Mystery of the Keepers (Inactive)

Game Master DireMerc

Razmir the man known as the living god is making his move expanding into neighboring nations. It seems nobody can stop him as his power truly seems to be that of a god. A select few know the secret of his power and are taking steps to end his rule with the help of another who wields the same power as Razmir. Sazed Khaim a member of the old order of the keepers.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: Everyone have fun.

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."

Link to images


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-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik darts to Achren's, striking his own savage blow at the creature in an attempt to drive it back.

Power attack: 1d20 + 7 - 1 + 1 ⇒ (12) + 7 - 1 + 1 = 19
damage: 1d8 + 9 + 1 ⇒ (1) + 9 + 1 = 11


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

Lysander tries to move to a position where he has a clear shot, although he tries to keep one or two allies between this new threat and himself.

Attack: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Damage: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10


Encounter map


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

by the encounter map, looks like I cannot get 2 attacks unless achren or Erik take a 5' step so I can move up... if Erik's 'dart' was a 5' step, that works for me and I'll slip into his space for 2 attacks. If neither of them moves... I'll move to E8, use my first roll for acrobatics for no aoo, and my second roll for a single attack then

original rolls were:

to hit: 1d20 + 7 ⇒ (13) + 7 = 20
dmg if hits: 1d6 + 5 ⇒ (2) + 5 = 7

to hit: 1d20 + 7 ⇒ (18) + 7 = 25
dmg if hits: 1d6 + 5 ⇒ (1) + 5 = 6

Bleyz's acrobatics is +10, which would give him a 23 for acrobatics, and then a 25 (+2 for flank with achren if he's still up) to hit with 6 dmg if he only gets one attack...

hope that works.. if not, let me know and I'll make new rolls if you need them


Original I had Devyhn were I put Erik but I swapped their places in order to let Erik take his attack, however I didn't see you had already posted. Rolling the acrobatics works and is your best option really. I will move you on the map

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

(Slightly amended action, due to newly established marching order.)

Range Touch -disrupt undead: 1d20 + 4 ⇒ (3) + 4 = 7

Damage: 1d6 ⇒ 4


In case you don't know it's possible for two of you to trade places, this however provokes and attack that he can take on either one of the two players involved. You decide who he takes it on.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

On that basis could Erik have switched with Achren taking the attack of opportunity on himself and letting Bleyz deliver both blows?

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Yow! that was a nasty blow! Achren has not got many HP left, so probably can't take another hit.
Sorry I didn't post earlier, thought I'd checked last night but now I see it was earlier

Nursing a severe gash to his side, Achren steps back takes a 5' step to b9.

He says "No, that really hurt." and casts Grease on the creatures sword. Reflex save or drop the sword

Achren has 3 HP, and his Eidolon has 1


Yes you could have Erik but lets leave it as is. Having him in a flank position is advantageous and now there is a spot for Devyhn as well.Also moving Achren to B7 instead of B9 because to move into B9 you would need to go into a solid wall.

ghoul warrior reflex: 1d20 + 3 ⇒ (3) + 3 = 6

The weapon flies out of his hands but the warrior pays it no heed. He attacks Erik using his claws instead which Erik manages to avoid but he follows that up by suddenly lunging forward and biting Erik on shoulder.

claw1: 1d20 + 7 ⇒ (9) + 7 = 161d6 + 5 ⇒ (5) + 5 = 10
claw2: 1d20 + 7 ⇒ (8) + 7 = 151d6 + 5 ⇒ (6) + 5 = 11
bite: 1d20 + 7 ⇒ (17) + 7 = 241d6 + 3 ⇒ (4) + 3 = 7

Erik Make 2 fort saves.

The first is vs disease and the second vs paralysis. Dc 14 on both.

Encounter map

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn draws his axe, and steps forward to strike the ghoul.

"Pharasma take you, abomination!"

Attack: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21

Damage: 1d8 + 2d6 + 3 ⇒ (6) + (3, 4) + 3 = 16


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

I'm on my phone all day today and cannot format dice rolls... if its still alive after Devhyn's attack, gm can you roll 2 Attacks for me please at +9 to hit (+7 normal + 2 for flank) and 1d6+5,for dmg. Thx


Devyhn's strike takes down the ghoul warrior once and for all.

You take a moment to recover and see to Achren and then check the room.

Searching the body and the area reveals his weapon and armor are magical and that he also carries a magical scarab on his shoulder. He has nothing else of value.

There are 4 syringes on the altar in the middle of the room that are filled with a black liquid and radiate necromancer energy as well.

You find a journal, a tent, a bedroll, 10 days worth of rations.

The Journal:

The Journal is the log of a man named Drazmorg it details his work for the whispering way and his attempts at locating a secret archives were he believes one of the three seals keeping Tar-Baphon prisoner. It details how he and his two bodyguards fought past the kobolts and how he made it past the magnet trap by casting dispel magic at the central pillar. He found this place and made it his base of operations for further ventures into the place. He mentions that he is having difficulty because a powerful ghost is impeding his progress but he is determined to make it to the level below and to reach the final vault were he believes the seal is hidden.

He also mentions at several places his work on a special serum. The serum that he calls Necrobinding Serum is an invention of his. By mixing his blood into the liquid and injecting it into an undead it allows him complete control over any undead for a full day. He has so far only tested it on ghouls but it seems to work. He is quite proud of his achievement in binding a powerful ghoul barbarian from Belkzens and has managed to keep control of him with daily injections for nearly three years, he even gre so confident as to command the ghoul to inject himself whenever the serum was about to wear off and so far the ghoul has done so.

The most recent entry was made nearly two weeks ago.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Fortitude: 1d20 + 3 ⇒ (12) + 3 = 15
Fortitude: 1d20 + 3 ⇒ (4) + 3 = 7

The ghoul's bite leaves Erik unable to move for a few moments, but he shortly recovers and joins the others investigating the room.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn reads through the journal, then frowns at the syringes.

"Those," he says, pointing at the syringes, "contain a necromantic potion that allows the creator to control undead injected with it. This ghoul was a guardian, protecting this place for the author of the journal."

He closes the journal and moves to stand before the syringes. "These are blasphemous. They should be destroyed, and the formula burned."

He draws the club from his belt, and squares his stance, ready to smash the syringes.


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

Lysander frowns and also skims through the journal, which he then tosses back onto the altar. "Agreed, Devyhn. This place is an abomination, a blight on the order of the world. It should all be destroyed."

The half-elf taps his fingers on the altar a few times, musing. "The last entry in that journal was made some dozen days ago, and it seemed overconfident. This was obviously the Belkzen ghoul he controlled. Perhaps it turned against him?"


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

"He seemed awfully intelligent for a ghoul. Are you spur he wasn't the author of the journal, perhaps overcome by the undead he controlled and become one himself. The journal did say the controlled ghoul was a barbarian and this fellow seemed pretty savvy for a barbarian."


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

Lysander shakes his head. "It didn't seem so feral as many ghouls, but it had an animal fury in its eyes. And I've never known a magician to fight with such power, or with such a weapon."

DireMerc did refer to him attacking "in a frenzied rage," and evidence points to this being the barbarian.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

"It all makes sense. This Drazmorg has not returned, so presumably something happened to him. Whereabouts does it say this ghost is?"

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Achren casts Rejuvenate Eidolon, Lesser for 1d10 + 3 ⇒ (6) + 3 = 9 hp

He casts it again for 1d10 + 3 ⇒ (8) + 3 = 11 hp

Achren needs some healing. He is at 3 out of 20 hp


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

"I stand corrected then... we need to be cautious of this wizard should he return."

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn brings out the wand and heals Achren's wound.

wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5

wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2

wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6


The room your in used to be a temple to Aroden the dead god. It has been turned into an alchemy lab/base of operations by the person who wrote the journal. Just FYI


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

"This bite could do with patching Devyhn, if the wand has the charges to spare."


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

"I'm also still rather wounded." Lysander leans on the altar, touching the side of his head, where blood from his earlier fight is tacky and drying.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Wand of CLW on Erik: 1d8 + 1 ⇒ (8) + 1 = 9

Wand of CLW on Lysander: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of CLW on Lysander: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of CLW on Lysander: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of CLW on Lysander: 1d8 + 1 ⇒ (4) + 1 = 5

"My apologies, friends, for not seeing to your injuries sooner," Devyhn replies.

"From here on, I may have to be more sparing with the healing. The magic in the wand is noticeably weaker."

11 charges remain.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19
Devyhn Rhyker wrote:

"From here on, I may have to be more sparing with the healing. The magic in the wand is noticeably weaker."

11 charges remain.

Might have been better to use your spells, then rest up to regain them. I'm down to 1 spell left, and if you use spells to save charges then you'll be down too. What do you guys think?


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

"Thank you Devyhn." Erik says, his wound feeling better.
"This creature was well equipped by his master. Are those magical?" he adds, gesturing at the ghoul's gear.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

"Let's find out," Devyhn replies, extending his marked palm towards the fallen ghoul.

(casting detect magic)


Detect magic reveals his weapon and armor are magical and that he also carries a magical scarab on his shoulder.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

"I have a scroll of identify that we can use to work out what this equipment does, or we can save it for another time."

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

"I may take you up on the offer, should they prove difficult to read," Devyhn replies, as he studies the auras of the items.

Spellcraft - Identify the sword: 1d20 + 8 ⇒ (20) + 8 = 28

Spellcraft - Identify the armor: 1d20 + 8 ⇒ (3) + 8 = 11

Spellcraft - Identify the scarab: 1d20 + 8 ⇒ (10) + 8 = 18


+1 bastard sword, Enhanced Hide armor (Magical bonus unknown), Unknown Scarab.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

"Let me try."

Spellcraft - Identify the Sword: 1d20 + 8 ⇒ (8) + 8 = 16

Spellcraft - Identify the armour: 1d20 + 8 ⇒ (7) + 8 = 15

Spellcraft - Identify the Scarab: 1d20 + 8 ⇒ (8) + 8 = 16

"Well, we got two choices. Either we take them with us and see if we can figure out what they are from using them, and I'll use my scroll when we return, or we use the scroll now."


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

"Well, the armor is likely protective in some way and unless it is HIGHLY magical, which you should be able to tell with just the spell, it is likely no more than just that. I say use the scroll on the scarab, if you're going to use it at all."

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

"I think we should save the scroll for something with a powerful magical aura. The scarab is magical, but appears to be no ancient artifact. We can attempt idenitfy its properties again at another time."


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

"Fair enough."


Aura strength for the items is faint for sword, moderate for armor, moderate for scarab. Identify can be used to identify more than one item with one casting. 3 items per caster level to be exact but you still only get one try per item per day. Devyhn and Achren have already tried for today but if you use the scroll I will allow the person using it to try a second time.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

"We can make camp here for the night. He seemed safe enough until we arrived and there's no sign of his master returning soon."

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

"I have no objection to resting. If anyone is still somewhat wounded, I will use what power I now possess to restore you to health. My power will be restored with a good night's sleep and a prayer of devotion to Pharasma."


Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10

"Agreed. I'll take first watch." The half-elf draws a new arrow and stands near a wall, settling into position to keep eye and ear for threats.

Perception: 1d20 + 10 ⇒ (8) + 10 = 18+2 vs. undead
I also just realized that at 3rd level Lysander picked a favored enemy against undead, and I haven't been using those bonuses at all.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

before resting, Achren uses his last spell to rejuvenate his Eidolon

rejuvenate eidolon, lesser: 1d10 + 3 ⇒ (8) + 3 = 11

his eidolon is fully recovered.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

"I'm fine and need no healing. I'll take midwatch since I don't have to worry about putting on or taking off armor in the middle of the night."


huh I guess my last post never made it trough and I didn't notice.Sorry for the delay.

You rest for the night and nothing interrupts you.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Achren heals his last hp and regains his spells

Achren casts Mage armour on himself and Bleyz


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

"A decent night's sleep at last." Erik says as he puts his breastplate back on. "So, where to next?"

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

"We still have the other door to try. Perhaps it leads to our prize."


So you go in the large basement temple? Or you try moving the sliding stone boulder?


Have a look at the map to see what I mean.
Temple basement map

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

So, we should probably search the room that we just rested in first, then try to move the stone door.

Devyhn takes a moment to look around the room, shining his lantern into corners and along the walls and ceiling.

Perception: 1d20 + 8 ⇒ (15) + 8 = 23

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