[D&D 5e] Princes of the Apocalypse DM Asmodeus (Inactive)

Game Master bwatford

Current Location: Bargewright Inn in the Dessarin Valley


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Kenna Icemane wrote:
If I recall correctly I'm supposed to put statblocks for my go-to wild shape forms into the "Familiar, Animal Companion, or other information" spoiler?

Correct.


Just a heads up if you are interested.

I just opened up a new recruitment thread for a D&D 5e conversion of the Pathfinder AP Mummy's Mask.

This game is located on The Tangled Web forum and will not be run on the Paizo Forum.

It is located here:

http://thetangledweb.net/forums/showthread.php?114318-DM-bwatford-s-D-amp-D -5e-Mummy-s-Mask-Recruitment-Thread&p=899402#post899402


Getting back into the game later today. WIll post as soon as I have done the lvl up.
And thank you for your patience!


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Question, I think it was mentioned, reverse engineering magic items.

Say we reverse engineered the wand of missiles, what would we be looking at for time and costs if it was a group effort.

How much time and gold would it be to make a new one after we have the formula?

Could we change the activation words if we made our own? So they do not have abyssal evil words.


Because of the rare nature of magic items the time and cost to create a item will be determined by that items "formula" once the item was deconstructed to gain the said "formula".

To gain the formula it takes a full day of downtime to deconstruct the item which leaves you a "formula" to create the item and causes the destruction of the original item you are reverse engineering.

Normally this information is not given out prior to destroying the item and gaining the formula but I will give you this one so you can understand the process.

Now this does not mean that you have this formula yet as you have not destroyed the wand to reverse engineer it but if you did the formula you would gain would be:

Activation words can be chosen at the time of creation.

Wand of Magic Missiles Formula
Prerequisites: The creator must have the ability to cast magic missile and must be of at least 3rd level.
Time: 8 days of doing nothing to create. Or 14 days while traveling exploring, etc. At the beginning of each day the work cost you one 3rd level spell slot that is devoted to its creation.
Material Cost: 8,000 gold pieces.

I will also use the driftglobe as an example so you can see that the Wand is way more powerful an item than the globe.

Driftglobe Formula
Prerequisites: The creator must have the ability to cast the light spell as well as the daylight spell.
Time: 1 day of doing nothing to create. Or 2 days while traveling exploring, etc. At the beginning of each day the work cost you one 1st level spell slot and one 3rd level spell slot that is devoted to its creation.
Material Cost: 750 gold pieces.

Again, in the future you will not know the formula until the item is reverse engineered to gain the formula and the item is destroyed.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Thank you, that explained it perfectly.

Could the time be shortened if others helped?


Level up is finally done!

--------------------

Quick Stats:

Vaneros Anteri, Noble Human Warlock (Fiend), Level 1

Initiative +2, AC 12 (15 Mage Armour), HP 14/17, HD 1d8/2d8, Speed 30', Unencumbered
Passive Perception 10, Senses none, Languages Common, Infernal, Draconic
Skills: +3 Arcana, +5 Deception, +3 History, +3 Investigation, +5 Persuasion 
STR 8 DEX 14 CON 14 INT 12 WIS* 10 CHA* 16
Special Traits: Spell Sniper (the range on ranged attack spells is doubled and ranged spell attacks ignore half and three-quarters cover)
Spellcasting Bonus: +5
Spellcasting DC: 13
Spell Slots: 2
Slot Level: 1st
Cantrips Known: 2 (+1 from Spell Sniper)
Eldritch Blast (Evocation, PHB237): 1 action, 120ft., V, S, inst., ranged attack for 1d10 force damage + CHA (Agonizing Blast), lvl5: 2 rays, lvl11: 3 rays
Minor Illusion (Illusion, PHB260): 1 action, 30ft., S, M (a bit of fleece), 1 minute, creates an illusory sound or image no larger than a 5-foot-cube
Prestidigitation (Transmutation, PHB267): 1 action, 10ft., V, S, up to 1 hour, perform minor magical tricks
1st-Level Spells Known: 3
Burning Hands (Evocation, PHB220, gained access via Patron Extended Spells): 1 action, self (15ft. cone), V, S, inst., creates a 15 ft. cone of flame for 3d6 fire damage, Dexterity save for half damage, gain one additional d6 of damage per level of spell slot used above 1st
Command (Enchantment, PHB223, gained access via Patron Extended Spells): 1 action, 60ft., V, 1 round, Wisdom save or follow a one word command for one round, affects one creature per level of spell slot used
Hellish Rebuke (Evocation, PHB250): 1 reaction when hit by a creature within 60ft., V, S, inst., 2d10 fire damage, Dexterity save for half damage, gain one additional 1d10 of damage per level of spell slot used above 1st
Invocations Known: 2
Armour of Shadows (special Version of Mage Armour, Abjuration, PHB256): 1 action, self, V, S, 8 hours, gain AC 13 + DEX when not wearing any armour
Agonizing Blast: Add your CHA modifier to your Eldritch Blast damage


Keaton Larroquette wrote:

Thank you, that explained it perfectly.

Could the time be shortened if others helped?

The time could be shortened but the help has to have the prerequisites as well. For each extra person that meets the requirements in cuts the creation time in half. One day minimum per item.


How often can the Drift Globe's last command word be used (float)?


Unlimited but it has to be within 5 feet of the ground. So you can't just drop it in the open hole and have it float down. It doesn't work like that it floats right where you activate it and doesn't move unless you get more than 60 feet from it. It could not follow you down the hole because it has no way of doing so without getting more than 5 feet off the ground as it went over the hole.

I hope that makes sense to you. It works much like tensors floating disk. Has to have ground underneath it to work.


Keaton Dexterity Check.

Dex: 1d20 + 2 ⇒ (3) + 2 = 5


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

DM, I was wondering if we could do some reskinning on my wild shapes to fit my background. As Kenna pursued the ability to emulate her werewolf father's ability.

I was thinking past wolves and dire wolves there aren't any more fitting choices, so I thought if i can use other animals, like bears and greatcats to represent werewolf hybrid form-like forms, with bears being more muscular and brutish versions and cats like panthers or tigers being leaner more agile forms.

If you want we can otherwise limit my wildshape from beasts that don't make any sense as wolf or werewolf-like creatures, like flying or aquatic animals or insects, because I realize that my suggestion would work around the need to know an animal to turn into one.


Kenna Icemane wrote:

DM, I was wondering if we could do some reskinning on my wild shapes to fit my background. As Kenna pursued the ability to emulate her werewolf father's ability.

I was thinking past wolves and dire wolves there aren't any more fitting choices, so I thought if i can use other animals, like bears and greatcats to represent werewolf hybrid form-like forms, with bears being more muscular and brutish versions and cats like panthers or tigers being leaner more agile forms.

If you want we can otherwise limit my wildshape from beasts that don't make any sense as wolf or werewolf-like creatures, like flying or aquatic animals or insects, because I realize that my suggestion would work around the need to know an animal to turn into one.

You can flavor a creature anyway you like. However you must use the stat blocks provided for you below at 2nd level. I am including a swarm as well since it is technically a beast in the MM.

Here are your options at level 2:

Level 2: Max CR 1, no flying or swimming speed
(0) Baboon, Badger, Cat, Deer, Giant Fire Beetle, Goat, Hyena, Jackal, Lizard, Rat, Scorpion, Spider, Weasel
(0.125) Camel, Giant Rat, Giant Weasel, Mastiff, Mule, Pony
(0.25) Axe Beak, Boar, Draft Horse, Elk, Giant Badger, Giant Centipede, Giant Goat, Giant Lizard, Giant Wolf Spider, Panther, Riding Horse, Swarm of Rats, Wolf
(0.5) Ape, Black Bear, Swarm of Insects, Warhorse
(1) Brown Bear, Dire Wolf, Giant Hyena, Giant Spider, Lion, Tiger


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)
DM Asmodeus wrote:
Kenna Icemane wrote:

DM, I was wondering if we could do some reskinning on my wild shapes to fit my background. As Kenna pursued the ability to emulate her werewolf father's ability.

I was thinking past wolves and dire wolves there aren't any more fitting choices, so I thought if i can use other animals, like bears and greatcats to represent werewolf hybrid form-like forms, with bears being more muscular and brutish versions and cats like panthers or tigers being leaner more agile forms.

If you want we can otherwise limit my wildshape from beasts that don't make any sense as wolf or werewolf-like creatures, like flying or aquatic animals or insects, because I realize that my suggestion would work around the need to know an animal to turn into one.

You can flavor a creature anyway you like. However you must use the stat blocks provided for you below at 2nd level. I am including a swarm as well since it is technically a beast in the MM.

Here are your options at level 2:

Level 2: Max CR 1, no flying or swimming speed
(0) Baboon, Badger, Cat, Deer, Giant Fire Beetle, Goat, Hyena, Jackal, Lizard, Rat, Scorpion, Spider, Weasel
(0.125) Camel, Giant Rat, Giant Weasel, Mastiff, Mule, Pony
(0.25) Axe Beak, Boar, Draft Horse, Elk, Giant Badger, Giant Centipede, Giant Goat, Giant Lizard, Giant Wolf Spider, Panther, Riding Horse, Swarm of Rats, Wolf
(0.5) Ape, Black Bear, Swarm of Insects, Warhorse
(1) Brown Bear, Dire Wolf, Giant Hyena, Giant Spider, Lion, Tiger

Alright, that's great! And thanks, I will keep the list in my alias notes.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Did we regain spells after the necromancer cave?

If so does it include the extra spell slot for being level 2?


Keaton Larroquette wrote:

Did we regain spells after the necromancer cave?

If so does it include the extra spell slot for being level 2?

Yes you guys took a long rest so everything is back and you are at level 2 with all benefits ....


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

For the record I am totally down to check out what is behind the door. I just like roleplaying Keaton as a very vocal and oppositional coward.


Keep it up, I like it,


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

No doubt.


I will be out most of today and tomorrow as my real life campaigns take place this weekend.

I have 3 new tables of PbP starting on Monday and I will be traveling out of state on Monday as well.

So I am going to be very busy over the next 5 days or so.

Please bare with me. I will try and keep the game updated at least once a day or more if needed.


The order I have for the group is:

Molok and Narnel
Cade and Kenna
Keaton and vaneros
Ember

Just making sure we are correct.


looks good


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

Perfecto!


Just writing to let you I'm down with a pneumonia. Since I spent some time at the doctors, I wasn't really able to post. And now I don't have access to my computer and am just using my tablet. So sorry if posts are a bit spotty and on the short side.


Vaneros Anteri wrote:
Just writing to let you I'm down with a pneumonia. Since I spent some time at the doctors, I wasn't really able to post. And now I don't have access to my computer and am just using my tablet. So sorry if posts are a bit spotty and on the short side.

Just get to feeling better. Being sick sucks.


Female Fire Genasi | Wizard 3 | Spell Slots: 1st: 1/4, 2nd: 0/2 | Spell DC 13 | HP 13/20 | AC 15 (Mage Armour) | Saves S-1, D2, C2, I5, W3, Ch0 | Pass Perc 11 | Status: Normal | Hit Dice: 3/3d6 | Insp: Y

I'm unable to post today, my apologies. I'll make a post tomorrow.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

My guy is ready to go.


I will be traveling out of state today (Monday) so I will be out of pocket for most of the day. Once we get checked in late this evening I will get everything updated tonight.

Have Fun


Dropping some rolls here to determine some things.

1: 1d20 ⇒ 19
2: 1d20 ⇒ 2
3: 1d20 ⇒ 14
4: 1d20 ⇒ 6
5: 1d20 ⇒ 9


Initiative

Keaton: 1d20 + 2 ⇒ (6) + 2 = 8
Cade: 1d20 + 3 ⇒ (8) + 3 = 11
Ember: 1d20 + 2 ⇒ (6) + 2 = 8
Kenna: 1d20 + 2 ⇒ (4) + 2 = 6
Narnel: 1d20 + 3 ⇒ (12) + 3 = 15
Molok: 1d20 + 1 ⇒ (6) + 1 = 7
Vaneros: 1d20 + 2 ⇒ (3) + 2 = 5

Giant Rats: 1d20 + 2 ⇒ (5) + 2 = 7


Female Fire Genasi | Wizard 3 | Spell Slots: 1st: 1/4, 2nd: 0/2 | Spell DC 13 | HP 13/20 | AC 15 (Mage Armour) | Saves S-1, D2, C2, I5, W3, Ch0 | Pass Perc 11 | Status: Normal | Hit Dice: 3/3d6 | Insp: Y

Sorry for my Alias stuff up earlier.

Ration is deducted.


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

@DM Asmodeus: You really need to save some of those crappy rolls for combat attacks...lol!


Waiting on Keaton to post up and I will process the first part of the round.

Kenna when you post up you will need to give me another handle animal check to keep control of the rats if you are trying to get them to do something further.


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

Am I to assume that the rats spend their turn waiting for me to give them more? (I'm asking because their initiative is before mine)


I will process their actions once Keaton post up since he goes before them.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Wow sorry for the delay, I must of looked at the init order incorrectly, have checked in on this thread several times over the last day or so waiting for my turn.

@DM question about the minor conjuration ability, how would you rule on some of the following items if they were conjured.

50 ft of rope coiled, silk sheet folded (something that is bigger than the 3 feet but not when conjured)

rump roast, bottle of wine (after it is eaten, are you hungry again)

Firewood, candles (consumables)

Those things cover some of the ideas I have in like catagories.

I plan to be as creative as possible with this ability, but just want to know how you interpret the ability.

Minor Conjuration:

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating out dim light out to 5 feet. 
The object disappears after 1 hour, when you use this feature again, or if it takes any damage.


Lets see how bad Narnel spooked the rats approaching them with a 8 stealth check.

#1: 1d20 ⇒ 20
#2: 1d20 ⇒ 7
#3: 1d20 ⇒ 3
#4: 1d20 ⇒ 18


Two rats attack Narnel (#2 and #3) They attack with Pack Tactics and have advantage.

Bite#2: 1d20 + 4 ⇒ (14) + 4 = 18
Advantage: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d4 + 2 ⇒ (2) + 2 = 4 Piercing Damage.

Bite#3: 1d20 + 4 ⇒ (8) + 4 = 12
Advantage: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d4 + 2 ⇒ (2) + 2 = 4 Piercing Damage.
Critical: 1d4 ⇒ 4

Critical Event Chance
Percentile: 1d100 ⇒ 95


Keaton Larroquette wrote:

Wow sorry for the delay, I must of looked at the init order incorrectly, have checked in on this thread several times over the last day or so waiting for my turn.

@DM question about the minor conjuration ability, how would you rule on some of the following items if they were conjured.

50 ft of rope coiled, silk sheet folded (something that is bigger than the 3 feet but not when conjured)

rump roast, bottle of wine (after it is eaten, are you hungry again)

Firewood, candles (consumables)

Those things cover some of the ideas I have in like catagories.

I plan to be as creative as possible with this ability, but just want to know how you interpret the ability.

** spoiler omitted **

50 foot coiled rope - Would be fine to create as long as it weighs 10 pounds or less which I think the rope weighs exactly ten pounds. However please keep in mind if it takes the slightest amount of damage it vanishes.

Silk Sheet - Same as above.

Rump Roast, Bottle of Wine - As soon as the roast is cut or bitten it would vanish (damage). You could create the wine bottle or the wine but not both as they are two separate objects. Again if the wine bottle is damaged *Poof or if the wine is drunk then it immediately would vanish from damage from stomach acid. So would not even make you feel like you had eaten or drank. Plus they glow..

Firewood, Candles, Consumables - Could not be lit (Damage)

Things like alchemist fire would disappear on impact because of them breaking open, etc.

A conjured weapon would disappear the first time it is parried or damaged in any way. You might manage one strike from a conjured dagger before it vanished, etc.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Thank you

I play in a Sunday game with another player also playing a conjuration wizard. He does not use the ability as liberally as I do, but there has been debates at the table of what can and cannot be summoned, and what makes it disappear.


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

Where can I find the rules on Crit Events, like the Bullseye crap that just effected me?


Narnel Falerathon wrote:
Where can I find the rules on Crit Events, like the Bullseye crap that just effected me?

That is a houserule that I have been using from the beginning. I use it in all my games, both in house and online. On a natural one or natural 20 there is a percentile chance that some effect is caused. Usually it is minor like disadvantage on the next attack or advantage on the next attack.

The homemade tables I use have hundreds of possibilities depending on the percentile roll. Or it could be nothing.

If you remember back Kenna was effected by one of these that gave her exhaustion levels from her neck wound. The skeletons in the necromancer cave also was effected by a fumble that gave them disadvantage on an attack.

I use them because I find they bring just a little randomness to encounters and simulate real wounds with lasting effects.


@ Molok

You are up next in initiative so if you want to take action please do so now.


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

posted already....giving Kenna the chance to try and bring the rats under control..


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

Understood...I recall, now. Thanks.


Rats wisdom saving throw versus Kenna's Animal Friendship

WisdomSave: 1d20 ⇒ 1


Rat #3 and Rat #4 attack Kenna with Pack Tactics and have advantage.

Rat#3: 1d20 + 4 ⇒ (12) + 4 = 16
Advantage: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d4 + 2 ⇒ (2) + 2 = 4 piercing damage.

Rat#4: 1d20 + 4 ⇒ (16) + 4 = 20
Advantage: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d4 + 2 ⇒ (1) + 2 = 3 piercing damage.


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

"I'm so sorry...", Kenna whispers and draws a scimitar and swings at the rat in front of her.

"Please do not kill them, unless you have to." she adresses the rest of the party.

Mechanics:
I'm aiming to knock them out rather than kill the rats (as per PHB page 198)

Scimitar: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 2 ⇒ (1) + 2 = 3


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

Oh this is where my IC post ended up, oops.

I'll just copy this over to the IC thread. Use this roll or the one i make there, whichever you prefer.

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