DM Michael Cullen's Skull and Shackles

Game Master MichaelCullen

DM Mike Cullen's Skull and Shackles
Strategic Map

BATTLE MAP


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Male Human Expert 1 Warrior 1

Normally fatigue takes eight hours of rest to get back. But if you feel yourself getting tired, you can take a break in Guillaume's hat boat. (how cool, I did not even notice the item). I will give you a reroll of the fort save if you decide to take the break when you start to feel tired. If you get another natural one, you will need a full rest to shake off the fatigue.

The battle map is now updated, I put a black border around your icons to help distinguish them against the background.

A coral maze lies beneath you, the remains of a sunken ship jut up from the ocean floor. What looks like the remnants of an old building with grand architecture has been covered with time by coral. What would you like to explore first?


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

SHIP! (^_^)

I mean, who'd be silly enough to lose a buildin' down here, any way? :P

Suny circles around the group but definitely seems more interested in the ship than a pile of crumbly stone.

(^_^)

Thank's muchly awesome-est mapping makin' Master DM! (^_^)


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Let us see what wonders this old ship holds

With that he sends his eyeballs(13), out to scout it out and report back on their findings


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny gives a bright 'Yippee!' in response to Dim's call and circles closer to the ship.

"Oh looky! Is got them big windows in'a back!" She points out (And down, towards the rear of the vessel)

(^_^)


Male Human Expert 1 Warrior 1
.Suny. wrote:

SHIP! (^_^)

Thank's muchly awesome-est mapping makin' Master DM! (^_^)

I wish I could take credit, it comes with the module :)


Male Human Expert 1 Warrior 1

The ship seems empty except for a school of brightly colored fish. As you look about, it seems to have been either looted or the sailors managed to get most of the supplies off before it went down.

perception 25:
There is a small hallow in the bulkhead, pulling some loose boards away you find an extra dimensional space containing 30 casks of fine Chelsh wine roughly 200 years old. You also find a ring, a necklace and a large ruby.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny drifts about the wreck, looking with interest at everything.

Perception:1d20 + 10 ⇒ (12) + 10 = 22

Poot. I dun't see nuffin'...


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Eyeball Perception[dice: 1d20 + 10 ⇒ (17) + 10 = 27

Oh my, it looks like we got some goodies

Dimitrious will cast detect magic on the loot

Spellcraft: 1d20 + 14 ⇒ (1) + 14 = 15


Male Human Expert 1 Warrior 1

Dimitrious:
Everything but the wine is quite magical. You can't quite make out the aura however. You think a good enough carpenter may even be able to remove the wood that holds the extra dimensional space without damaging it. But they would need to be quite careful.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Hmmm...some of the stuff is magical, but alas it is beyond me today. The good news is that we could use that extradimensional compartment for one of our ships provided they were a good enough carpenter to remove it.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

"Oooo! Suny's large blue eyes seem to grow even wider at the magical stuff Dim finds. She looks over the compartment for a moment.

Craft (carpentry):1d20 + 5 ⇒ (1) + 5 = 6

"Hmmmm... is all part'a tha' ship...." She mutters seeming non plused about the place's construction.

"Maybe I can be thinkin' on it?" She scratches her head, stumped for the moment.

Yay tha' dice roller. :P


Male Tiefling Bloodrager 4 (Primalist, Steelblood)

Guillaume also looks over the loot, to see if he can tell any more than Dimitrious.

Spellcraft: 1d20 + 11 ⇒ (6) + 11 = 17


Male Human Swashbuckler 10

Fort saves
1d20 + 8 ⇒ (20) + 8 = 28
1d20 + 8 ⇒ (14) + 8 = 22
perception
1d20 + 5 ⇒ (7) + 5 = 12
swim
1d20 + 11 ⇒ (7) + 11 = 18
-----

what a find, any way to raise and repair this ship?
Paddy looks for tools.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

At Pim's question Suny also looks about the place...

Perception:1d20 + 10 ⇒ (12) + 10 = 22

Craft Carpentry:1d20 + 5 ⇒ (4) + 5 = 9

And gives her opinion on the matter. (Pending DM's explanation. But them dice rolls are not lookin' good for any encounters to come. :P)


Male Human Swashbuckler 10

wonder how long this has been down here....


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

fort re-save after a rest: 1d20 + 9 ⇒ (10) + 9 = 19

After a brief rest Noro swims down to join the group.

was there mention of wine?

Noro does a quick check of this building ruins as the others check out the sunken ship

perception: 1d20 + 13 ⇒ (13) + 13 = 26

swim if needed: 1d20 + 11 ⇒ (12) + 11 = 23


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny looks around some more and rubs her head as she drifts in the ocean's currents.

"I dun't know about gettin' her ta' float agin... but..." And she points to where the stern disappears either into/under or is simply missing... "But t'is kind'a hard ta' float somat whut's only got a half of it ta' start with..." She muses.


Male Human Expert 1 Warrior 1

It is clear from the current state of the ship that it has been down here for a while. Neither Dimitrious nor Guillaume were able to tell what type of magic surrounds the items. But they can certainly tell that there is magic at work. Perhaps in the morning you can take a better look at them. Unfortunately Suny is unable to determine a way to remove the extra dimensional space without destroying it. Time has made the wood soft and she thinks her attempts to remove it would just cause it to crumble.

You think you have given the ship a pretty thorough once over and looking to the south west you see a giant statue of a feminine figure with a veiled face, overgrown with layers of coral. Its features are barely discernible, but it holds a fist-sized gem in its outstretched hand. The undersea current here is a little erratic by the cave and the coral looks sharp. If you wish tk continue into the cave to the south west I will need swim checks. If you have a swim speed don't forget to add your racial +8 modifier.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Perhaps when we return to the surface we can get a couple of our master carpenters to remove the extradimensional space

Dimitrious will cast fly on himself and anyone else who may want it and investigate the maidenhead and gem.
Perception: 1d20 + 16 ⇒ (16) + 16 = 32

Captain wrote:
was there mention of wine?

200 barrels of the good stuff


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny nods at DIm's comments even as she swims over to the statue now that there's nothing more to be seen at the boat.

Swim Check:1d20 + 8 + 8 ⇒ (14) + 8 + 8 = 30

Perception:1d20 + 10 ⇒ (9) + 10 = 19


Male Human Expert 1 Warrior 1
Dimitrious Black wrote:
Captain wrote:
was there mention of wine?
200 barrels of the good stuff

It was 30 casks of fine Chelish wine roughly 200 years old.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'
DM wrote:
It was 30 casks of fine Chelish wine roughly 200 years old.

Ah yes my mistake.

If we find nothing else at least we can serve some proper wine for the pirate lords. That's a win in my book


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

Noro swims to the surface to get some fresh air. (breathing is useful)

I will have verify that wine is good. reserve some for me

Once everyone is together. ok, I don't know how far into the ruins or whatever that is. we may need some method to prevent drowning. Also that gem in the statue, as much as I would like to take it, lets leave it for now until we know what we may face later. no need to piss it off right away.

Noro awaits for input from her crew first before proceeding back below the surface.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Dimitrious will flyswim below following his captain sending his everpresent eyeballs below to take a look


Male Tiefling Bloodrager 4 (Primalist, Steelblood)

Guillaume makes a mental note to pray for some Water Breathing spells tommorow.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny shoots to the surface and circles captain Noro a few times seeming finding something puzzling. At Noro's words about the casks Suny splashes a salute and dives down, helping raise the casks from their secure location on the wreck.

(^_^)


Male Human Expert 1 Warrior 1

While Suny helps transport the casks of wine up to Guillaume's hat boat, Dimitrious sends his eyes on a little scouting mission.

number of eyes: 1d4 + 10 ⇒ (2) + 10 = 12 The eyes make their way into the temple. The currents get ahold of prying eyes: 1d12 ⇒ 4 of the eyes, smashing them into the coral.

On the way back out another prying eyes: 1d8 ⇒ 3 are smashed against the coral formations.

The remaining 1 eye returns to Dimitrious to report its findings.

First coming to the portico, wide stone steps lead to dual alcoves in the undersea cliffs. Giant brass doors bar the northern passageway, but the southern passage lies open, its doors smashed and broken. Heading through that southern passage, the eyes entered a single large room. One of the columns supporting the high ceiling of this room has toppled, collapsing the chamber’s northwest corner. A large blue jellyfish floats ominously in the room. Sensing the movement of your eyes is discharges a small arc of electricity vaporizing eyes: 1d4 ⇒ 4. It pursues a couple of the eyes but a few get away. To the south, bright light filters down from a set of stairs, casting weird shadows through the murky water. The eyes headed towards the light and up a set of stairs. The stairs climb out of the water into a chamber filled with stale air. Tons of fallen rock bury an alcove to the east. Dozens of small crates and chests lie neatly stacked about the room. Two everburning torches provide ample illumination.


Male Human Swashbuckler 10

Paddy uses his cloak, turns into a manta ray; gain low light vision; +3 natural armor, water breathing, 60ft swim able to take a 10 swim even while endangered, +8 racial swim.
-----------
Paddy swims over to the stairs.
Swim 1d20 + 11 + 8 ⇒ (7) + 11 + 8 = 26


Male Human Swashbuckler 10

Perception roll
1d20 + 5 ⇒ (11) + 5 = 16


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Dimitrious will relay everything that was seen below.

It sure is fun not having knowledge skills for monster ID =)


Male Human Expert 1 Warrior 1

Swimming up the stairs, Paddy finds roughly what Dimitrious described his eyes having seen. There is an open southern passage and a blocked northern one. Once up the stairs, the strong currents present outside the temple calm making swimming a bit easier.


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

Noro sat in the boat as the scouts did their thing.

we may need a means for water breathing, otherwise we may have a bit of a problem down there.

looking over the group, suggestions?


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny bobs amongst the waves. "I can be all okeys under tha' waters!" She chirps happily (^_^).... Then pauses and frowns a little.

"Oh... you be meanin', like, all'a peoples bein' all okeys under tha' waters... like tha' Kin..." And she sinks a bit lower face blushing...


Male Human Swashbuckler 10

Paddy turns back to his lovable humaniod self and stealths up the stairs careful not to attract the overly large jelly fish and awaits the party.

Stealth
1d20 + 11 ⇒ (6) + 11 = 17


Male Human Expert 1 Warrior 1

Paddy is able to stealthily make it up the stairs without attracting the attention of the large jellyfish within. As he looks in the room it simply floats ominously near the middle. Lightning arcs rhythmically arround its body.


Male Human Swashbuckler 10

:)


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny collects her thoughts for a moment,

"Um... Dim an' me can be helpin' people's gettin' ina' tha' place whut Pim be gone?" Suny suggests.

"I reckon if peoples jus' let me an' Dim drag 'em along, we can be gettin' folks in't tha' place right qwick!" Suny beams with enthusiasm as her idea takes shape.

"Here, Dim? Where be that big jelly thing? D'ye remember from whut t'was yer spell were seein'?" Suny asks just for a little clarification from Dimitrious as she begins to think of the best place to 'put' people at the other end of the journey.


Spells Active: Darkvision(12 Hrs.), Mage Armor(12 Hrs.), Overland Flight(12 Hrs.), Penumbra, Prying Eyes: 14 Eyes(12 Hours) Halfling Shadow Sorceror(Umbral) 11 | HP 56/56 | AC 18(22) | T 15(19) | FF 13(17) | Fort 10 | Ref 14 | Will 14
Skills:
(3/Lvl)Diplomacy 18, Perception 17, Pro: Woodworker 12, Spellcraft 15, Stealth 34, UMD 19
| Init 7 | Move 30, Fly 40'

Dimitrious snaps his fingers. I believe I have a solution Dimitrious will cast Shadow Conjuration to duplicate Air Bubble on those who can't breath underwater

Suny wrote:
"Here, Dim? Where be that big jelly thing? D'ye remember from whut t'was yer spell were seein'?"

First coming to the portico, wide stone steps lead to dual alcoves in the undersea cliffs. Giant brass doors bar the northern passageway, but the southern passage lies open, its doors smashed and broken. Heading through that southern passage, the eyes entered a single large room. One of the columns supporting the high ceiling of this room has toppled, collapsing the chamber’s northwest corner. A large blue jellyfish floats ominously in the room. Sensing the movement of your eyes is discharges a small arc of electricity vaporizing eyes, It pursues a couple of the eyes but a few get away. To the south, bright light filters down from a set of stairs, casting weird shadows through the murky water. The eyes headed towards the light and up a set of stairs. The stairs climb out of the water into a chamber filled with stale air. Tons of fallen rock bury an alcove to the east. Dozens of small crates and chests lie neatly stacked about the room. Two everburning torches provide ample illumination.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

(^_^) Suny grins and laughs merrily at Dim's clever magical solution to people's woes then.....

"Ummmm....." (@_@) Suny floats and nods at all of Dims word-full explanations.


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

So what about this jelly fish thing, ain't somethin' I can wrestle probably not punch either. might need a cutlass or spear to take it out.

Noro is weighing her options.

still the breathing thing of course. I ain't got gills ya know


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny shakes her head to clear something from it.

"Oh! That was whut Dim were sayin'! He's got a spell!" Suny exclaims enthusiastically. (^_^)


Male Human Expert 1 Warrior 1

So I have no idea how those two spells should work while under water, does the water believe and get displaced? Or only partially displaced? Regardless, I think we default to the rule of cool. And this is cool.

As Dimitrious waves his hands he pulls forth wisps of shadow from seemingly nowhere. He folds these wisps upon themselves forminging small balls of this shadow stuff. Once formed he places them over the heads of his companions unable to breathe underwater. They find the air inside these bubbles to be a little heavy and oppressive, but still quite breathable.


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

(^_^)


Male Human Swashbuckler 10

When the party gets up to where I am; I will whisper:
methinks it fights with electricity, all shock n burn ya hear; do we be havin any purtection on such?

Pim considers fighting as sting ray or not; hmm.....


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

When every one is all together...

At Pim's question Suny looks down at her tanned, natural self... Then back to Pim.

"Nuh-uh..." She replies quietly.


current combat map Barbarian 11
Spoiler:
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-

Noro swims her way down. she seems a little nervous about the magic but soon tarts to appreciate it.

she instinctively was holding breath for most of the time and looked a little silly in her little air bubble.

eventually she took a breath and realized it wasn't all water.

Looking to Pim at his suggestion, then she looks at her fists. [b]I can try and rip the tentacles off the thing.

this ain't no anime tentacle fantasy here by the way


Island Elf(link)
Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

Suny shakes her head and reaches out to gently stop Noro's actions.

"No! They's all stingy an' burnin' an' stuffs! Ye dun't wan'a touch 'em a-tall!" Suny warns.

"They's drape-y, dangly bits is all ven-a-mouse an' poison-y. They's rilly bad when they's littler ones. A rilly big glow-y one like that? Somat what's got range or reach be tha' way ta' be dealin' with it." Suny looks to Dim or the others.

"If'n got nuffin' like that? Maybe we can be goin' round it, maybe we can bring back somat ta' deal with it later?" Suny suggests.

Am pretty sure Suny would be even passingly familiar with 'Portuguese Man-o-war (Or 'Blue bottles' as they're known here)?


Posting to make sure 'Dot' comes back after forum maintenance. (^_^)


Male Human Swashbuckler 10

I be hope dat wizard ur priest types got a heapin good suggestion, this could get messy


Male Human Expert 1 Warrior 1

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