Baldwin the Merciful's: Razor Coast (Inactive)

Game Master baldwin the merciful

The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.


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Yes, my daughter is doing very well. She'll stay in the neonatal intensive care unit for another 3-6 weeks, but she is doing great. the doctors don't expect any long-term complication from her premature birth. My wife is also doing much better, she was released from the hospital at the end of last week. Her blood pressure is doing much better. She should be cleared to resume normal activity in the next couple of weeks.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Sounds good!


Evil GM
Sorrin the Wayward wrote:
Is the dry land, difficult terrain?

No


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Sorrin moves past the standing creature's snapping jaws, positioning himself A,13... AC 29 for AoO, Mobility, Haste. Sorrin has 60ft move..

Step up, Songbird and let's finish this!

atk1, silver scimitar +1, bless, haste, inspired: 1d20 + 15 + 1 + 1 + 2 ⇒ (2) + 15 + 1 + 1 + 2 = 21
dmg1, silver scimitar +1, inspired: 1d6 + 7 + 2 ⇒ (6) + 7 + 2 = 15


Evil GM

sorrin's blade slashes the beast, but it's still up.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Bri tries to make the sharkman less likely to hit her friends.

Evil on him, DC 19 hex to save for 1 round, otherwise 9 rounds of -2 to attacks


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Just realized that Astrianna had 5ft stopped. Sorrin has a flank!

sneak, flank: 2d6 ⇒ (2, 6) = 8


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

The wereshark near Astri is asleep for a few more rounds Sorrin. If you attack it, it's going to wake up.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Oh... I see now, the gray X is faint against the gray creature. Couldn't see it on phone! If I can reach Ptahh 's sharky, I'll attack it, instead. Sorry.


Ptahh attacks the wereshark with his long sword.

1stLongsword: 1d20 + 11 ⇒ (15) + 11 = 26
1stDamage: 1d8 + 10 ⇒ (5) + 10 = 15

2ndLongsword: 1d20 + 6 ⇒ (14) + 6 = 20
1stDamage: 1d8 + 10 ⇒ (7) + 10 = 17

HasteLongsword: 1d20 + 11 ⇒ (2) + 11 = 13
1stDamage: 1d8 + 10 ⇒ (4) + 10 = 14


Evil GM

I assumed you were going to Ptahh's guy anyway Sorrin. Generally, red "X" is dead, grey "X" is incapacitated or out of action.

Ptahh's attack dispenses with the final awake wereshark that is in this area. There is lot of splashing int he water form the normal sharks looking for a meal, but your party is out of the water by now.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Oh yeah... where is Tao? Totally forgot about him

Astrianna doesn't see anything else trying to kill them at the moment, but keeps her bow ready regardless. "Figure out what to do with sleeping fish there before he wakes up. I'm going to investigate these barrels."

She moves over to the crates and barrels, checking their contents and trying to figure out what the weresharks were up to. Probably fish, or something.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Chell appraises the others of wounds and finds Sorrin to have taken the most damage this time around. The others' are superficial. At least I assume. Is everyone's HP updated? She draws two scrolls first. Seriously, who made cure scrolls. Seems a waste of money. And then moves on to the lowest charged wand.

Scroll CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Scroll CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Wand CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wand CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Wand CLW: 1d8 + 1 ⇒ (6) + 1 = 7
32 HP

In about half a minute his open wounds have been reduced to a few scabs.


Evil GM

Unless someone brought Tao with them, he is on the surface.

I'll get the update posted when I get to the office.


Evil GM

A quick look through the crates and barrels reveal the following:

- six crates of high quality silk (500 gp value per crate load)
- two barrels of Heaven’s Leaf tea (1,000 gp per barrel)

The dead creatures return to their human form and they have the following gear:

4 masterwork rapiers,
4 daggers,
4 light crossbow with 5 bolts,
4 studded leather armor


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Sorrin, breathing heavily thanks the Chaplain once more.

As the others investigate he beheads the dead... Living ones were a hassle, hate to see undead ones.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Astrianna takes a moment to recover from her shark attack while looking over the goods.

Second wind #1: 1d4 + 1 ⇒ (3) + 1 = 4
Second wind #1: 1d4 + 1 ⇒ (1) + 1 = 2

She is pleased to find some Heaven's Leaf tea. "These leaves would be worth a hefty sum back in Shaw. I've had some before- absolutely divine. Perfect for relaxing on the porch on a hot summer day." The bard nonchalantly shoves the masterwork rapiers into her haversack while speaking. "Though... I'm not sure how we'll get them out of here. We may need to return later."

With the loot inspected, she searches for a way forward in the cave.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

"Yeah, we'll have to come back later with a boat for this stuff. No point in carrying it around now."

That decided, Bri follows Astri.


Evil GM

After healing up a bit, decapitating a few weresharks, and appraising the value of the goods the group decides to push deeper into the cavern complex. After a while they come through an opening. You are looking at rock walls on the north and south and 15 by 20 foot pool of water directing in front of you. The rocky walls look like they have a few pits and rough spots for climbing, but you are not sure it there are enough to get to the other side of the cave. You realize that you need to cross the water in order to continue to the other side.

perception checks please.

perception 14+:

You hear muffled voices coming form the other side.

17+:

Those voices are a combination of whimpers and laughter.

20+:

"...Holy Blessing..."

Current Map of Interior Cavern


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Something over there...

Perception, +3 trap/hidden: 1d20 + 7 ⇒ (7) + 7 = 14


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Oh yeah, Tao. I don't know how he would come along, unless we split some of the precious water breathing. Plus, he seemed afraid of the water. Without a bottle of air in the haversack of some trick, he'd have to stay on land. Not great if we want to rescue the monk wereshark.

perception: 1d20 + 16 ⇒ (3) + 16 = 19

Astrianna speaks in a hushed voice. "I hear whimpers and laughter... Perhaps they captured the crew of the ship they stole that silk and tea from? I doubt they have anything pleasant in store for captives..."

She sighs at the water, wondering what dangers it holds... "Let's cross this water and get a better look over the ridge, unless someone has a way we won't have to get wet again...


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

If we had a bag of holding that would work.

Perception: 1d20 + 14 ⇒ (11) + 14 = 25

As the others become quieter, Chell manages to stand in the right spot for echoing voices to be heard from the other side of the rock wall. And what she heard confused her. Whimpering, laughing and possibly a ritual or casting. That couldn't be good but it also sounded like they had not been noticed. "I heard the words "Holy Blessing" and not in a good way," she says as quietly as Astrianna. "They don't seem to know we are here. I would like to keep it that way. I can allow someone to walk along the air as if it were solid ground. Would make less noise than swimming."

My idea is to use Air Walk on Sorrin and let him scout ahead.

Also forgot to heal myself. Using open slot at level 1 and pearl of power. Then a wand usage

CLW open slot: 1d8 + 5 ⇒ (1) + 5 = 6
CLW PoP: 1d8 + 5 ⇒ (2) + 5 = 7
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Give the magic to Ptahh. I can try to jump. I don't know if stealth will avail us much...

I'm more concerned with what lurks within the pool. Time is of the essence. Follow me.

The following happens when we're ready, not trying to disrupt.

Sorrin moves his head from side to side, loosening up. He downs a potion then attempts to leap across the watery gap.


Evil GM

BOH: If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate.

The pool of water has a few ripples but otherwise looks calm. The voices are not any louder, but you are confident you were not heard. Sorrin limbers up.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Just don't want to waste the minute duration.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Astrianna isn't sure if she can jump across the pool, or keep her footing if she landed on the other side. Before Sorrin leaves she casts Invisibility on the rogue, and Message on herself. "I don't think we can get across the gap as quickly as you. Go on ahead: We'll be right behind you, Message me if we should rush forward."

After Sorrin has leaped across the chasm she slips into the water, drawing her rapier as a precautionary measure.

If nothing attacks:

Keeping her dancing lights in the back of the cave, Astrianna swims under the surface of the water to the other side of the pool and pulls herself up on the other side. The bard ensures she stays behind the 10' rocky outcropping for now.

Move to J23


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Leaping across...

acrobatics, expert leaper, jump +10: 1d20 + 14 + 10 ⇒ (1) + 14 + 10 = 25
Stealth, invisibility: 1d20 + 10 ⇒ (15) + 10 = 25

Yes, of course... good thing I took the potion.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Before they move I will cast Air Walk on Ptahh then and use the Wand of Bull's Strength on him as well. One minute duration on the strength so we will probably have to start counting rounds.

Chell nods at Sorrin's suggestion. For once he made a good one. She says a small prayer, holy symbol in hand, and touches his shoulder. She then pulls out a wand and says the command word, placing its power on him as well. "I sense something bad is happening ahead. You have to stop it."


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

You also have a +20 to stealth due to invisibility, Sorrin. +40 if you stand still.


Evil GM

Sorrin - invisible- but he knows he is flapping his arms like w2ings and kicking frantically as he slips slightly off the take-off. He is fortunate to land with a loud thud. Beads of sweat dripping off his chin.

Meanwhile, Ptahh is blessed with the ability to walk on air and extra strength. RD 1

Satsifies the warriors will make it across the pool Astri slips into the water and she gets that uneasy feeling that she is not alone.

Sorrin and Ptahh make perception checks when you get to the other side.

Astri a perception check. If Chell and Bri slipped into the water they can make checks too.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

perception, +3 trap/secret: 1d20 + 7 ⇒ (8) + 7 = 15


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Astrianna's elf danger senses immediately make her wary... She tightly grips the rapier and looks at the inky blackness below.

Perception: 1d20 + 16 ⇒ (2) + 16 = 18

It's a shame they're half-elf danger senses.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Not entering the water unless needed.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

If Bri is needed on the other side, she will use her Flight Hex to get there. She doesn't trust the water.


Evil GM

Sorrin creeps along towards the voices...

Sorrin, initial observations:

Sorrin you notice the terrain curves and climbs a bit as you walk forward a good 60 feet with the subterranean cave. There is only a faint glow of light. Eventually your path ends at another pool, it's large chamber enter another chamber at least 100 feet long and 100 ft wide for yoru estimation. There is a ledge along the west wall of this chamber juts like a platform eastward (towards where you are standing) to the center of the water and stands just above the waterline. Rusted iron cages hang from the ceiling by chains. The water slaps the stone, black as midnight, and renders the depth of the pool indeterminate. there are cages hainging form the ceiling holding prisoners.

Sorrin, next round as you study the area:

Several pirates in leather and two hideous, lumbering shark-men with white pupil-less eyes gather around a terrified young fisherman. Half-starved and clad only in tattered garments, he struggles weakly as the shark-men grab him roughly under the arms and hurl him unceremoniously into the water below. The boy thrashes wildly, desperate screams ringing hollow off the pitiless stone walls.


Evil GM

Ptahh walks the surface of the black pool as Astri swims towards the shore.

Astri:

You swear you feel slithering brush your leather boots...long slithering. No that couldn't have been 4...no...6 foot long, could it? Then you feel a second area of water movement.

Bri and and Chell you catch a glimpse of one ...no...two long shapes just under the surface near Astri.

Chell and Bri:

they look like sea snakes or something similar from you quick glimpse.


Evil GM

Sorrin it's going to take you three total rounds to first get to where I described and then take in the information described under the spoilers.

In the meantime, the others...

initiative:

ptahh: 1d20 + 2 ⇒ (14) + 2 = 16
Bri: 1d20 + 2 ⇒ (20) + 2 = 22
chell: 1d20 + 2 ⇒ (16) + 2 = 18
Astri: 1d20 + 2 ⇒ (9) + 2 = 11
eels: 1d20 + 8 ⇒ (10) + 8 = 18

Initiative:

Bri
Eels
Chell
Ptahh
Astri

I may try to get a map up tonight. Otherwise we need to use our imagination for now.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Astrianna sucks in her breath as she feels something slither past her legs. "Um. There's something in the water. Two very long somethings. Can someone... get me out of here, maybe?"


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

And how deep is this pool?


Evil GM

you not completely sure about the depth since you can't see the bottom. It is certainly over Astri's head.

Bri you are up.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

How much does Astri weigh? Is it too much for Bri to fly back to shore?


Evil GM

Astri will have to give you her weight. As far as flying back that should not be an issue its a 15 by 20 pool of water, but it's deep.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

The pool is deep, but I didn't think Astri was deep. I thought she was just under the surface and was thinking that she would have had to poke her head above to talk back at us. I know that means I have no idea how big of a critter could be under her, but that's ok, I will still try to fly her out.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Astrianna weighs 130 lbs and has 46 lbs of gear. So not counting the fact she's wet, she weighs 176 lbs right now. I think Bri's strength score is 10, so a max load for her is 100 lbs. The Fly spell says you can carry up to your maximum load while flying: The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. So I don't think Bri can carry anyone.


I could try to grab and pull her out. Not sure if Air walk is affected by weight.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Bri will still give herself a minute of flight and zip over to where Astri is so that she can at least be able to target anything that tries to bother Astri.


Evil GM

Initiative:

Bri -flight and over astri
Eels
Chell
Ptahh - air walk and moved towards otherside.
Astri

Updated Map


Evil GM

RD 1: eels

One of the eels attacks Astri, it's wet slithering body wraps as it bites.

bite, flank: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17;damage: 1d8 + 4 ⇒ (1) + 4 = 5
If it hit then it grab, cmb: 1d20 + 9 ⇒ (15) + 9 = 24;dice constrict: 1d8 + 6 ⇒ (5) + 6 = 11

The second eel does not directly attack but simply provides flanking for the first one.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Round 1

Astrianna suppresses a surprised squeal as an eel lunges for her in the water, the bard thankful it dumbly decided to bite the hard metal of her mithril breastplate. She puts her rapier blade between the beast and her body, pushing it away while she quickly swims for the shore.

Full-round Action: Withdraw 15' to M28, climbing out of the water.

Swim: 1d20 + 5 ⇒ (15) + 5 = 20

Climb: 1d20 + 5 ⇒ (3) + 5 = 8

If the climb was successful:

The half-elf hauls herself out of the water, dripping and panting. "Blight-blasted eels nearly pulled me down. Were those... guard eels? Ridiculous." She curses in a hush voice, though her splashing has probably already made enough noise to alert the persons in the cavern over. Astrianna gestures to Ptahh calmly walking across the water "Ptahh, you should carry Chell to this side if she can't do that as well."


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Chell reaches out towards Astrianna when the eel attacks "Watch,", but quickly remembers that they are trying to be stealthy and clamps her hands down over her mouth. Thankfully, after getting out of the water, she appears to be unwounded. "I...oh. Well I don't have another casting of that but I just realized I could have shaped the stone here to make a stone bridge instead. I think I want to save that spell though. Oh, maybe this." Chell reaches into a pouch designated for spell components and grabs a pinch of dust. She focuses on the component and says a few words under her breath. She then throws the dust out over the water. The water seems to flee from the dust moving up the walls and squeezing through the tiniest of cracks to get away.

Control water. Lower's depth by 16 ft. The area of the spell could actually affect both pools but up to you if I can. 80ft by 80ft but I can reduce one dimension to increase the other.

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