage rolls).

Meanwhile, Diego, the ship's Purser also heard the song and dove in the water as well. Becoming jealous, Diego and Naughty Nick began fighting one another over who could "kiss" the mermaid.

So it was up to the female members of the crew. Unlike the other two, they saw the "mermaid" for what she truly was. The captain skewered it with a harpoon, but it had plenty of fight left in it. The ship's cook, Hortence, also came on deck and managed a glancing shot with her pistol. Meanwhile Oz remained below deck as he'd been ordered to do by the Captain (who was worried both about his severe superstition and also the possibility of him jumping in as well)

The captain and Hortence began pulling up the mermaid while Nick and Diego continued holding onto her. Finally after being stabbed, she died, thus ending her spell- and Nick was horrified to see her as she truly was (and noticed his face bleeding). Meanwhile, blood in the water had attracted even more mermaids, which began leaping from the water, nipping at the heals of Nick and Diego as they were dragged on deck. Dr. Cervantes (who had likewise been ordered below deck) now began to stitch up Nick's face, and the purser had the mermaid tossed into a barrel of alcohol so that her corpse could be sold to a carnival.

The mermaids at the side of the ship were encouraged to leave by a cannon blast, and the heroes sailed away from them into the sunset.

Next Time: A storm's a brewin'
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PostPosted: Sat Mar 26, 2011 3:18 pm    Post subject: Reply with quote

This seems really cool! Are the stats really as simple as it seems?
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BASHMAN
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PostPosted: Mon Mar 28, 2011 11:25 pm    Post subject: Reply with quote

Yes they are- and yes, it is cool!

The core mechanic is very easy. Roll 2d6+Quality+Combat Ability used when in combat. 2d6+Quality+Career when not in combat.

Boons tend to give you a bonus die- roll 3d6 keep best 2 in certain conditions. ome boons give something else- like a special item you get.

Flaws give Penalty Dice- roll 3d6 keep worst 2. Usually when a flaw really causes a major complication for your character, you get a Fortune Point.

Fortune points are kinda like Hero Points/Hero Dice in terms of what they can do. They are used to emulate a lot of swashbuckling tropes- such as being able to avoid/survive a fall, being barely missed by gunshots instead of killed by them, etc. Whenever you get one, you also get an Advancement Point (XP).
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MrJupiter
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PostPosted: Tue Mar 29, 2011 4:19 pm    Post subject: Reply with quote

Seems like a clean and simple system! I like simple.
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cangames_2011
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PostPosted: Tue Mar 29, 2011 6:27 pm    Post subject: Reply with quote

Maybe I should pick up this variant of BASH!

I have the old Yaquinto game "Pirates and Plunder", which has quite a bit going for it, including the scenarios and character development, but the game mechanics are insanely complicated, and when I have played it, we often 'play it by ear' to get around the micro-managing rules.

Using the simpler mechanics of Swashbuckling BASH! could revive the old game for me.
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PostPosted: Wed Mar 30, 2011 2:41 am    Post subject: Reply with quote

cangames_2011 wrote:
Maybe I should pick up this variant of BASH!


It's not a variant of BASH; this is based on Barbarians of Lemuria, which is a pulp Sword & Sorcery rpg. More info can be found on it here
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PostPosted: Wed Mar 30, 2011 4:15 am    Post subject: Reply with quote

Thanks Urbwar!
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PostPosted: Wed Mar 30, 2011 10:59 am    Post subject: Reply with quote

There IS a BASH! Fantasy Edition Swashbuckling adventure/setting however that I made years ago called "Isle of the Forgotten Tomb".

In fact, it's the same adventure I'm running my players through in this scenario (I'm just changing the names of places from their fictional counter-parts to real places).

Don't get me wrong- BASH! Fantasy also works great for swashbuckling- just great in a different way.
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PostPosted: Wed Mar 30, 2011 11:59 am    Post subject: Reply with quote

Scene 2
After the run in with the mermaids, later that night, Worthington went in to see the Captain. He asked to see her charts, and pulled out a piece of charcoal.
"With your permission?" he said and began to draw some lines on the map...
"that's a 500 year old map" she said, totally dead-pan. Everyone burst out laughing. Even though it couldn't really be that old (it's 1680).

Worthington drew 3 lines, making a triangle between Florida and a couple islands. At the intersection of the mid-points of the triangle was their destination; the Isle of Onwato. Worthington explained to the captain that this particular region of sea is reported to be exceptionally dangerous and to be careful.

The next day, a giant black cloud heralds a squall, blowing hard. Fortunately, the Captain is a Born Sailor with 3 Ranks in Pirate- she managed to ensure the ship weathered the storm.

It was a couple days later that a much more serious threat loomed on the horizon. I asked the Captain's player "you have the "Cursed" flaw, right?" and tossed her a Fortune point...

One of the crew spotted a positively gigantic set of tentacles in the water. It was Oz... who happens to have the "Superstitious" Flaw... and whose knees immediately began knocking together as he shrieked "Leviathon! Hard to Port!". (It was actually a Kraken, but that didn't really matter).

Now this thing I explained was FAR LARGER than their entire ship... larger than a Man-O-War... and it was gaining on them.

Next Time: How to survive an encounter with a Kraken...
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PostPosted: Wed Mar 30, 2011 12:00 pm    Post subject: Reply with quote

Scene 3: The Call of the Kraken

Needless to say, the sight of a Kraken has put many of the heroes in a state of panic. Diego brings a barrel of powder to the deck and has it slung in a net and tossed up onto a boom. This is "Plan B". In case the Kracken gets too close, he intends to have Oz shoot the barrel, preferably near the Kraken's face. That is, if they could get Oz to stop trembling with paralyzing fear.

Fortunately, the Captain manages yet again to escape danger due to her excellent handling of the ship. She spied a "V-shaped" coral reef, and managed to sail right through it, only scraping a few barnacles off the hull in the process (she rolled a Mighty success). The Kraken, which was much bigger than the ship, plowed into the Reef at full steam, injuring itself. In its rage, the Kraken set about destroying the reef, while the ship managed to sail away.

Scene 4: The Isle of the Onwato
When the Heroes arrive at the island, complete with a skull shaped mountain covered in jungle. As they approach, they manage to spot a group of armed natives in an ambush position in the jungle just beyond the beach. Firing a cannonball (not at them, just to demonstrate it) and rowing out to the beach holding aloft the statue stolen from Lord Durant's ball, they manage to avoid violence with them.

Surprisingly, Worthington is able to speak their language, and translates for the party that they are one of two tribes on the island. The tribe that lives atop the mountain are called the Onwato, and they are headhunters! Not only that, but recently war has started between the two tribes, and the Onwato have captured many of their villagers.

The heroes begin to head up the mountain, through the jungle, to get to the Onwato village, which is at the open mouth of the skull. One of the natives volunteers to guide them there.

That night, while camping out, I have them each pick a number for which watch they are on. I just happened to roll that it was the guide's watch- so they wake up to the sound of a roaring saber toothed tiger pouncing on him! While they managed to slay the beast, it is too late for their poor guide, who is given a decent burial.

The next day, Naughty Nick discovers some quick sand by stepping into it, but is rescued by the party quickly enough.

Then they make it to the Village of the Onwato. Instead of grass huts, they have stone buildings. Some natives who are walking around the village are bedecked in golden jewelry, including very large medallions and bracers. Naughty Nick walked right into the midst of them, and speaking English asked them if they'd seen the giant skull they're looking for. Even though they were standing about 100 feet in front of the giant skull mouth.

The Onwato were ready to attack, and then Naughty Nick pulled out his sword- not to fight- but with the intention of drawing a skull on the ground. At this point I had everyone roll initiative.

There were 2 really tough warriors and the rest were pawns. As Naughty Nick was about to have his skull split open by a Macahuatil (obsidion sword) Oz managed to one-shot the warrior who was about to kill him. However, he was too late to save Nick from a second chop that sunk deep into his chest. He fell to the ground, feigning death.

Not thinking about the consequences, the Doctor ran to Nick to tend to him, and Oz again managed a crack-shot at the exact right moment. Between the rest of the group, they were able to defeat the remaining Pawns... but felt as if they were being watched. Rather than remain in the center of the village, and not wanting to seach from building to building, they stepped inside the mouth of the skull...
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PostPosted: Tue Jan 28, 2014 1:14 pm    Post subject: Reply with quote

Necro-thread, ariiiiiiise!!!!!

How does the story end!? Are they still inside the skull 3 years later!??!?

Sounds like a lot of fun. Think I'll be "borrowing" this story for my players Wink
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PostPosted: Fri Jan 31, 2014 1:23 am    Post subject: Reply with quote

Oh yeah, I forgot to finish the tale.

They entered the scull and faced a myrad of traps and monsters (snake-men and undead spiders).

Then they got to the main chamber where a mummy and his retainers awaited them.

Oz was badly suffering from his superstitious flaw coming up... but managed to do some damage to the mummy, cutting it in half with a point-blank shot with a blunderbuss setting it aflame.

They made it out of the skull with the treasure, and the adventure ended there.

I've since done other campaigns of Honor + Intrigue since then.

By the way, if the adventure itself interests you, there is a BASH! Fantasy product that featured this adventure called "Island of the Forgotten Tomb".
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