DM Feral's By Way of Bloodcove (Inactive)

Game Master Feral

Maps and Handouts

New Objective: Get the Hell out of Dodge.


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Wayne puts two bloody holes in the feral dog. It staggers for a moment while snarling in defiance and then falls over dying.

Liberty's Edge

M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3

Kelsier delivers a nasty cut to the dog as it runs by, and then tumbles to the ground from the,giant half-orc's punch.

Crunch:
attack of opportunity, two-hands: 1d20 + 8 ⇒ (19) + 8 = 27 for slashing, silvered: 1d8 + 5 ⇒ (6) + 5 = 11
crit confirm: 1d20 + 8 ⇒ (13) + 8 = 21 for slashing, silvered: 1d8 + 5 ⇒ (1) + 5 = 6

if that drops the dog, I would imagine Wayne's attacks are directed at the thug that knocked Kelsier out

10/26hp, -11 nonlethal: unconscious

-Posted with Wayfinder

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

In that case since Kel dropped the dog, I'll shoot the orc but I won't use Up Close and Deadly.


Correction: Wayne can take back that damage he took.

Kelsier cuts down the dog as it darts past him and puts two bullets in the giant half-orc.

Kel and Vanya are up.

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

Kel sighs and groans slightly as he takes the wound... and glares at the guard. "That was unwise."


Kel, you're up. Feel free to take your actions.

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

Kel steps back and fires a magic missile at the guard who took the full brunt of the fire, hoping Vanya can fell the other one quickly.

mm dmg: 1d4 + 1 ⇒ (3) + 1 = 4

Sovereign Court

Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10

Vanya slashes st the upcoming thug then concentrates on the one in front of her:"You are a tough one, eh?" she says before slashing again with her kukris.

AoO Roll: 1d20 + 5 ⇒ (9) + 5 = 14 -> Damage roll: 1d4 + 4 ⇒ (3) + 4 = 7

Attack 01 Roll: 1d20 + 5 ⇒ (18) + 5 = 23 -> Damage roll: 1d4 + 4 ⇒ (4) + 4 = 8

Attack 02 Roll: 1d20 + 5 ⇒ (18) + 5 = 23 -> Damage roll: 1d4 + 2 ⇒ (4) + 2 = 6

Edit

Critical Confirmation 01: 1d20 + 5 ⇒ (6) + 5 = 11 -> Damage roll: 1d4 + 4 ⇒ (1) + 4 = 5

Critical Confirmation 02: 1d20 + 5 ⇒ (10) + 5 = 15 -> Damage roll: 1d4 + 2 ⇒ (3) + 2 = 5


Wielding spell and blade, Vanya and Kel bring down the two guards on the western side of the warehouse.

With Wayne having shot him, the giant orc puts away the kid gloves and readies an equally giant axe as he pursues the gunslinger.

Axe: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 3d6 + 9 ⇒ (4, 2, 5) + 9 = 20

The party is up.

Sovereign Court

Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10

"Stall him! shouts Vanya, as her enemy drops down in a puddle of blood. Then the taldan woman starts running towards the other side of the werehouse...

Perception check: 1d20 + 7 ⇒ (18) + 7 = 25

Vanya runs towards the orc, hoping to flank him with Wayne, perception rolled in order to sense any upcoming opponents in whiuch case Vanya would stop running and confront them

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

Kel runs around the corner to see what is threatening Wayne and gasps at the size of the thing... He begins a summoning spell.


Vanya doesn't see or hear signs of additional guards.

Wayne is up.

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

"Right, I'll get on that." Wayne says as he is almost cleaved in two. He goes into total defense and tries to tumble away.

Acrobatics: 1d20 + 8 ⇒ (12) + 8 = 20

AC is 25 for the AOO and until my next turn.


Wayne barely manages to cartwheel outside the giant's reach. Unfortunately his safety is short-lived as the huge orc chases after him.

Axe: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 3d6 + 9 ⇒ (6, 6, 4) + 9 = 25

The party is up.

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

Kel finishes summoning and an eagle appears over the giant, distracting and attacking it, hopefully helping Wayne get further away from it.

to hit beak: 1d20 + 3 ⇒ (6) + 3 = 9
dmg if hits: 1d4 ⇒ 4

to hit talon: 1d20 + 3 ⇒ (4) + 3 = 7
dmg if hits: 1d4 ⇒ 4

to hit talon: 1d20 + 3 ⇒ (3) + 3 = 6
dmg if hits: 1d4 ⇒ 2

oh my that was one pathetic attack sequence

Then he pulls out a wand of grease and tries to fell the giant guard.

grease under the guard's feet, reflex dc 15 or he falls down. if he saves and tries to move more than half rate, dc 10 acro, if he fails that, he can't move and must make the reflex save again.


Reflex: 1d20 ⇒ 11

Wouldn't the wand be DC 11? Does Kel have a class feature that lets him use his stats for the wand DC?

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor
DM Feral wrote:

[dice=Reflex]1d20

Wouldn't the wand be DC 11? Does Kel have a class feature that lets him use his stats for the wand DC?

you're right - my bad... I forgot while I was typing it... so I guess he made it, darnit...


The giant half-orc pinwheels for a moment but manages to keep his footing in the slick puddle of grease.

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

still might slow him down and give wayne more time to get away

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Wayne will Martial Flexibility for Snake Style and gives the orc a chop to the chest.

Flank: 1d20 + 8 ⇒ (19) + 8 = 27
1d6 + 2 ⇒ (5) + 2 = 7

Sense Motive for when he attacks me: 1d20 + 11 ⇒ (20) + 11 = 31

Sovereign Court

Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10

Vanya moves closer near the gigantic guard trying to avoid his huge axe

Acrobatics check to avoid AoO: 1d20 + 10 ⇒ (18) + 10 = 28

Double move. Vanya closes in on the orc, can't attack since he moves away more than 6'', if by any chance he's still able to attack Vanya with an AoO keep in mind she gets a +4 AC (dodge) due to mobility. Edit: Btw great placement for the summon


Wayne's chop connects but it's not unlike chopping a brick wall.

The giant rears back swings his axe in a vicious cleaving arc.

Cleave vs Bird: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 3d6 + 9 ⇒ (1, 6, 5) + 9 = 21

Cleave vs Rogue: 1d20 + 9 ⇒ (2) + 9 = 11 - disregard
Damage: 3d6 + 9 ⇒ (6, 1, 4) + 9 = 20

The party is up.

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Wayne throws another chop.

WOOOO!: 1d20 + 8 ⇒ (16) + 8 = 24
1d6 + 2 ⇒ (4) + 2 = 6

Sense Motive: 1d20 + 11 ⇒ (2) + 11 = 13

Sovereign Court

Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10

Is kleiser still with us?

Vanya attacks the orc with her kukris.

Attack roll 01: 1d20 + 5 ⇒ (13) + 5 = 18 -> Attack roll: 1d4 + 4 ⇒ (3) + 4 = 7

Attack roll 02: 1d20 + 5 ⇒ (6) + 5 = 11 -> Damage roll: 1d4 + 2 ⇒ (1) + 2 = 3

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

the bird attempts to hover...

fly dc 15: 1d20 + 8 ⇒ (7) + 8 = 15

and barely manages to do so and attack again in full

to hit beak: 1d20 + 3 ⇒ (15) + 3 = 18
dmg if hits: 1d4 ⇒ 2

to hit talon: 1d20 + 3 ⇒ (3) + 3 = 6
dmg if hits: 1d4 ⇒ 4

to hit talon: 1d20 + 3 ⇒ (16) + 3 = 19
dmg if hits: 1d4 ⇒ 2

And Kel himself pulls out a wand of infernal healing and hopes Wayne won't object. He walks forward and touches the gunslinger with the wand (fast healing 1 for 10 rounds).


He's unconscious but stable. Also, I think you're forgetting the bonus for flanking.

A couple kukris to the kidneys is more than the giant orc can handle. With a groan he crashes to the ground.

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Wayne doesn't object to the healing but he turns Wizard's attention to the bleeding fighter.

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

The bird winks out of existence while the orc is falling... Kel walks over to Kelsier and touches him with the wand as well. (fast healing 1 for 10 rounds)

Last but not least, he touches himself with the wand as well...


With the Aspis guards defeated the party is free to explore the warehouse and the docked ships at their leisure.

Inside the warehouse there's crates, barrels, and sacks filled with preserved food, fresh water, and general supplies - including assorted poisons.

The ships are unmanned. In the holds below deck there's several lengths of spare rigging and extra sailcloth.

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

I have no profession sailor or craft ships, but I do have knowledge engineering... can I figure out a way to damage the rudders or something so the ships won't be able to sail on schedule? If not... maybe damage all the sails too?

know engineering: 1d20 + 8 ⇒ (8) + 8 = 16

Also, he'll try to ruin all the poisons by diluting them or neutralizing them ..

craft alchemy: 1d20 + 15 ⇒ (6) + 15 = 21

Sovereign Court

Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10

"This was less than ideal but at least we suceeded. I think we should discount subtle acts of sabotage since the Asps will know for sure we were here after what we just did to their guards... So any idea on how to do this? I suppose we could throw all of their supplies into the waters, but it will take some time. Or should we just cut their sails to ribbons? Couldthey have something here that would help us? Something explosive maybe?" says Vanya to the others before moving inside the warehouse.

Perception check: 1d20 + 7 ⇒ (20) + 7 = 27


Kel adjusts the rudders in such away that they'll likely snap the moment the ships leave the docks.

Vanya finds nothing explosive but she finds several flasks of alchemists fire.

Liberty's Edge

M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3

yup, I was reading along

Kelsier tersely thanks Kel for the healing and stands up.

20/26hp

He holds out his own healing wand, hoping that one of the party can find a way to use it on him. UMD any one?

Once in the warehouse, he looks for anything he can ruin. Kelsier does have profession, sailor, if that helps

"We could burn it all down."

-Posted with Wayfinder

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

sorry no umd here...

"Fire could spread to ships and warehouses that belong to honest merchants... I think just sabotaging these boats and the poisons, might hopefully be enough... the rest of the goods here are rather mundane. What do the rest of you think?"

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Your Investigator level means that you can use wands of CLW.

"Sounds good partner, though we could snag the goods too."


Kelsier is aware of some key spots he could cave in the hull of the ships so that they'd slowly take on water and possibly even sink.

Taking the goods wouldn't create a meaningful impact. There's just way too much stuff.

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

I missed that.. in which case

Kel takes the wand and taps Kelsier with it for

clw: 1d8 + 1 ⇒ (1) + 1 = 2

If he wants another one... here it is, only take off the 2nd charge if you want this one:

clw: 1d8 + 1 ⇒ (7) + 1 = 8

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

If told by Kelsier, Waye will start cutting holes in the hull. I could use another charge off the infernal healing wand if it's ok.

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

We could take the goods but how would we transport them, we don't have carts or horses or anything like that


Disable Device, Intelligence, Survival, or Wisdom 15:
That's probably enough sabotage to slow the Aspis expedition down.

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

int check: 1d20 + 4 ⇒ (11) + 4 = 15

"Seems to me we've done enough here with the rudders disabled and the poisons destroyed. Time to move on to our last task, I think."

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Survival: 1d20 + 6 ⇒ (13) + 6 = 19

"I agree partner. Let's move on out."

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

"Now who do you think we should talk to next... making things more welcoming to the society in Bloodcove is a tall order. The Snakes seem to have people too cowed to even want to talk to us..."

Liberty's Edge

M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3

Kelsier thanks Kel again for the healing. taking both charges to be at 26/26hp again. Then he points out the places on the ship's hull where they could sink them, and helps to do so if so agreed.

--

Once the sabotage is complete, Kelsier follows the party away from the warehouse. "Cartagehn."

we could do something to sabotage the Aspis' reputation, but all we really need to do is do something positive for the society

-Posted with Wayfinder


It's getting pretty late by now. Did you want to visit Cartagehn now or get some rest first?

Grand Lodge

Gunslinger 7 HP: 60/60 AC: 23 FF: 16, Touch: 16 Init:+6 F:+10 R:+11, W:+7 Perception+13 Sense Motive+13 (effects)

Rest.

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

yes, rest sounds good.. I'm out of spells anyway


They aren't the best accommodations but the party finds someplace to rest their heads and get some much needed rest. The next morning, after breaking their fast, the party notices quite a few sets of eyes settling on them. It seems they've attracted a bit too much attention since getting into town.

The party's hit a serious awareness threshold. Someone can try to cover the party's tracks (reducing awareness) but it applies a -10 penalty to your awareness check.

Dark Archive

”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor

what would that involve? skillwise... survival? diplomacy? something else?


It's a -10 penalty to the disguise/intimidate checks I've been rolling for you. Just as a warning, the DC would be really high.

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