Demonmoose's Iron Gods AP Blue (Inactive)

Game Master GM Demonmoose

Set in Numeria using the Iron Gods Adventure Path.
Forest
Jevik's farm
Blue Aurora

Tower Map 1

Tower Map 2


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Female Human

Luck: 1d20 ⇒ 12

Liz will try out the fantastic Light Disk, looking intently at it as she plays
Know-Engineering: 1d20 + 9 ⇒ (18) + 9 = 27


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

The color red complements a Picard.

Astra will also join in at the fascinating Light Disk, playing conservatively with a minimum bet each time to give her time to learn the nuances of the game. At the same time her mind races trying to take the machine apart inside her head, trying to figure out how it might possibly work.

Luck: 1d20 ⇒ 7

Knowledge (engineering): 1d20 + 11 ⇒ (12) + 11 = 23

Definitely Elizabeth's day. :)


Male Ratfolk Ranger 2 ( Galvanic Saboteur ) / Rogue 2 | HP 35/35 | AC 19 T 15 F 14| F +5 R +10 W +1 | CMD 17 | Initiative +6 | Perception +10

After entering the gambling hall Sneek shows a surprising interest in the ‘Light Disk’, asking Astra and Liz all kinds of questions.
How do the lights flash Astra? How does it spin Liz?

Then Sneek walks around the ‘Light Disk’, stepping on a person toes and knocking another off balance. Sorry, coming through! Never letting his eyes leave the table.

Maybe there is a little man in there! Sneek stretches his arms and puts half his stack on the table.

Luck: 1d20 ⇒ 2

Better luck next time Suddenly Sneek stops and gets a curious look on his face. Smiling he puts his hand before his eyes and casually throws the chips over his shoulder on the table.

Luck: 1d20 ⇒ 9

Easy come, easy go Then he starts looking around in search for a fat purse, with real money, he can steal.......


Argug moves away from the strange machine, not trusting its metallic structure or blinking lights and finds a dice game in the corner. He spends about thirty minutes rolling the dice, but the others in the group of players manage to roll higher than him every time. He bites his final silverdisk chip and makes his roll, getting 15 with three six-sided dice. However, the last roller rolls the dice and manages to get 16.

Chakos glances at the Light Disk and is interested for a second before realizing it is one large machine. Those things can’t be trusted,the half elf thinks to himself. He sees Argug but decides not to join his game. Better to split up so we don’t take each other’s money. He finds a card game in a slightly darker part of the hall, and figures out the rules after losing a chip. After playing for a while, he notices that the three other players seem to be working together. While not against the rules, it seems like it is bad sportsmanship, so he leaves with one chip remaining.


Elizabeth, Astra and Sneek play Light Disk.

Sneek looks like he throws the silverdisks without any thought to his bet. He loses all of his money in the first two spins. As soon as he does so, he wanders around the hall in search of a mark.

Elizabeth and Astra try to understand the game.

Astra and Elizabeth Engineering:
After a man calls out to place bets, he pulls a lever on the side of the machine and the lights begin to light up in a random order. If it is random, then there must be some kind of algorithm determining which is the final light. They both try to count how many flashes appear, but it also seems to be different each time, sometimes 20 or 21 or 22. Finally, there are 12 pieces of fabric of different colors, Pink, Red, Orange, Yellow, Green, Light Blue, Dark Blue, Indigo, Violet, White, Silver, Gold and Black. Again, keeping track of which color appears seems to be fruitless. There is no pattern or equal chance of fabric being the final one. Without being able to see inside the machine, both Astra and Elizabeth are unable to come up with a good strategy of gambling.

Elizabeth places her final three disks on the White fabric, while Astra places her final disk on the Violet one. Several other gamblers place it on Violet as well. The Light Disk operator pulls the lever and the lights begin to flash. Astra and Elizabeth count. 20 Red. 21 Indigo. 22 Violet. The lights seem to stop flashing for a few seconds before they flash one more time. 23 White.

A man wearing the Silverdisk Hall emblem on his shoulder takes Elizabeth’s three chips and hands her twelve chips in total. ”Congratulations, Miss.”


Sneek Perception: 1d20 + 7 ⇒ (5) + 7 = 12

Sneek:
As Sneek explores the Hall, he sees several people unaware and easily exploitable for a slight nudge or pocket picking. He starts to move in on one man, a noble looking fellow that doesn’t seem to be watching his pouches, when he notices a dark shadow out of the corner of his eye. He spins and sees the person for a second, cloaked in crimson, somewhat camouflaged by the wall coloring, ropes wrapped around his hands. Flashes of light distract him from his inspection. The shadow disappears.

He takes a deep breath, ducking and leaning beside a table. Did someone see him? Sneek looks around again and sees human shapes pressed against the walls. Was it the skulks? How did he miss them before? It must have been the lights and noise of people shouting around him.

Sneek moves from his hiding spot and bumps into a large figure.

”Ah, you must be Sneek. Be careful, little one. It is easy to lose things of importance here.“

Garmen Ulreth hands him a black silverdisk then walks off. On the flip side of the silverdisk is the word, "LIFE."


Female Human

I have no idea how to formulate a strategy. Liz thinks to herself. Until I can study the machine more, I guess it is better that I cash out now. Liz takes her twelve chips .Thank you. She gets herself a drink while the others gamble.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Astra's dreams tonight will probably be of the Light Disk rather than the much more dangerous trip to the caverns. The caverns, at least, she understood -- the Light Disk, far less so. And her slightly obsessive-compulsive mind probably won't be able to stop working on the machine on some subconscious level at the back of her head. It will bug her. Ah well, at least the money was complimentary, she shrugs to herself as she loses out, and starts to walk around Silverdisk Hall, scanning the area for anyone she might know personally, or know of generally.

Knowledge (local): 1d20 + 10 ⇒ (20) + 10 = 30


Astra Local:

You see a man with long dark hair tied back and chiseled features staring at you. He is at a table but not really gambling, merely watching you. As soon as you notice him, he stands up and moves towards you. A longsword hangs at his side, but he probably doesn’t know how to use it.

He is Sanvil Trett, merchant, courier, trader. Some rumors say that he trades technology on the black market. You know that he purchases most gadgets people find in hidden caves beneath Numeria. He comes and goes, never staying in Torch for too long. The man is also quite knowledgeable about technology, second only to Khonnir Baine.

Sanvil Trett’s pouches jangle as he moves, filled with silverdisks and batteries and other technological knick knacks.

”Why, hello there, Miss Picard, is it? We’ve never had the chance to talk. Torch is such a small town that we should have had the pleasure of a brief word, but I guess this is such a chance. What are you doing in such an establishment as this?”


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

"Invited by the proprietor, much to my own confusion", Astra replies. "Frankly this isn't my sort of place, but I felt it would have been discourteous to turn down the invitation." Not really the type to fence with words much, Astra gets more or less straight to the point. "So I take it you want something. I've bothered to make my way here, so I might as well hear you out. Though", she adds after a moment, "if you're looking to trade in artifacts found under Black Hill, I will straight away report that we didn't find much of interest."


He moves in closer so only Astra and him can hear the conversation amid the shouts and cheers and Light Disk noises.

For Astra Only:

"You have divined my purpose. Well done. I care greatly about what kind of secrets you may uncover beneath Black Hill, not only artifacts. Please tell me anything you think is interesting. I traffic in rumors as well as the artifact trade, much to the Technic League's dismay."

He places something small into your hands. When you open it you see five batteries.

"Think of this as an advance for anything you might find. I pay very well for trinkets and information. And if you could avoid telling your friends about our arrangement, I am not a rich man. Not yet anyway."

He nods and walk away, exiting the Hall.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

"How did Sneek say it?"

"Easy comes, easy goes."

"Nailed it!"


Female Human

After finishing her drink and watching some people play the light machine again, Liz approaches Astra. I will be retiring for the night, Bright and early for another go to get pats the wall? Liz will then head back and get her rest, risign early to memorise her spells and write a scroll of Mage Armor (25 gp spent, 2 hours)


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Chakos too is likely ready for rest. We can stay at the inn right? Argug and I can eat more sandwiches!


Male Ratfolk Ranger 2 ( Galvanic Saboteur ) / Rogue 2 | HP 35/35 | AC 19 T 15 F 14| F +5 R +10 W +1 | CMD 17 | Initiative +6 | Perception +10

Understanding that he was being threatened Sneek decides to stop his search for a pocket to pick. Instead he had found a new interest. Who was this Garmen Ulreth. Who were those persons he had seen.

Knowledge Local: 1d20 + 5 ⇒ (13) + 5 = 18

Still feeling a bit weak from being sick Sneek decides to call it a night. Garmen, we will meet again, there is more to you than meets the eye


Sneek Local:
There is a group of thieves in Torch called the Ropefists. Like their namesake, they wear rope around their fists. Mainly a group of thugs and muggers than the sneaky type.

Eventually you all retire at the Foundry Tavern. The invitation given by Garmen Ulreth allowed you to rest above the Silverdisk Hall, but for one reason or another you felt that it was better to go back to Khonnir's place. Maybe it was losing at those games so easily.

When you wake up, you feel stronger.

Moving down from the rooms, you notice that Val has prepared several types of bread, cheeses and other sandwich ingredients for breakfast. They are lying in different piles on a central table. Next to the piles are a few pitchers of juices, orange, apple, pear and a strawberry lemonade. There is also a light ale.

She doesn't mention her father, because you didn't bring him in, but her eyes seem hopeful and bright.

"Good morning, everyone." She smiles, though its partly forced.


Female Human

Ding! Level 2!

Liz bounces out of bed, feeling invigorated. After doing he rmorning duties, she heads down for breakfast, helping herself to some sandwich ingrediants and makign herself on to eat and one to eat later durnign their next expidition.

Good morning, Val. We will be heading out right after breakfast to do some more searching for your father.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Astra doesn't stay the night at either the Foundry Tavern or Silverdisk Hall, going home for the night instead. She will, as agreed with Elizabeth, meet up with the group in the morning, and soon after sunrise she will show up at the Foundry to join up again. "Good morning", she says too. "Sleep well?" she asks of Val and Elizabeth.


Female Human

Indeed, the experiances we have had in the tunnels have given me insight on my abilities and I think I can offer more magical power to our task. Liz polishes off her sandwich and washes it down with juice. We should try to get through the opening in the wall.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

"I don't particularly relish the idea of passing through the foul waters of the Weeping Pond again, but...yes, I am game for more. A glutton for punishment, perhaps. But Torch is my home and I already feel the ramifications of the purple light going out. I fear we cannot survive without it. So, whether I like it or not, I am prepared to venture forth once more."

Astra will also take this opportunity to catch Val up on the proceedings of the previous day, telling her of what monsters they found underneath Black Hill, sketching out the layout of the caverns onto a piece of paper and leaving it with Val, informing her of what expedition members they had found dead, the deal they had made with the skulks, the purple haired woman the skulks had mentioned, and so on. She has two main goals in relating this information to Val. One, if they don't return then the next expedition can pick up this valuable information from Val. Two, to try to reassure Val that they are making progress and will do their best to bring back her adoptive father. For the latter purpose, also:

Diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26


"Thank you very much, Miss Astra. Here let me show you something I've been working on."

She reaches into a large pocket of her mechanic's suit and pulls out a metal rod. The slender object has an insulated grip and conductive tip, there is also a long trigger that extends past the handle.

"I call it a Zapper Wand. You hit people with it and pull this trigger and electricity shoots out of the tip. It has two settings, one that hurts really, really badly and the other one is kind of annoying. Here, it's yours, Miss Astra."

Val hands Astra the Zapper Wand.

She grins. "Oh yeah, there's two things I have to tell you about. Well, I wasn't able to fix it and if you swing it the wrong way, it has a chance of electrocuting the wielder-but it's not the bad kind! And, don't worry, it doesn't have a battery in it, so the electricity doesn't work."


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Astra smiles at Val and puts a hand onto the younger girl's shoulder. "Thank you, Val. You're brilliant, you know that, right?" She turns the zapper wand around in her hands carefully, locating the battery slot, and then fishes a charged battery from her pocket. "Well, you know... a girl has her ways", she flashes a smile to Val, sliding the battery into the slot with a satisfying CLICK.


Zapper Wand functions as a Stun Baton except...I wrote down what it does, but it is more fun if you find out yourself. Lol.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Chakos arise, and does his normal morning stuff and after chowing down on an enormous amount of food, he heads out to meet up with the ladies.

"I don't know what's come over me, but the axe feels much better in my hands today. Maybe I just needed to limber up a bit!"


Male Orc (AC: 16 [T: 12 FF: 14] | HP: 25/25 (0NL) | F+4, R+4, W+0) | Init: +2 |Perc: +5, Darkvision 60’)// Brawler 2

Argug awakes, joins Chakos in destroying half a kitchen of food, and heads towards the others. "Probably seeing how it's done in the right hands, Chakos. Heh, heh."


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

"After what you did to that gremlin yesterday, you are probably right."


Female Human

Liz wodners if they just did a boy joke.


Male Orc (AC: 16 [T: 12 FF: 14] | HP: 25/25 (0NL) | F+4, R+4, W+0) | Init: +2 |Perc: +5, Darkvision 60’)// Brawler 2

Argug gathers up his gear and heads to the door. "C'mon, people. We have a wizard to find, and hopefully more critters to slice up."


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

"The priority is finding the guy, right?"


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

"Has anybody seen Sneek this morning?"


Female Human

I am sure he is here. Liz shoulders her pack.Sneek?! Ready to go?

All set to head out


Male Ratfolk Ranger 2 ( Galvanic Saboteur ) / Rogue 2 | HP 35/35 | AC 19 T 15 F 14| F +5 R +10 W +1 | CMD 17 | Initiative +6 | Perception +10

Feeling refreshed Sneek wakes up from a good night sleep. Stretching his arms to the sky he feels more up to the task at hand. Damn. Looking outside he sees he overslept. He jumps out of the bed and gathers his stuff, running past the kitchen he grabs a loaf of bread and fills up his waterskin. He also picks up his new chain shirt from the shop. As fast as he can he runs towards the Weeping Pond. Seeing the rest waiting for him near the water, he slows down a bit to catch his breath. Sorry I’m late, overslept, won’t happen again Panting heavily. Ready to go, will put on armor in cave, easier swimming.


You see Joram Kyte for another application of Water Breathing before setting off for Weeping Pond and the Black Hill Caves. This time the water doesn't seem to affect you as you resurface underground, a slight dizziness is all that you feel but this passes.

You make your way back to the Skulks' cave and stand in front of the large metal wall.

A smooth wall of dark gray metal bisects the cavern here, its expanse pitted and scorched but quite solid looking. A strange, circular opening pierces the wall five feet off the ground, allowing access to some sort of hallway on the other side.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

"Who first?"


Female Human

Umm..Sneek and Argug? They are the best climbers and can get a rope up for the rest of us.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

"A rope? It's right about shoulder high? I can give you a boost?"


Female Human

Liz looks embarassed. Right, just 5' high.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Chuckle


Male Orc (AC: 16 [T: 12 FF: 14] | HP: 25/25 (0NL) | F+4, R+4, W+0) | Init: +2 |Perc: +5, Darkvision 60’)// Brawler 2

Argug rolls his eyes in disbelief and climbs up. He lowers an arm to the others to pull them up, muttering to himself.

Orcish:
"You have got to be kidding me..."

Take 10. Climb 19


Welcome to Part 3!

You climb up using Argug's help and maneuver through the circular door. At the end of a short passage, you reach a room very different from the caves.

The walls, floor and ceiling of this slightly curved hallway are made of smooth dark gray metal. Panels of lighter material run along the ceiling eight feet above. To the north and south the tunnel is blocked by walls of metal junk and rubble, while open doorways yawn to the east and west.

The room to the east is without light.

Darkvision:

A strange metal creature, one that looks like the repair drone from the Foundry Tavern, is sitting in front of a closed door to the East. Its red eye shines a faint light and stares into the hallway you are in.


Female Human

Liz runs her hand along the wall. This is amazing, walls, floor and ceiling all made out of metal. If those tunnels were like this place,..the expense involved would be immense!


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

"There's one of those metal critters down there.". Chakos points to the east.


Female Human

Like that thing we encountered before? We are probably going to be in a fight again


Male Ratfolk Ranger 2 ( Galvanic Saboteur ) / Rogue 2 | HP 35/35 | AC 19 T 15 F 14| F +5 R +10 W +1 | CMD 17 | Initiative +6 | Perception +10

I’ll go , wait here. I’ll attack the creature from the other side, give me 60 seconds then attack. Sneek whispers, than he silently moves towards the machine, clinging to the walls, getting in place to attack from the other side. After about 55 seconds Sneek attacks.

Knowledge Engineering: 1d20 + 8 ⇒ (6) + 8 = 14
Attack: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Stealth: 1d20 + 13 ⇒ (12) + 13 = 25

@Demonmoose I have an AC of 21 against the machine if it’s the same as the one we thought earlier. Do I get a bonus if it didn’t see me, like +2 for being invisible or does it lose a possible dex modifier. My attack roll sucked so I need all the help I can get.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Astra doesn't have Darkvision, so she might not be able to see the robot down the hall. She will prepare her Light spell, and will wait for the first noise of Sneek's attack. Whether it succeeds or fails, Astra will then cast Light down the hall, to try to illuminate the area. Then, if the illumination reveals the robot, Astra will try to discern any information about it.

Knowledge (engineering): 1d20 + 11 ⇒ (10) + 11 = 21


Female Human

Liz will wait to send a jolt of electricity against the machine when the battle starts


It would be flatfooted, losing its dex modifier, which allows you sneak attack, however, it totally sees you as you walk down the hallway without any cover between the two of you. Also please list your weapon in the attack. I'm guessing it's the crossbow because it deals more damage. Actually, it is still flatfooted.

The machine's red eye watches Sneek as it moves towards it, but does not act. The ratfolk fires a bolt from his crossbow, the missile strikes metal and punctures a wire. Sparks fly from the wound.

Sneek's Sneak Attack: 1d6 ⇒ 4

Electricity courses along the machine's body. As soon as it does, magic from Astra illuminates the room. This robot does not seem damaged unlike the other one. Every few seconds, electricity runs along a piece of its metal body, repairing scratches or broken metal.

It speaks in an inhuman voice the Androffan language.

Androffan:
"Do not interfere with ship maintenance. Any aggression will not be tolerated. You will be detained and dealt with by the Divinity Staff."

Engineering:
The robot looks like the repair drone from the Foundry Tavern however there are no signs of damage on this one. Astra may ask two questions.

Initiative:

Argug's Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Astra's Initiative: 1d20 + 0 ⇒ (20) + 0 = 20
Chakos' Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Sneek's Initiative: 1d20 + 6 ⇒ (4) + 6 = 10
Elizabeth's Initiative: 1d20 + 5 ⇒ (9) + 5 = 14

Repair Drone's Initiative: 1d20 + 2 ⇒ (1) + 2 = 3


Sorted Initiative:

1. Everyone
2. Repair Drone

11 Damage to Repair Drone.

Liz can make a free readied jolt attack on the creature. I'm adding a +5 to future enemy initiative. :P Also, it is everyone's turn to act.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Charge and attack!

Greataxe: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Greataxe Damage: 1d12 + 3 + 1 ⇒ (3) + 3 + 1 = 7

It's a robot, right? So I get +1 damage. I charged, so -2 AC, but it's a robot, so +1 AC. My AC is 15 right now against it


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

"This one resembles the one we defeated at the Foundry", Astra notes, though that much will probably be obvious. "This one is undamaged, though. It will probably have two things that the previous encounter did not have -- the ability to repair itself, and possibly a net to capture enemies. It will probably still be weak against electricity", Astra says, briefly considering the zapper wand in her possession, but holding it in reserve for now, instead holding her club in her hand. She will not approach the robot, leaving the path open for Argug to charge. "It's warning us that we shouldn't interfere with maintenance, and that we will be detained by Divinity staff... I think it believes it is on the boat we've heard of previously."

Two questions.
1. Hit points?
2. Fast Healing/Regen speed, if any?


Chakos' greataxe slams against the robot and deflects away from the repair drone. There is no dent or cut across the metal.

Its red eye seems to focus on Chakos. Its artificial voice speaks from its core.

Androffan:
"Cease your attempts at damaging the repair drone, ma'am. Divinity Staff is on the way to restrain you."

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