A storm over Tethyr (Inactive)

Game Master JohnLocke


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Female Sun Elf Rogue 4

"Don't worry, I've no intention of rushing to my death just yet."


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

I think we should move out as soon as we can. If you can, with your magic give the appearance of a rescue being planned or a possible surrender Lady, that would be best. I do not think any of us will be getting sleep anyhow.


Female Sun Elf Rogue 4

"Unless it's loud enough to drown.." Pointing up to the stairs as Elur's screams interrupt the Sun Elf's comments. "That out, I don't think such an idea is going to be a help. I certainly think we should get out of here right now though, while Lassathor's forces are distracted. No sense in wasting such an opportunity."

Janiries then looks down to the wine bottle in her hand, considering something a moment.

"Or we could waste more time down here and I can drink more. That's good too."


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

"Lets make sure everyone is ready, and please Janiries can you stop trying to drown your fear? We need and the survivors need you at your best right now."


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

Closing his spellbook, Ariael rises, suppressing a shudder "That's....wow, that's just..." He shakes his head sadly "Words fail me. I agree, leaving would be good"


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Janiries if they think we are arguing down here they are not out searching for us. Lady if you can create a diversion please do.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Belgrin regards Janiries with a bemused smirk, shaking his head. "Ye know, lass, that much drink's usually fer celebratin. Bit of a waste to down it all when ye feel this shook up, ain't it? Put a cork in it and let's get movin."


M Human Cleric/2 Initiative +1; AC 22; HP 17

Duvall prepares to move out and spreads the word among the survivors.


Female Sun Elf Rogue 4

"Yeah yeah. I guess we've got a job to do" The Sun Elf takes one last swig of her wine and then recorks it.

"Besides, it'd hardly do any good for the reputation of House Shaelara if it's representative was drunk on the job." She says, while moving over to her duffle bag and picking it up, ready to move out.


Lady Andrea speaks: If it is your intention to leave now, friends, then we will do what we can to lead the followers of Lassathor to believe that you are still here. Be cautious; though our means of egress is secret and safe, the surrounding area is still dangerous, and until you get to the trade road it will continue to be.

Tanner approaches the group - looking different. His long hair has been shorn, and he wears a suit of mail armour, over which is a tabard of grey and red. My friends, I have chosen to stay. Helm .... he has called to me, and I am moved to answer the great Guardian's call. I wish I could go with you, for I know your task is of great importance. But this place - I sense my place is here, to learn of this faith and work to protect it. I truly hope to see you again, all of you!

Lady Andrea nods and smiles at Tanners words, before turning again to you. Prepare yourselves, then, and depart before the sun reaches it's apex, as that should give you time enough to get to the relative safety of the old Suldusk watch tower. From there, continue to the Stendarr estate, and gather what aid you can for the coming battle!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar walks over to Tanner. Be careful. I expect to see you on the field of battle with us when we return.

He extends a hand to Tanner then wraps him in a bear hug, lifting him off the ground.


Female Sun Elf Rogue 4

Janiries, already packed and ready to move out, nods once in thanks to Lady Andrea

"Thanks for the help. Hopefully when we next speak, it'll be under far better circumstances. And look after Tanner."

She then turns to leave, before pausing a moment.

"Uh.. where is the back exit? That might help."


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Good point, Ms. Janiries. Also we had better get the people ready to move.

Hezar turns back to Spectator and Lady. Thank you Lady. And Spectator perhaps work on your routine for when I come back. Hezar smiles warmly.

Then he crosses to Belina and whispers to her.

Belina:
As much as I like seeing you dressed so lovely. I think the armor might be a better choice for this excursion. Hezar squeezes her hand.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Belgrin says nothing, eyeing the spectator as he moves out.

Comedy...never really got it, I suppose...


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@ Hezar: Belina feigns surprise. You don't think my lovely rainbow skirt would be good for an excursion into the wilderness, pursued by the undead? I am stunned, my lord! With that, she giggles, then gives you a kiss on the cheek. Five minutes! she says, disappearing into the bunk room.

She returns half an hour later, clad in her adventuring gear, with a sheepish smile on her face. I may have miscalculated the time required to prepare, she offers in her defence.


Female Sun Elf Rogue 4

Janiries waits rather impatiently, checking her duffle bag again and again to make sure she's got everything, and that everything's packed correctly. Once Belina finally comes out, the Sun Elf looks to the rest of the party and assembled refugees.

"We all ready to leave?"


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

"Farewell Tanner, m'lady and Spectator. Take care of yourselves until we meet again."
Landon makes ready to leave, his pack full and sorted, his bow across his back and his shield hanging ready on his shoulder.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Belina. As much as I want you by my side. Do you mind staying close to the refugees and keeping their spirits high?

Then he leans close

Belina:
When we are safe I will owe you a favor.

I will take the point, Madame Janiries do you want to scout with me?


M Human Cleric/2 Initiative +1; AC 22; HP 17

Let us be off! The longer we delay, the more we let the undead hold sway over us. Lady Watchghost, I will be forever in your debt. And I will return again to wipe away this scourge upon this town.

With that, Duvall hustles the survivors out, waiting until the last passes him before falling in behind.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Stealth 1d20 + 9 ⇒ (11) + 9 = 20 and Perecption 1d20 + 7 ⇒ (10) + 7 = 17

Hezar takes the point, bow at the ready.


Female Sun Elf Rogue 4

Janiries scouts just behind Hezar, bow ready, hood up.

Stealth Check: 1d20 + 14 ⇒ (10) + 14 = 24Perception Check: 1d20 + 7 ⇒ (4) + 7 = 11


When the time comes to depart, you are shown to the exit by the Spectator. There are two exits, he intones in his deep voice. There is a most obvious one, which the undead will no doubt have spotted; and a less obvious, and lengthier, passage which will lead you out into the world almost half a mile down the trail, and thus almost half a mile closer to the trade road, and your immediate goal of the old watch tower. Follow, if you please, and make sure to bring light!

A long procession down a hidden path eventually leads to a ladder, and a trap door in the ceiling. One by one, each climbs out into the daylight. When you return, you may use this as your entrance, notes the Spectator. Look for the trail sign upon the standing stone, then twenty two paces to the right. Stand still for fifteen seconds, then one of you - the oldest amongst you! - must cluck like a chicken for thirty uninterrupted seconds. The secret door will open if you are pure of heart and can speak the elvish word for mellon. The Spectator giggles for a moment before continuing. No, in truth, just touch the sign on the standing stone whilst whispering the ancient name for Helm, in his role as guardian of the Bifrost. The passage will open. Farewell, and good luck, bipeds! The Spectator winks in farewell, though he goes still and watches cautiously as Tethys slinks by him, flat to the ground, watching him right back.

You find yourselves well down the path from the village; in fact, so far down that the village is out of sight. Your target is roughly seven and a half miles to the south: the old Suldusk watch tower. From what I gather, Hezar and Janiries will be taking point and scouting ahead; will everyone else be staying with the main body of the group of refugees? All told, you have 15 armed party members (including NPC's such as Pontus and Marius) and 37 noncombatants (survivors from the village, including those healed by Duvall, Landon and Lady Andrea.) If you keep up a fair pace and avoid long stopages, you can make it to the watch tower just as dusk falls.

@ Hezar:
Belina hesitates for a moment, clearly not wanting to leave your side but also desiring to be helpful. After a moment she nods her head. Yes, my lord. and moves to do as you ask. You see several of the village girls give her less than friendly looks, though the men seem appreciative of her company.


Female Sun Elf Rogue 4

Yeah, scouting ahead. What sort of rolls do you want for the journey, or are we just going to end up at the watch tower?


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Aye, no sense in letting us get too split up without good reason.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

I figured we were just a bit ahead, far enough to get back to warn the group easily, probably using message


Female Sun Elf Rogue 4

Which neither of us can cast? (Though it can be cast on us) Note to self, take some wizard levels and go for Arcane Trickster.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

I know that. I kind of assumed it was standard procedure now. I have had Belina cast it several times now


Female Sun Elf Rogue 4

Ah, missed Belina casting it. That works as a SOP. :)


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

SIDE note I LOVE the flavor of the Arcane Trickster. I hope you do it! If Hezar goes down I am going to bring in a Arcane Duelsit/Duelist light spear wielder


The exodus to the watch tower proceeds slowly but in relative safety and quiet. Carrion birds circle overhead, unnaturally fixated on your group; lone, shambling figures can sometimes be seen on the horizon, but never advance towards you. Hezar and Janiries lead the group safely down to the trade road, and hence to the Suldusk watch tower, just as darkness is setting in. Selune is only a sliver in the night sky, her tears glittering in the dark, and the air is still and cool.

The tower appears undisturbed, at least to the casual observer. Your preparations to light the beacon appear untouched.

It wouldn't hurt to look around, secure the place, and then do what we were sent to do. says Marius, watching as Tethys slinks low to the ground around the interior of the tower, checking for unpleasant scents.

What happens now? asks Ondus, the unofficial leader of the survivors.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar nods to Marius and moves to do a quick scout.

Perception 1d20 + 7 ⇒ (20) + 7 = 27 +2 if human and Stealth 1d20 + 9 ⇒ (10) + 9 = 19 and


@ Hezar:
There doesn't appear to be anyone - alive or dead - within the watchtower at this time, save those from your party and the Tilver's Folly survivors. There were others, however - several others - two men, and two women, likely a day or two ago. They went through the tower, and appear to have spent a lot of time outside, around the funeral pyre made for Elur.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

It appears that a couple of men and a couple of women went through the pyre a day or two ago. Hezar reports to the party.

Note I am leaving the reply to Ondus to Duvall or Landon


Female Sun Elf Rogue 4

"Do we know if any bodies other than Elur's were taken?"

Looking up at the tower, Janiries continues.

"Still, at least the beacon looks fine. We should light it immediately and get a move on back to the meeting point."


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

"Now," Belgrin replies, "Ye stay with the group, wait for instructions, and keep the noise down if ye can help it."


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

Responding to Ondus, "We take a sort break here while we light the beacon then continue on to the Stendar estate."


Just a reminder, lighting the beacon will require a light spell or similar. No bonfires here!

Pontus eyes the hole in the ground with trepidation. Have any of you taken a look down that hole? Looks like a big gaping security risk to me!

The tower itself is quite defensible; the main entrance is the only purpose built way in or out, and the stairs and defensive emplacements make it easy to defend. Other possible points of entry include the privies (which two ghouls used in their surprise attack) and the tunnel Pontus is taking a look at, which, to your knowledge, was caved in.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Belina, can you light the beacon? If so care to join me up top?


Belina looks up at the makeshift climbing arrangements with a bit of trepedation. I will join you, my lord, though I must confess little affection for climbing ... and for heights. She gives a brave smile.

Once the beacon is lit, the Stendarr estate will know we are here - and everyone else will as well. We should probably set up some defenses at the stairs, and at least a couple of guards where the ghouls emerged from the privies, as well. Says Marius to anyone listening.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

A good idea Marius.

Then to Belina Just stay near me and we will be fine. Hezar says reassuringly

Hezar points out the intricacies of the makeshift ladder and stairs they build earlier. Then he stays behind her and is their to catch her if she slips.


@ Hezar:
Belina climbs slowly, often looking back for reassurance, and after several minutes you have ascended to the top of the watchtower. The view is fantastic; some 200 feet tall, and positioned on a hill, the tower offers a wonderful vantage point. Belina leans on the railing and looks out for several moments before speaking. What a beautiful view! I'm so glad you asked me up here, Hezar. With a mischevious glint in her eye, she asks: Did my lord find the view of me climbing up here to be desireable, as well?


Female Sun Elf Rogue 4

"As I recall, guards from the Stendarr Estate were to meet us at the nearby crossroads, once we confirmed the presence of survivors by lighting this beacon. So really, rather than build a defence, we should just get out of here the moment the beacon is lit."


In the middle of the night? Weren't they locking their gates to defend against their own undead onslaught? I don't think they'll be coming for us tonight, Janiries. We should prepare to defend this place and our charges until daybreak. Marius seems unusually worked up, not the normally cool and sardonically humourous young man you've grown to know.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

"Not much point in lightin' the beacon tonight if they're waitin' till mornin' then, is there? Much as I'm all for cleavin' corpses that want their piece, doesn't seem too smart to light up a target for them with a whole night ahead and no reinforcements. Ah say we wait a bit to light it, after we've had a little rest and we're ready to march to the rendevous."


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Belina:
Hezar grins tries to speak and splutters. Now completely out of his element. He tries to speak but cannot find the words. He winds up dumbly shaking his head in the affirmative.

Relieved by Belgrin's comment Hezar calls down

We are up here, we can keep a watch from here as well.

Then he turns back to his companion.


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

"Sounds good. Lets set to work making this defensible. Belgrin can you check on the state of the cave in for us, just in case. Ariael and Janiries can you take turns watching from above with your better vision?" Landon will then find a good spot to stash his gear and start doing just that. Building a barricade with the supplies they have, including rubble from the interior.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

belina:
Well I guess we have a few hours together. It will be nice.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

"Aye lad, If it's not caved in enough, I'll bet we can fix that."

Belgrin then goes to inspect the state of the tunnel, or lack thereof.

perception: 1d20 + 2 ⇒ (13) + 2 = 15 just in case it's needed.


Female Sun Elf Rogue 4

"Good plan Landon."

Following the Inquisitors instruction, Janiries heads up to the top of the tower, and upon seeing Hezar and Belina together up there, pulls out some rope and heads to the outside of the tower, climbing up to perch at the very top of the tower.

"Best view possible up here, as long as it doesn't rain."
And another day under siege. Better start learning how to trap things if we're not going to play offence anytime soon.


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

Ariael nods and silently follows Jan up and out. He unslings his bow, and nocks an arrow, just in case.

He smiles at Jan's comment "You are sweet, but not that sweet. I doubt you'll melt if you get rained on"

He then chuckles "My grandmother used to say that to me all the time when I was little and complained about the rain"

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