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BoneMarshes_Handouts

The document outlines rules and guidelines for overland travel, camping, combat, and various interactions in a role-playing game setting. It includes detailed mechanics for encounters, resource management, and character actions, as well as a quest from a mage named Azimech to save burning marshes. Additionally, it provides information on items for sale, lost things, and character progression, enhancing the overall gameplay experience.

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ilsculptor
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0% found this document useful (0 votes)
19 views

BoneMarshes_Handouts

The document outlines rules and guidelines for overland travel, camping, combat, and various interactions in a role-playing game setting. It includes detailed mechanics for encounters, resource management, and character actions, as well as a quest from a mage named Azimech to save burning marshes. Additionally, it provides information on items for sale, lost things, and character progression, enhancing the overall gameplay experience.

Uploaded by

ilsculptor
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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OVERLAND TRAVEL CAMPING

1. Advance the clock 4 hours. Each PC must consume a ration and the
2. Each PC must cover a Slot in Mud. group must spend 4 torches to keep the
bugs/darkness away.
3. Roll a random encounter (2d6) from the
region. Happens on way to next hex. 1. Clear all Mud from Slots.
4. Describe the new hex. 2. Refresh all spells.
3. Choose how to spend 8 hours of camp:
MEADOW EDGE • Sleep 8 hours, recover d8+CON HP.
Whenever the PCs travel into or out of the • Nap 4 hours, recover CON HP.
rotating section (Meadows) describe:
• Examine an item for 4 hours. No roll.
• Deep groove carved into the earth. Reveal all secrets in italics.
• Meadows spins clockwise like a carousel, • Shift watching for 4 hours. If there’s a
at the pace of a fast walk. chunk of time where nobody watches,
• Destruction: trees ripped, boulders split. 50% chance of encounter.
4. Advance the clock 8 hours.
COMBAT
1. Roll d6. On 4-6 PCs go before enemies. FIRE
2. On PCs turn they may move up to 40ft and: Every turn taken near flames
inflicts d6-2 Damage.
• Attack: Roll STR for melee, WIS for ranged.
If above opponent’s armor deal Damage. FIRE FIGHTS
• Cast Spell: Spell succeeds, INT save or lose When a PC attempts to douse the flames
for rest of day. Target may make a Save. they deal d6 Damage to the fire
• Move another 40ft. and the fire damages them as well (d6-2).
Expending resources and being clever may
• Anything the GM approves. increase the damage dealt by the PCs.
CLIMBING
TRAVEL TO ANOTHER CHAMBER Climbing on a secure line does not require a
When the PCs decide to take a tunnel to roll. To secure a new line, all PCs Save, use
another chamber: second highest result. Falling inflicts d6
Damage for every 10ft fallen.
1. Move the Clock 2 hours forward.
2. Each PC must cover a Slot in Mud. UNDERWATER
3. Spend a torch. Every turn spent underwater fills a Slot. If all
4. Check the table below. Slots are filled, suffer d6 Damage every turn.
• If the route is dry, roll a random encounter. All actions underwater suffer Disadvantage.
It happens during the trip through the Clears all Mud from Slots when submerged.
tunnel to the next chamber.
• If it’s flooded then the PCs will have to SILFER
swim through one or two flooded sections Soft grey glow, drains heat, boils water.
of the tunnel (See Table). NUMBS limbs on contact with skin.
NUMB: All rolls that involve the numbed limb
are at a Disadvantage for the next 4 hours.

ROUTE 12 O’CLOCK 2 & 10 4&8 6 O’CLOCK


Spire / Mud Pit 5 turns Random Encounter
Sunken Keep / Cavern 7 turns, 5 turns Random Encounter
Mud Pit / Lava Maze 8 turns Random Encounter
Mud Pit / Cavern 5 turns, 7 turns Random Encounter
Vault / Lava Maze 6 turns Random Enc.
Vault / Cavern 8 turns, 9 turns Random Enc.
Tear Corner
The Marshes are BURNING To Accept
Contract

We Need Your Help!


MY NAME IS AZIMECH
DUTIES REWARDS
I’m the mage in charge of the expedition.
And we can save the marshes. I know it! Map a safe path through 200 Coins
the Marshes.
• We don’t know how the fires started.
Take notes on threats, 30 Coins per
• The fires are too large for me to handle. resources, etc. threat/resource
• I need heroes to help me! Like you!
• Clear penmanship is a MUST!
Top Left Azimech’s Camp

Use a coin or die to keep time with the clock:


DUTIES REWARDS

Voltcell Find 2 more VoltCells


beneath the marshes and
bring them back to me.
200 Coins per
VoltCell returned.
Notes Take notes on threats, 30 Coins per
resources, etc. threat/resource

The VoltCell is a large silfer cylinder, 3ft long,


4-5 inches wide. It takes up 3 slots. Use a coin or die to keep time with the clock:
• Since it’s made of silfer, it’s indestructible.
• Numbing effect when touched to skin.
• When exposed to water it heats up like a
forge, evaporating surrounding water.
If underwater, boiling bubbles obvious!
• There are 4 more VoltCells underground.

VOLTCELL We can’t tell exactly where the other


DETECTOR VoltCells are, but we know how far
10 uses, 1 ha down they are. Imagine the under-
nd, 1 slot ground is divided into three layers:
A short woo
den
mounted on rod with a gem
activated it top. When One VoltCell just below the surface
hum if with gives off a low
in
VoltCell. Az 100 feet of a Two VoltCells in the second layer.
recharge theimech can
Dete
if needed. ctor
Final one is deep below...
NOTES/MAP
• • • • • • • • • • • • • • • • • • • • • • • • •
• • • • • • • • • • • • • • • • • • • • • • • • •
• • • • • • • • • • • • • • • • • • • • • • • • •
• • • • • • • • • • • • • • • • • • • • • • • • •
• • • • • • • • • • • • • • • • • • • • • • • • •
• • • • • • • • • • • • • • • • • • • • • • • • •
• • • • • • • • • • • • • • • • • • • • • • • • •
Camp Inventory
“I don’t have much left, but here’s a quick list of some things I can sell. If you need more,
please ask...but don’t get your hopes up. As soon as the caravan arrives, we’ll have more
supplies. And maybe even some new books!”

MARSH RATIONS MARSH TORCHES


7 coins 5 coins
Fit 2 per Slot, food for a day, Fit 5 per Slot, Each lasts 2
sealed against mud and water. hours. Double as insect
Required to Make Camp. repellent when burned.
Required to Make Camp.

ADVENTURE PACKS 75 coins


Collection of useful items. It takes up 5 Slots. When you
rummage through your Pack, then pick from anything
from the list below. Replace one Adventure Pack slot with
that item. Picking something that isn’t on this list
requires GM approval and consumes 2 uses.

Air Bladder Bag of Makeup Hourglass Nails (12) Sack Personal


Caltrops Tent
Bear Trap Fishing Rod Incense Net Saw
Candles (2), & Tackle (packet) Tinderbox
Bedroll 4 hours dim Oilskin Bag Shovel
Bag of Glass Iron Tongs Twine
Bellows Chain (10 ft) Marbles Padlock Soap (300 ft)
Ladder & Key
Black Chalk Glue (10 ft) Iron Spike Waterskin
Grease (10 pieces) (5 Uses) Pick (empty, can
(3 Uses) Large Wooden
Pole (10ft) Spike hold 4 days
Chisel Grappling Sponge of water)
Block & Hook
Tackle Cookpot (2) Manacles Quill & Ink Tar (Pot)
Hammer Rope (50ft)
Bottles/ Crowbar Metal File
Vials (2) Horn /
Drill Small Bell / Small Silver
Bucket Mirror
Face Paint/ Whistle
ALKINE BIRDY
A man who is as loud as he is large. Covered in layers of colorful cloth, Birdy never speaks, but is surrounded by cages of
Every item comes with a long- Alkine speaks in a soft monotone. colorful feathered creatures. Pointing to a bird
winded, extremely unlikely story. The only way to get a rise out of will elicit a trained description of the item.
Sells his goods right off the back of a Alkine is to waste good salt.
turtle with a rickety cabin on top. BIRD ITEM (DETAILS) COST
“Everyone needs salt...especially
5 LOST THINGS 50 coins per syllable those who don’t think they do!” Blue Shield (Armor +1, 1 slot) 40
Have the GM pick/roll 5 Lost Things PACK OF SALT 2 coins Red Helmet (Armor +1, 1 slot, 1 hand) 40
Old Mire is selling. Changes often.
6 packs fill a Slot, less than 6 don’t
SELLING ITEMS 50 per syllable take up space. Alkine’s salt keeps Spotted Gambeson (Armor 12, 1 slot) 60
The utility of the item is of little forever…or close to it. Loud Brigandine (Armor 13, 2 slots) 500
consequence; most of the haggling is RATIONS + SALT PACK 5 coins
about what to NAME the item. Halved Chain (Armor 14, 3 slots) 1200
Fit 2 per Slot, food for a day, sealed
The PCs will doubtless give it some against mud and water. Required Violet Half Plate (Armor 15, 4 slots) 4000
ridiculous name hoping for a high to Make Camp. Last forever.
Huge Full Plate (Armor 16, 5 slots 8000
price, while Old Mire will try to name BARREL + SALT PACK 20 coins
it something simple and curt.
Fresh water. Not salty at all!
SPELLBOOKS 50 per syllable (min 200) Takes up 4 Slots, enough water Teeny Dagger, Cudgel, Staff 5
Old Mire gets along well with most for 2 weeks of travel. (d6 damage, 1 Slot, 1 hand)
everyone, and can probably convince ADV. PACK + SALT PACK 60 coins Striped Spear, Sword, Mace, Flail 10
a wizard to part with whatever spell (d8 damage, 2 Slots, 1 hand)
you’re looking for. If it’s available for Same as Azimech’s Adventure
purchase (25% chance) it costs 50 Packs, but a little cheaper. Shifting Halberd, War Hammer 20
coins per syllable, minimum 200. Unlike Azimech, you can buy (d10 damage, 3 Slots, 2 hands)
individual items for 15 coins each.
LEVEL UP Coins = 300 x Character Level Black Sling 5
NACKLE + SALT PACK 50 coins
Roll a number of d8s equal to your (d4 damage, 1 Slot, 1 hand)
new level to find your new HP A small leathery creature.Has
wings but can’t fly more than 5-6 Leather Bow 15
maximum. If the result is less than (d6 damage, 2 Slots, 2 hands)
your previous maximum, your feet above the ground. Likes to
sleep on shoulders. LOVES salt. Spiked Crossbow
maximum HP increases by 1.
(d4 Damage, 10hp) 60
Raise the scores of 3 different (d8 damage, 3 Slots, 2 hands)
abilities by 1 point. (Max +10)
Whorls Quiver of Arrows / Bolts (20) 5
LOST THINGS - ABOVEGROUND 16. Ruby Ring. magic has faded, but 25. Nightbloom flower, d20 small
Whenever the PCs search a body, open a still valuable. d20x5 coins. delicate petals.
container, or trip over something in the 17. Formula for cloth dye, earth tones. When eaten, grants life-vision for 4
mud roll d10 + d20 on this list. Worth d20x4 coins to the right person. hours. You can see everything living
within 100ft, even through walls.
Words in italics are secrets that can be uncovered 18. Beautiful hand-carved flute.
Worth d20x3 coins to a musician. 26. One Size Fits All Hat.
with experimentation or while camping. When thrown onto an enemy and given
19. Sealed can of MudPaint. the correct command, the hat envelopes
2. Broken compass, the needle is stuck. When applied it protects the object
If repaired, always points to the nearest the targets head, blinding and choking
permanently from all water and them (d4 Damage per round).
source of fresh water (probably Damp Cave). weather damage. 10 uses, each use can
3. Small pack of field rations. cover a slot’s worth of stuff. 27. Wooden canoe burned and warped
All spoiled. by flames. It floats about 6 inches
20. Bag of heavy winter clothing. above the ground and can carry 2-3
4. Sealed backpack. When all the clothes are worn, the people or an equivalent amount of
Filled with wood and rocks. surrounding 100ft around the wearer stuff. Movement is about as
5. Cracked bottles held together with wire. grows colder and colder until the clothes difficult as paddling/pushing a
are taken off. It gets cold enough that normal canoe through the water.
6. Stone block with a metal rod poking out. nearby water freezes after an hour.
Stats as a crappy hammer (d4). 28. Crystal armband of engraved fire.
21. Spellbook of Water Barrel. The wearer can absorb flames and
7. Greenish brown-colored cloak with a Summon a barrels-worth of saltwater. release them later. Every 5 health of
faded Cattail symbol on the back. flame absorbed fills a Slot. Can be
Wearer is Invisible among clumps cattails. 22. An old sealed jar filled with a gallon
of yellow sandy mud. released at will.
8. Bag of 5 rations and several days of This mud takes whatever form the user 29. Human skeleton covered in runes.
water. commands, and hardens like steel. If it Follows commands as best as its bones
9. Pack of dried fruit. 2 rations. is ever immersed in water it dissolves will allow. Each word of a given
permanently. command will consume the next largest
10. A recently cooked pig, slightly eaten.
Careful carving results in 4 rations. 23. Book of Necrotic Oysters. bone. After is loses 20 or more bones it
Soaked and warped, this book describes will be extremely limited in what tasks
11. Bundle of 5 wooden spears. a simple method for turning normal it can accomplish.
D6 Damage, thrown. oysters into throwing weapons. These 30. Small clay cup with a single rune
12. 40 feet of waxed twine rope. oysters deal d4 Damage, and when messily carved in the bottom.
13. d100 coins retrieved and eaten after inflicting Pouring clean water into this chalice
damage restore d4 health. creates a magical field that repels all
14. Bag of gems worth 100 coins.
24. Wood boots. Only fits smallest PC. insects. The field extends far enough to
15. Wooden spear with masterwork Any liquid the user steps on turns into a encompass 5-6 people.
carvings telling an epic tale. cube of floating wood.
d20x4 coins to a collector like Old Mire.
LOST THINGS - UNDERGROUND 13. Bag of 4 rations worth of fresh fish. 23. Muckerfish bone inscribed with
Whenever the PCs search a body, open a 14. Large barrel of freshwater. random scratches and markings.
container, or trip over something Cattail symbol burned into the side. 4 Anyone infected with Mucker Disease
underground roll d10 + d20 on this list. slots. can translate. It’s a mapping of the
tunnels. Using these instructions, the
Words in italics are secrets that can be uncovered 15. Dried ball of mud. PCs can choose to avoid odd-numbered
with experimentation or while camping. Contains a rusted wedding ring inside encounters while traversing the tunnels.
with some simple etchings, d100 coins.
2. Grimy handkerchief of tiny bones. 24. Pile of clear, foul smelling goo.
16. Rusted jewelry box. When applied, the target becomes
3. Bag of engraved fish bones. All the metal has rusted away, but the invisible while underwater. 10 uses,
When submerged in water they connect and rubies inside are still worth something. each use can coat 1 person for 1 hour.
swim around like a fish. D100 coins.
25. Pile of bright Glowshroom buds.
4. Rusted cooking pan. 17. Bag of 50 different kinds of coins of Glow as bright as a torch. Immediately
5. Large Geode, looks valuable! all shapes and sizes and metals. destroyed if exposed to sunlight.
A thin layer of crystal over a normal rock. D100 coins, d100 x 5 to a collector.
26. A small shriveled piece of flesh with
6. Wet and frayed string buried in mud. 18. Child’s wooden sword. some stringy veins still attached.
If carefully pulled on, find a very nice rock The wood is from an ancient tree, worth A dried Muckfish brain. Acts like a
tied to the other end. d100 x 2 coins to a mage or craftsman. spellbook: Give L Mucker Warriors or
19. Muckerfish bone inscribed with Brutes simple commands.
7. Pile of moist algea.
Changes color with the time of day. random scratches and markings. 27. Hood made of fish-skin and mold.
Anyone infected with Mucker Disease Usually worn by Mucker Shamans. +0
8. Sword made from the spine of a Mucker. can translate. Describes how Muckers Armor, while worn grants access to the
d10 Damage, 2 Slots, 1 hand. Breaks on a (or anyone infected) can lie under the Pluff Trap spell (see Mucker Shaman).
critical success or failure. mud to double their healing.
28. Staff of fishbones & Mucker spine.
9. Bag of 5 glowing, squirming leeches. 20. Soft skin pouch of blue maggots. Usually worn by Mucker Shamans.
When applied, it permanently lowers max These maggots absorb all sound made D6-1 Damage. Grants access to the
HP by 1, and cures any disease or infection. by whoever carries them. After 1 day the Wave spell (see Mucker Shaman).
10. Bag of invisible mushrooms. maggots finally explode, unleashing all
the built up sound. 29. Hood made of fish-skin and mold.
Perfectly normal poisonous mushrooms, Usually worn by Mucker Shamans. +0
forever invisible. Can be cultivated. 21. D20 blue fleshy marbles. Armor, while worn grants access to the
11. A live, squirming fish. Eating one of these will grant the user 6 Pluff Trap spell (see Mucker Shaman).
Its belly is full of 2d20 coins. turns of breathing underwater.
30. Filmy green egg with a chewy shell.
12. Sharp piece of obsidian. 22. A small bag of 12 stone berries. When consumed you can command any
d6+2 Damage, 1 Slots, 1 hand. Breaks on a When planted/tossed onto a surface a mass of insects smaller than yourself.
critical success or failure. large pointy stalagmite rapidly grows in Lasts until you next eat.
less than a second; d100 feet tall.
LOST THINGS - ALIEN/SILFER 13. Thin rod, about 5 feet long. 24. Dormant Humano.
Whenever the PCs search a body, open a Grows an inch longer every day. Worth d100 x 5 coins to a mage/scholar.
container, or trip over something in an 14. Silfer bird, like a childs toy. 25. Metal hexagon with small holes.
alien ruin roll d10 + d20 on this list. Can be activated by pressing the When the user speaks into the hex, they
beak. When activated it quickly are transported above ground to the hex
Words in italics are secrets that can be uncovered flies away. with the same first letter as the first
with experimentation or while camping. word they said. If no hex matches that
15. Container of 20 silfer pills.
2. Silfer coin. The faces shift and change. When consumed the entire body is letter, is uses the next word, and the next
numbed for 4 hours and experiences a until a match is made.
3. Pile of multi-colored Archeo feathers.
calm, relaxed sensation. 26. Two silfer cubes stuck together.
4. Small Silfer box with the top torn off. When immersed in water, the cubes
16. Beautiful flower in a pitcher with
5. Broken Trilo, futilely trying to sample. small charred holes around the rim. separate. After both cubes are removed
From another world. Requires weekly from water they fly towards one another
6. Buried chunk of silfer. at great speed, no matter how far apart,
The more they try to dig it out, the more the exposure to intense flames or it will die.
smashing through rock and earth.
realize how ginormous it actually is. Like 17. Vial of silfer dust.
tripping over the corner of a buried pyramid. Worth d100 x 3 coins to a blacksmith. 27. Metal spike with a dark black head.
Fatal if inhaled. When embedded into an object, that
7. Very tiny book, the size of a matchbox. object becomes weightless.
When squeezed, it opens. The reader is 18. Flexible square of interconnected
shrunk down to about 6 inches tall to better silfer plates. 6 inches wide. 28. Small crystal triangle.
read the alien text. Lasts for 2 hours. When swallowed target suffers d20
19. Four large silfer wings. Damage. If they survive, then they
8. 5ft square sheet of silfer. The wearer can glide for long distances. immediately gain d6 max HP.
Immovable unless grasped with bare fingers.
20. Small silfer pin, with a wide head. 29. Small silfer globe.
9. Strange fruit, tastes a little like cheese. When inserted into a creature, target’s If kept warm and in contact with flesh
1 Ration. Re-grows every morning from the flesh melts away, and the skeleton turns for 3 days, the globe hatches into a loyal
acorn-sized seed in the middle. If eaten three to silfer. It will accept Archeo translated Archeo that obeys commands.
days in a row, the PC becomes addicted. commands. Otherwise it wanders off
towards the Vault. 30. A VoltCell!
10. 40ft loop of thin wire. This VoltCell is completely spent. But
Undoes any knot after 5 turns. Unbreakable. 21. Dormant Trilo. Azimech will still accept it for PART III
11. Silfer...ice cream scoop? Medical tool? Worth d100 x 5 coins to a mage/scholar. of the Bone Marshes.
12. Hard rubber tube with a stopper. 22. Dormant Archeo. 31. Large silfer icosahedron, 1ft wide.
Sloshing liquid can be heard inside. This Worth d100 x 5 coins to a mage/scholar. Inscribed in common language is
liquid can eat through any known substance, 23. Dormant Anamolo. everything in Bone Marshes. All secrets,
except the container it came from. Worth d100 x 5 coins to a mage/scholar. all items, all notes, all locations.
Normal Bandit Stats Dyson
Cattail Bandits STR+2, DEX+2, WIS+2
HD 2, Armor 10, Damage as weapon.
A lute-wielding bard with fair hair and a
sardonic wit, who keeps morale at the
Sunken Keep higher than it might otherwise
Torrel be with jaunty songs and good stories. She
Weapons Creepy looking gaunt fellow. Speaks with a thought banditry would be a lot more
lisp. Wears desiccated hands around his romantic than it turned out to be. Will desert
1. Three short spears 4. Heavy Staff to join the adventurers if given the
(d6, thrown) (+2 Atk roll, d6 damage) neck. Chased out of his village by witch
hunters. Accompanied by two water-sapped opportunity. Puddin doesn't trust her, and is
2. Rope and Nets 5. Shovel (d4 Damage. On zombies with pet names, presumably a eyeing her up for execution. He would have
(trapped 3 rounds; a successful Attack, married couple. done this long ago, but recognizes she is
can be freed) flings blinding mud) good for morale.
3. Large Marsh Torch. 6. Full Pack of 3 rations, 3 Sir Peter Heng
Wear muddied plate armor. Has sharp gray Yulia
when dropped, gallons of water. Runs An older woman who still remembers when
starts level 5 fire. away, avoids combat. eyes and a shaven head. Clipped, educated
accent. Fallen knight and religious fanatic, Reed was in charge. Keen shot with a
expelled from order for taking bribes. Enjoys longbow, knows the Marches better than
Names brigandry and murder more than he cares to almost anymore. Too valuable for Puddin
1. Bertran 6. Neyel 11. Coyer 16. Monsa admit. Jack to execute. Doesn't speak to much, but
clearly very capable.
2. Eyler 7. Tont 12. Dessica 17. Oipil
3. Gerran 8. Rothcilt 13. Fellia 18. Rerri
Vindigo
A scout who Puddin trusts with his dirty Wintor
4. Jingel 9. Usur 14. Jenrich 19. Vorie work. Strikingly handsome woman with long Well muscled, clean shaven. Carries a smith's
dark hair. Bold, cunning and ruthless. Wears hammer from his failed career. Morally
5. Lothel 10. Yulian 15. Lilin 20. Wae conflicted by working for Puddin Jack, and
pair of scimitars. Raised among the bandits,
and knows nothing better. will rebel if the opportunity presents itself.
Features Puddin is not aware of this.
1. Broken Nose 12. Weird Facial Jewelry Ront
The kind of person who enjoys torturing Kengo
2. Mismatched Eyes 13. Suspiciously Clean Teeth An enthusiastic, almost sycophantic minion
small animals. Occasionally assists Puddin
3. Webbed Fingers 14. Conspicuously Jack will interrogations. Good at thinking of Puddin Jack's. A viscous, scrawny whelp
Mismatched Boots outside of the box. Prominent pox-scarring with a mean streak. Fights with a meat hook
4. Weird Tattoo on a pole. Resented by other bandits, but gets
15. Poxed Limb, Wrapped on face. Occasionally trusted to go out with
5. Burns On Face his two muscular cronies, Albert and Dessica. by because of Puddin's favoritism.
Bandages
6. Six Fingers Kull and Cuthbert
16. Talks To Themselves Ebert
7. Always Sweating A lecherous monk, adored by the other Kull is tall, brutish giant who barely speaks.
17. Never Speaks Above A He is always accompanied by Cuthbert, a
8. No Earlobes Whisper bandits for his skill at brewing booze from
swamp water and rotting vegetation. Fled the weaselly man who never knows when to shut
9. Gold Tooth 18. Broken Jawbone up. Both are foreign, and are fleeing
monetary after "the incident". Was seconds
10. Deaf 19. Exotic Accent away from desiccation less than a month ago, substantial gambling debts. Cuthbert loves
so will now do anything Puddin Jack telling that story, but it changes every time.
11. Usually Drunk 20. Fidgeting Fingers
commands out of pure fear. Written by Jelly Muppet
https://www.soulmuppet.co.uk/

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