Forgotten God (table 2) (Inactive)

Game Master Whack-a-Rogue

Skaar House
Abbey


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Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Mostly repeating what he told her last time. If he can't convince her to turn on Harrigan he can convince her that he should start treating the crew better.


The Rules:
All rules shall be strictly enforced by the acting Judges. All decisions made by any Judges are final.

* = in most cases will result in lethal action.

Prohibited in the Arena (immediate disqualification):
1. No poison*.
2. No potions or scrolls.
3. No utility items (tanglefoot bags, alchemist fire, smoke sticks, thunderstones, caltrops, etc.).
4. No permanent concealment effects or spells (greater invisibility, hiding, etc.).
5. No incorporeality or gaseous forms.
6. Gladiators may fly or levitate no higher than 40’ within the arena.
7. Burrowing beneath the arena is forbidden.
8. No curative, regenerative, or resurrection spells allowed during matches. Cleric medics will tend to fallen foes at the cost of the sponsor. Curative magic may be employed only after the match is decided.
9. Summoning spells are permitted, though gating is prohibited*.

Gladiator Rules:
1. Each combatant must sign the Untimely Death contract
2. Mounts are permitted at the expense of the gladiator. All rules that apply to gladiators apply to mounts equally.
3. Magical items and equipment must be registered and approved by the judges. Any items deemed “unsportsmanlike” will be denied entry into the Field of Battle.
4. No more than two melee weapons and/or one bow or crossbow.
5. Gladiators may carry as many quivers as possible up to the point of encumbrance. Varied ammunition is permitted, though subject to the scrutiny of the judges.
6. Gladiators may carry as many throwing weapons as he/she is capable of carrying up to the point of encumbrance.
7. No more than one magic weapon per hand. One wand. One staff. One rod. Two rings. No swapping during matches.

Combat Rules:
1. Combatants have exactly twelve seconds before the match to prepare spells and ready weapons.
2. A match persists until one combatant (or team) is victorious, either through the death or the surrender of all opponents.
3. A gladiator is disqualified should he/she die, fall unconscious, become petrified, polymorphed, feebleminded, or driven insane.
4. Gladiators may yield by dropping weapons, kneeling, and raising both arms.
5. Anyone attacking a disqualified gladiator will be immediately disqualified*.
6. A disqualified gladiator must exit the arena immediately. Failure to do so will result in the disqualification of the entire team (when applicable).
7. If a team wins, any disqualified gladiators on that team may return to fight in the next match.
8. Teams can replace fallen or disqualified members with their standbys for the next match.
9. Winning gladiators have no right to the spoils of the fallen. A defeated gladiator keeps his gear, or in the case of death, ownership of gear reverts to his team or manager.

None of this applies during the qualifying round, by the way.


Sorry about the delay. Our downstairs neighbors have taken a sudden dislike to my wife's service dog and are trying to get us evicted. They called the cops yesterday for a bunch of made-up s!%$.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Wow seriously? Aren't service dogs protected from basically everything?


Yep! He's a registered service dog who's passed his CGC and Public Access tests. We also have documentation from my wife's doctor stating that he's a medical necessity. In addition, we have written approval from the apartment complex. There's no way our neighbors can win this one, but it's still rather stressful - especially for my wife.

The police report stated that we have a pit bull (lie) who runs around freely (lie) and threatened the neighbor and her cat (lie). I should also mention that this came without any warning. I took the dog out to go to the bathroom, and when I came back home, the neighbor started screaming at me. Major 'what the hell' moment.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

That sucks. Not getting along with neighbors is the worse. Have you had a conflict with them in the past?


No, this happened completely out of the blue.

Update: I met with the landlord this morning, and it went extremely well. For starters, there was a witness who's willing to make a written statement saying that our neighbor was entirely at-fault. Also, the woman we're having a problem with has been living there for almost a decade and has a reputation for starting trouble over minor/nonexistent offenses. She's even yelled at the landlord on several occasions. We've been told to document everything, call the police if we ever feel threatened, and that the landlord will be having a "stern discussion about appropriate behavior" with the neighbor. My wife feels much safer now. :-)


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

These are older people aren’t they?

Also have you seen these?


That's correct.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Even though they’re obviously wrong and stirring up trouble for nonexistent reasons I’d try extending an olive branch after your victory. You don’t want them looking for legitimate reasons to make your lives difficult.

My neighbors on one side is three generation household (grandparents with a young couple and their kids). The couple doesn’t seem to like me but I made it a point to befriend the grandparents.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Okay, these level ups are pretty hefty so I might miss a thing or two.

+1 unchained barbarian level | brawler | oracle

+23 hp (d12 * 1.5 + 4 con + 1 favored class)

Brawler Feat: Power Attack

Oracle Sphere Talent: Obstruction Aegis

Barbarian class features: rage and fast movement

+7 skill points

+1 religion
+1 planes
+1 spellcraft
+1 diplomacy
+1 intimidate
+1 survival
+1 climb


Looks good here, but you'll want to update your profile spoiler as well. Also, your HP breakdown isn't right on your character sheet. It should be 2 HD (1d12 + 1d10)*1.5 + (CON mod *2) = 35 + Mythic and Favored Class (if applicable).

Also, I think your saves are 2pts too high, but I could be wrong there. Gestalt is complicated.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Fixed the profile spoiler and the HP breakdown.

My saves were way off but they're fixed now. =P


That's more like it. :-) Go ahead and post in gameplay whenever you're ready.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

How does the mythic power Inspired Spell work with spheres of power magic?


Inspired Spell + Spheres of Power
Activating Inspired Spell is a standard action and uses one Mythic Power. When you use Inspired Spell, you can cast any basic sphere ability at CL +2 and apply the effects of one Talent from the appropriate sphere (even if you do not know that Talent). If you use Inspired Spell to cast from a sphere you already know, you can also apply any other appropriate Talent(s) to the ability if you would normally be allowed to add more than one. You do not have to pay spell point costs for Talents added to a sphere casting by Inspired Spell, but you do have to pay spell points for Talents added normally. If two Talents could not normally be used together, Inspired Spell will not allow you to circumvent that limitation.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Any chance I could talk you into putting that in a Google doc and linking it at the top of the thread? =)


I just put it under the Campaign Info tab. As we progress through the campaign, I'll put important rules stuff there. :-)


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

That works.

Skaar mostly wants to pick up a couple potions. Maybe something to help him pierce illusions and something like mirror image. I'll have to look at how potions work for spheres of power.


You're currently the only spherecaster in the world, by the way. If you're wanting to brew potions/craft spell-trigger items yourself, there's a chapter for that. I'll brush up on it tomorrow. However, if you're just wanting to buy items, go with your class's spell list. In other words, a CLW wand won't require a UMD check because it's on the Oracle spell list. However, if you're wanting to brew a similar potion yourself, it'll require the Life Sphere. Basically, I'm trying to keep your options as open as possible. This campaign falls so far outside of Pathfinder norms that we'll be improvising a lot of things as we go.

tl;dr - want to buy CLW wands, true strike potions, etc? UMD depends on your standard class spell list (currently Oracle). Want to make craft magic stuff? Rules are detailed in the Spheres book, but it should be a very similar process.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Oh I misunderstood. I thought we had replaced the magic system entirely.

That makes things quite a bit simpler.


Yeah, I should have been clearer back when we first started. My PC in Rednal's game is a spherecaster as well, so I'm using his rules for magic interactions. It's a lot simpler that way and has the added benefit of making your magic unique. Quite appropriate for a deity, methinks.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Yup. I dig it.


By the way, give yourself 500gp for consumable purchases.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Sweet. Unfortunately it turns out there’s no low level spells that really help with seeing through illusions.

Still, it wouldn’t hurt to pick up some useful consumables.

Skaar will spend his allowance on:

Potion of Mage Armor x2
Potion of Enlarge Person
Potion of Spider Climb


You can always attempt to disbelieve suspicious things to get a free Will Save. I think it's a standard action? Or you can just smack the thing with your weapon. With the way you hit, anything that doesn't drop is either ridiculously strong or not actually tethered to reality. ;-)

Potion purchases look good.


By the way, it is possible to remove Syl's insanity through mundane means. Magic is a quick fix, but you can get results almost as good over time if you're willing to put forth the effort.

EDIT: After all, you did just have a sane conversation with her. :-)


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

I figured as much. I was just hoping for a quick fix.

I guess Skaar will need to invest some ranks into profession [therapist].


Scent vs. mirror image: no use. It let's you pinpoint the 5ft square, but that's it.
Blindsense vs. mirror image: see above
Blindsight vs. mirror image: 100% effective

Basically, there are two ways of dealing with mirror image.
1) Attack normally and gradually eliminate the illusions.
2) Close your eyes, take the penalties for fighting blind, and eat a flat 50% miss chance for targeting a square.

In the second method, Blindsight eliminates that miss chance. Of course, that's not the only spell up at the moment. That's why there are TWO enemy icons on the map. ;-)


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

I didn't realize that sphere talents were mutually exclusive. Do you mind if I grab something else instead of obstructing?


Not a problem. Alternately, I'll let you combine obstructing aegis with another aegis talent for an additional sphere point.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Hmm. That's definitely something I'll invest in later but right now I'd rather expand Skaar's repertoire of abilities.

I'll swap obstruction for telekinesis.


That's always a good choice. You can do some really neat stuff with that sphere at higher levels.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

I considered War but I had a hard time wrapping my head around the fluff for Totem. Are Totems a physical thing or is more of a magical aura?


As far as I can tell, totems are magical auras. The names imply they're physical objects, but there are no rules for destroying them, so that's what I'm basing this on.


Spherecasting's pretty awesome, huh? You're basically immune to the first part of this challenge. :-)


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

I'm liking spherecasting. It's very flexible.


It's not as powerful as Vancian casting at high levels as raising the dead and the like are locked away behind Advanced Talents. Also, I don't think there's an equivalent to wish. Still, the at-will nature of most of the sphere powers and the extreme flexibility is damn cool, and it certainly doesn't feel like a less-powerful system. Plus, a lot of the powers are flat-out fun to use.

In my homebrew campaign, Sorcerers are spherecasters by default, and I'm working on an alternate Oracle class to duplicate a "possessed by multiple entities" mechanic that uses spherecasting as well. :-)


Had my meatspace Dungeon World campaign tonight. I'll update tomorrow.


Sorry for the delay; the wife's been sick, and I've been playing doctor.


You just defeated a Swordmaster: An interesting martial class with a bunch of customizable tricks. I also gave him a single Mythic Tier (Trickster, for the nonprovoking rise-from-prone ability). Nice job. :-)

Also, for reference, the GM-rules call regarded being able to use Fleet Charge to escape a grapple. Unlikely to come up again but worth noting in case you decide to pick up that Path Ability in the future.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Ah, I thought there might be some other tricks going on. So Fleet Charge allows the user to ignore physical impediments?

Swordmaster, eh? I liked that move action attack penalty thing.


It's a swift-action Ex. ability, so I'm allowing it to function while grappled. I did some digging on multiple forums but couldn't find anything that addressed that scenario. It won't let you teleport like that one Mage arcana, but I'm ruling that you can activate it to break a grapple, make an attack, and move up to your speed in a straight line.

For the Swordmaster, it has full-BAB, d8 hit die, and good Fort/Ref saves. It's strongly DEX and INT-based and gains an intelligent sword that can 'eat' magic items to gain their power. Each level, it gains a new sword move: Opener, Sequiter, or Finisher. These can be chained together but must meet certain criteria (action type, missed previous attack, etc) to be used. There's a good mix of buffs/debuffs/etc, and the more powerful abilities hinder the Swordmaster slightly. For example, the wall-running Finisher (standard action) deals triple damage but requires high Acrobatics checks and staggers you for a round afterwards. If you can't tell, I'm a huge fan of the class. :-)


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Heh, sounds cool alright.

I don't know how I feel about the fleet charge ruling. Is there anything Skaar can do or take to prevent or hinder people's ability to escape with such a trick? Not that I'm expecting a ton of champion path mythic people to show up all the time. =P


I see your point, and it's definitely a debatable ruling. To be honest, I went that way because Dasilane only had a tiny chance of beating your CMD (even with Surge), and I didn't want the fight to end so inelegantly. Plus, Teleportation-subschool Wizards can do this at Level 1. :-)

To counter it, I know Tetori Monks gradually become escape-proof starting at Level 9. There's also probably a feat chain somewhere that can produce similar results. Or we can simply do the "gentleman's agreement" thing where I use it on super-rare occasions to keep significant opponents from getting grappled to death like chumps. Final option: this was a one-time thing that I can fiat as a unique ability. I'll just have to be really careful about using DEX-based martials against you in the future.

Thoughts?


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Unless there was some special limitation from his class being grappled shouldn't have really impeded him. Skaar never went for the pin so it was mostly a flavor thing. He would have seen been free to attack with his sword. Grappling only really shuts down people using a two-handed weapon or spellcasters.

Quote:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

But yes, I don't intend to ever do the grapple > pin > tie up thing the forums are so fond of.


I know the grapple rules fairly well, but Dasilane is a mobile DEX-based combatant. Being grappled gives him -4 attack, -2 AC, and eliminates several of his Swordmaster moves (including the wall-jump and the diving thrust).

If you're not planning on making Skaar a dedicated grappler, I won't use Fleet Charge that way again. Fair enough?


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

I was planning on making Skaar a dedicated grappler.

I shall live with the knowledge that all mythic mobile dexterous fighters are likely packing Fleet Charge. =P


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Speaking of dedicated grappler, did you still have something planned so Skaar can take that feat I mentioned previously?


Hmmm... In that case, I'll use it in moderation. To be honest, I only took it because the other two Trickster abilities didn't suit his personality. I'll normally be using Champion/Guardian for the Sudden Strike/Sudden Block powers. Fear not! I have no intention of nerfing your plans. You are a god, after all. Maybe I'll even work out a counter ability for you in the future. ;-)

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