Dave the Dwarf Presents: Legacy of Fire!

Game Master Gandrik Th-kar

Loot Log

The Great Dome Map(outside)

Not in use

Not in use

Current Battle map

Notes

Characters


1,101 to 1,150 of 2,667 << first < prev | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | next > last >>
Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Ah, Captain Volshar mentioned there was a pathfinder group in the area, I'm sorry to here about the demise of our comrades. He shows his pathfinder as identification. Perhaps we can help each other out, though I should warn you, there are a few people here who would not take kindly to breaking into Sarenian vaults without good reason.

Raj looks annoyed with Leyli's comment, but Nemaides agrees with her before he can reply. Yep, that's about right! Those lazy bums sit around all day while we get sent to godforsaken places like this giant litter box.

Raj gives Nemaides a look as if he wished the talking crow were a silent road, then responds to Leyli. Regardless of the Decimvirate's organizational practices, a lot of good in this world and others has been had been accomplished under their direction. I think you would both he glances at Nemaides do well to show them a little respect.


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

A being from the Great Beyond, perhaps this is the foe behind this town's desecration. Why has Almah not spoke of this with us? We believed gnolls were at fault.

To Raj Hajar says

And how would the Janni fit into this Learned Master Raj?

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

As I said before, a Janni would never lower himself to deal with gnolls, not without very good reason, and I think we found just that. But whether the Janni's intentions are good or bad is the crux of this whole thing. It may turn out that the Janni is safeguarding the vaults, and enlisted the gnolls to keep people away. On the other hand, the Janni might be trying to get into the vaults himself to either release or retrieve whatever is down there. And unfortunately, we can't take that risk of the Janni releasing the... Entity... down there. And of course, there is the off chance that the Janni's oresence has nothing to do with all of this. Whatever the case may be, if the pact masters are the ones behind the entombing of the evil, they certainly knew about it when they sent us on this mission, so they must have meant for us to deal with it.

Wait a moment, if we are meant to rid the city of this evil, and Almah is in the employ of the pact masters, she may have a key or some other way into the vaults!


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

Master Raj, as usual your thoughts are clear and help me understand the quandary before us. I ask you this, Do we continue cleansing Kelmarane of the gnollish influence or do we attempt to go to the source first?


Male Dwarf Bard/Level 3

The dwarf laughs heartily at the exchange between the wizard and his familiar.

I thank you for rescuing me If you were to give me arms I will gladly fight beside you. I am sure I could be helpful at your camp as well. I have a knack for gathering information. The dwarf listens in on the conversation had and adds his 2 copper.

I would strongly suggest you deal with the gnolls first lest you end up like me and mine. Be careful there is a demon goat that wanders the streets as well as something that lives in the old mill up the road.

That should give you a good out if you do not want the NPC bard coming with you.


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

I don't think we need another party member really. An NPC ally who we could go to for information might be useful though

Demon goat....

Hajar thinks on his lessons regarding creatures of the planes.

Kn:Religion: 1d20 + 4 ⇒ (6) + 4 = 10


Male
Spoiler:
AC 18-FF 17-Touch 11/HP 16/11/Channel Energy: 5/6 Day
Cleric of Sarenrae 2

Hamzah takes in what the dwarf has to say, "Vaults in a Church of the Dawnflower. Corrupt priests. This is troubling, very troubling. I would like to go to this Church. We should not if it will give the gnolls victory."


Hajar:
That is just too obscure of a reference for you to know what the dwarf is talking about.


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

Seeing Hamzah arrive in the room Hajar exclaims

Ah, most noble friend Hamzah. Master Raj and I were discussing the problem of Kelmarane with Master Gandrik. We certainly could use your wise counsel.


Alch 2|| HP 13/18|| AC 15 FFAC 13 TAC 13 || FRW 4, 5, 1||

A demon goat? What the heck is that? Gunk says perhaps a little to loudly.

I for one would rather keep pecking away at the gnolls. I'd hate to have them sneaking up behind us when the poop hits the fan so to speak.


Male Dwarf Bard/Level 3

It looks like a goat that walks on two legs. It caries a Halberd that it is constantly chewing on the blade of. It is a gaunt disgusting thing. Truly I have been afraid to escape for its presence. Well that and the lack of food or water.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Personally, I'd rather not be chased around by a demonic goat at the same time that we're fending off gnolls; let's try to avoid that thing for now.

KnowledgePlanes: 1d20 + 8 ⇒ (16) + 8 = 24

I agree with Gunk. Best to keep chiseling away at the gnolls so that we can face the Janni and goat by themselves, or close to it.

He turns to Gandrik. You'll be happy to know we already killed the gnoll's pet up at the mill, which I for one hope we can cook the legs of for dinner tonight, but just how many gnolls are there around here?


Male Dwarf Bard/Level 3

Aye that is good to know. I think there is around 40 of the bastards total.

Raj:
Look up Schir its in bestiary 3 thats the goat not a huge deal.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

40 of them? Well I suppose that's not as bad as it could be, but we've still got a lot of work to do. We killed 8 of them about an hour ago, so that brings us to a little over 30 left, besides the Janni and the goat. I can't help but think I've heard of a devil similar to the goat you described though...

Nemaides shuffles his feathers. Sounds like a Mehrim if you ask me.

Raj shakes his head. Close, but not quite. A Mehrim doesn't have hands, and this one's wielding a halberd with his. He sits down on a nearby bench and scratches his chin, but in a moment an idea comes to mind. Hey Nemaides, do you remember the story Professor Morgane told us about that demon that ate his village's Shepard boy, and chopped up the goats with a halberd, rotting the meat within hours?

You mean the one about the Schir?

Yeah, that one. I think we're up against another. Devilishly tricky to kill those things, no pun intended. Most attacks don't even hurt them unless they're infused with holy power.


Furball:
HP 23/23, AC 16, T 11, FF 15, CMD 16, Fort +4, Ref +6, Will +3, Init +3, Perc +2, Melee +3
Druid 3; HP 24/24; AC 14, T 12, FF 12; F +4, R +4, W +7; Melee +2, Ranged +3; CMD 14, CMB +2; Init +2, Per +10; Speed 20 ft;

"Oh my, they're bigger in numbers than I thought. 40 against 6 is, wait we just killed 8 of them earlier. The one that patrols that area, so there's still 40 of them left?"


Male Dwarf Bard/Level 3

Nay lass, we counted 40 total. Our downfall was thinking we could make it into the church without dealing with the tribe of gnolls. Do not underestimate them they are smarter then they look.


So you taking the dwarf back to camp? Fair warning all encounters from now on will have extra numbers and advanced templates.


Furball:
HP 23/23, AC 16, T 11, FF 15, CMD 16, Fort +4, Ref +6, Will +3, Init +3, Perc +2, Melee +3
Druid 3; HP 24/24; AC 14, T 12, FF 12; F +4, R +4, W +7; Melee +2, Ranged +3; CMD 14, CMB +2; Init +2, Per +10; Speed 20 ft;

"I asked not because we underestimate them. No matter how many or how little, being prepared is always my plan for every encounter."

I don't mind an extra support, its up to you guys.


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

I'd rather not have any more things in combat, its slow enough already.

We have Sarenrae and her holy light on our side. These gnollish desecrators will fear our might.


The party heads back to camp to recuperate and debrief Gandrik on what he knows and see why Almah is holding out information.

Everyone ok with that? Hamzah rebuild your character. Do you want to stay Hamzah or do you want a totally new character?


Lets get this game back in the Gameplay thread. You guys heading back to camp?

For right now we will not be adding an NPC. The dwarf will hang out at camp and tell you stories as I need him to that is his role. He can also make runs to town for you if you like.

Hamzah make your new character and introduce him in whatever way you want. He can be a gnoll captive, he could have a vision of what is happening here and came to help, he can fly in riding a Giant Eagle I don't care. Hamzah of old will stay at the monastery once new Hamzah comes in to play.

If we find you need a cleric I will create one for you. No one should be forced into a role they are not enjoying.

So what is the party doing?


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

Hajar is interested in talking with Almah about this evil being from the Great Beyond and her knowledge of this thing. Also, he would like to check in on Dashki and see how he is faring with his self imposed exile to the lower levels of the Monastery of St. Vardishal.

Also, we should sell off all our collected loot and buy some potions.


You can buy the potions at the cost of making them. I never introduced this NPC as you did not seem to need it but he is there in the AP.

I will have a new better map up asap!


I have a map up posted with google docs. You can all edit this map so technically you can move around the map. I have a 2 letter aberration on there for each of you. The map is so big you gotta zoom in quite a bit but it is better then nothing and google is the one tool everyone can access. You can look at it with mobile devices but you can not alter it. Pyro you can not even look at with apple products. The two letters are in a text box. Use the select tool to find your box and you can move around pretty easy using the arrow keys. Or you can post where you want to move to and someone can do it for you. If anyone has a better idea of how to do our maps let me know and I will try that.

Red HJ= Hajar
Orange GU= Gunk
Blue GR= Grim
Purple Ra= Raj
Green Hm = Hamzah
Dark Blue Nz= Naziri
Pink Le= Leyli
Light Pink FR= Furball

If you mess up use the Undo button!


The party heads back to camp taking some boar meat with them. The camp is excited to know how it went on your first trip out and everyone is surprised to see the dwarf. Gandrik begins to earn his keep so to speak by improving camp moral with his stories.

Everyone gets fully healed and fed.

Sell gear and buy potions as you would like.

Ask your questions of Almah as well.


Whats going on guys? Ball is in your court.


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

Mistress Almah, please tell us what you know of the creature from the Great Beyond that Master Gandrik spoke of. We feel that you have misled us into thinking that Gnolls were behind the desecration of Kelmerane.

diplomacy: 1d20 + 10 ⇒ (9) + 10 = 19


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

During his time at the monastery Hajar will make a stop by Dashki's quarters.

Brother Dashki, how are things?


I will make some assumptions here to get us rolling again.

Most of the party followes Hajar straight to Alma's quarters. There is almost a fight between the party and Almah's guards when Garvel and Almah come out to address you.

Almah looks thoughtful.

Did I deceive you? My dear holy warrior the gnolls are occuping Kelmarane. It is true there is a great evil kocked below the church. I have been given the key to un lock the magic seal by the Pactmasters. Now is the time for rest warrior. I shall tell you all I know after we eat

You find Dashki cleaning in the crypts he seem to be happy with the work.


Furball:
HP 23/23, AC 16, T 11, FF 15, CMD 16, Fort +4, Ref +6, Will +3, Init +3, Perc +2, Melee +3
Druid 3; HP 24/24; AC 14, T 12, FF 12; F +4, R +4, W +7; Melee +2, Ranged +3; CMD 14, CMB +2; Init +2, Per +10; Speed 20 ft;

After heading back to camp and tending our wounds,

"Tell us everything that you know, now.. and quick. Our previous scouting trip, Grim and I observed a patrol that goes around that area. There was two of them, the first one that goes around and the other one that goes and feeds the boar. One of them is bound to know what happened." says Leyli with a concerned look.


Almah

Very well then. Centuries ago, when the mysterious Pactmasters first came to Katapesh from parts unknown, they sought to create an economic empire that could bring goods from the western nations of Osirion, Thuvia, and Rahadoum overland to the rich coasts of northeastern Garund, from whence they could easily reach the fabulous markets of the Distant East. One method they used to claime savage humanoids and barbarians of the nation’s interior was the creation of numerous battle markets in small villages throughout Katapesh. Each battle market was a multi-level bazaar, tavern, and entertainment arena designed to keep traders safe from brigands and spread wealth to the impoverished folk of the heartland. One such battle market stood at the heart of the village of Kelmarane.
Months ago the call went out that the new chieftain of the Kulldis tribe sought to reopen Kelmarane’s market as a haven for gnolls, bandits, and other folk not usually welcome in the cosmopolitan bazaars of Katapesh. As a result, a small gathering of disreputable merchants has moved into the edifice, and coins once more trade hands in the battle market of Kelmarane.

Kelmarane’s untimely death two decades ago came not from the gnolls who use the ruined village today, nor from the warring clans of genies who used the region as a battleground long ago. Rather, it was the folly of the village’s elder priest, a man named Halruun, who was
misled by what he thought was a traveling seer named Xulthos. At the time Kelmarane was in the grip of a terrible plague, and Xulthos’s arrival coincided with the contagion’s end. In fact, this was mere coincidence, but Xulthos used this coincidence to become Halruun’s trusted advisor. Unfortunately for Halruun and Kelmarane, Xulthos was in fact a vile evil creature and gave Halruun treacherous and sinister advice. Halruun planted seeds of violence in Kelmarane’s citizens. In but a few months, where sickness once threatened the village, now murder and cruelty seemed the new plague. Yet just as Kelmarane’s citizens seemed finally about to band together to turn their murderous ways on nearby settlements, the Pactmasters’ soldiers rode in and defeated the town. Xulthos assumed his true form in an attempt to fight back, but the Pactmasters responded by sealing the daemon in the crypt under the town church. Finally aware of how he had been used, Halruun drank poison to end his life.

Now, after all these years, that evil must have waned, and you should be able to defeat it once and for all. I’ve been provided with an interdict key that will get you through the seal. With the final defeat of the fiend within, Kelmarane will truly be free. I must insist that you deal with the gnoll tribe first though. I apologize for not telling you this sooner. I know too well the habits of adventures and I did not bring you all this way so you could rush to the crypts under the church while an army of gnolls waited to kill you as soon as you step into the light.


Later with Dashki

Master Hajar, Master Hamzah, it is a pleasure. As you see I am making progress with the dead. Master Hamzah I wish to hear more about the lady of the sun if you would be so kind?


Furball:
HP 23/23, AC 16, T 11, FF 15, CMD 16, Fort +4, Ref +6, Will +3, Init +3, Perc +2, Melee +3
Druid 3; HP 24/24; AC 14, T 12, FF 12; F +4, R +4, W +7; Melee +2, Ranged +3; CMD 14, CMB +2; Init +2, Per +10; Speed 20 ft;

"I understand, forgive me for sounding like I am questioning your intentions. We took the first strike, and if we wait for their counter attack, I'm afraid we might suffer a lot of casualties. Another patrol will arrive there soon, maybe around tomorrow morning. That should give us plenty of time to prepare."


Male
Spoiler:
AC 18-FF 17-Touch 11/HP 16/11/Channel Energy: 5/6 Day
Cleric of Sarenrae 2

Hamzah will read to Dashki from The Book of Light and Truth. "You are pleasing The Dawnflower, Dashki. She smiles upon you for working so diligently to restore her monastery. You will be like a welcoming friend holding up a bright light showing the path to The Dawnflower's warmth and love."


This lack of posting is worring me. I will make some assumptions and move the story forward. I will not watch this game die on me!


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

I'm here Dave! I just don't like to double post so I wait for someone else. Maybe Raj/Gunk are waiting on Hamzah?

We need a plan. Hajar will call a meeting of the group the evening after we arrive.
What we know: Gnolls control the center of town (Battle Market)
There is a genie controlling the gnolls
There is something foul locked under the church of Sarenrae

Hajar proposes that the party continues the exterior strikes against the gnolls, weakening them with raids like the one two days ago. Hajar believes that Almah supports this idea, but he doesn't really care about her opinion, he isn't enamored with her too much at the moment. Hajar's main goal is to cleanse the Church, he thought the desecrated monastery and statue were bad enough....


You are still on day 5 the day of the raid. You are not but 2 miles from the town so you can walk that in less then an hour even in the desert. we had less the 10 round of combat and 30 seconds in between combats. So like 3 minutes of fighting tops. searching the buildings and talking to the dwarf could not have took more then 30 minutes tops. So that is less the 2 hours from when you started in the morning. The trip back may have went a little slower but you are still looking at around mid day of day 5. Would not be a bad idea to heal up and get spells knowing what you do. Naziri and Hajar took some pretty severe damage and quite a few others got arrowed.

I assume everyone will agree with Hajar's plan as it makes the most sense.(and its how the AP assumes you go about it as well)Based off the map notes you will go to B1(area gnolls avoid) then B6(the mill where they take the goat) then B7(unknown) and that whole top part will be clear.


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

If we go in the morning we can safely assume that everyone is fully healed. I propose that Grim and Naziri scout B1 first for a few minutes then we move in to the building and see what we see. After B1 lets go to where the gnolls bring the goat, not sure what thats about but they are probably feeding something. Same tactics, scouts do their scouting then we swat style the building.

Honored battle companions, we face a foe that has proven its level of depredation. They consort with fiends from the Great Beyond. We will punish those that deserve, save those that wish saving and give swift justice to those responsible for the state of Kelmarane. This is our honorable duty. It is my wish that we leave in the morning, we will walk with the rising sun and bring light to this ruined town.


You spend the rest of day 5 resting and planing.

You start early once again the next morning and head toward B1 ready for anything.

You send your scouts out ahead and check for patrols. None are spotted and you sneak to the empty building you found the dwarf in.

Grim heads out alone to check on B1 to see why the Gnolls avoid it. He comes back soon and relays this information.

Grim tells the party...
Fire claimed much of the building ages ago, leaving behind only a partially collapsed shell. An old ruined sign bearing the legend
“—AVE MARKET”, it is easy to assume this was once the Slave Market, hangs above the gaping entrance on the north side of the building. The ashy, ruined building is now home to a single enormous snake. That would be the reason the gnolls avoid this place. I would think we will have to deal with this beast at some point before the city can be inhabited. I will leave that decision up to the rest of you though.


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

We are not here to kill wildlife, no matter its danger. We are here to end this desecration. Let us move over the bridge to the north if you please Master Grim.

Ok, gonna let some other people post a bit before I chime in again.


Alch 2|| HP 13/18|| AC 15 FFAC 13 TAC 13 || FRW 4, 5, 1||

Just thinking out loud here, but what if we drew the snake out and into the gnoll base? That would certainly cause quite a stir.


You move on to B6 this is where you know the Gnolls are feeding something.

The wheel of this roofless mill still turnswith the flow of the river, but it has not been used for its intended purpose in decades.

Grim Stealth 1d20 + 9 ⇒ (13) + 9 = 22
1d20 + 10 ⇒ (6) + 10 = 16

Grim returns to the party to tell this...
It is currently the lair of a creature with a stag’s body, a hawk’s wings and talons, and the head of a wolf with a rack of sharp antlers on its brow. The thing is about 4 feet in length with a wingspan of 11 feet.
It looks as if it weighs 250 pounds or more.
Knowledge arcane DC 15

Spoiler:
This is a magical beast called a a Peryton. They combine the features of stags, wolves,and great birds of prey. Though vicious beasts, perytons possess all the intelligence of a human. Perytons hunt any creature weaker than themselves, but prefer humanoid prey, as they particularly relish the taste of such creatures’ still-beating hearts. Perytons loathe all other creatures, even their own kind.


Battle map ready to go for fight. We can wait until Hamzah has his new character ready. He can even be in the old mill tied up!

Continue with your roleplaying!


Hajar's Consumables Male(Human) Paladin 3 Oracle 9 (Abbot Protector of Kelmerane) | HP86| AC/Touch/Flat 22/11/21 | Fort/Ref/Will +14/+11/+14| Init: +1 | Percep: +8

A wonderful idea Master Gunk, who do you propose serves as bait? I hear that giant snakes favor the taste of gnome. Hajar grins broadly at his joke.
At Grim's news of the Peryton Hajar turns to Raj.
Master Raj, in your learned opinion would the Peryton leave the area if it were not fed?


Furball:
HP 23/23, AC 16, T 11, FF 15, CMD 16, Fort +4, Ref +6, Will +3, Init +3, Perc +2, Melee +3
Druid 3; HP 24/24; AC 14, T 12, FF 12; F +4, R +4, W +7; Melee +2, Ranged +3; CMD 14, CMB +2; Init +2, Per +10; Speed 20 ft;

"Bait? I think I have the solution for that, goats right?" as Leyli tries to remember her knowledge about the said creature.

"Gunk, those gnolls feed the creature. It might consider them as his master, if you want to consider it that. Or we can try and feed it and try to quiet it for a bit."


Alch 2|| HP 13/18|| AC 15 FFAC 13 TAC 13 || FRW 4, 5, 1||

Facing Hajar, Gunk says the following "Do my ears deceive me? Or did the stuffy paladin just make a joke? And Sarenrae didn't strike you down? I might just make a decent travelling companion out of you yet."

To Leyli Gunk says "Wait? What? Are we talking about the same thing here? Grim said the gnolls avoid the place because of the snake. My apologies, I didn't realize the snake was a pet. It's too bad too because I could have cast Ghost Sound and made the snake think there was a hoard of rats running past its lair ... or whatever else kind of food sounds we like."


Furball:
HP 23/23, AC 16, T 11, FF 15, CMD 16, Fort +4, Ref +6, Will +3, Init +3, Perc +2, Melee +3
Druid 3; HP 24/24; AC 14, T 12, FF 12; F +4, R +4, W +7; Melee +2, Ranged +3; CMD 14, CMB +2; Init +2, Per +10; Speed 20 ft;

"I may be wrong, wait." as Leyli looks at the map, "I see now, this place, which the gnolls avoid, has the snake. On the other hand, this place contains the creature which the gnolls feed goat."

"I see, when do you plan to sneak the snake in? Maybe ask the master conjurer to conjure up a dog or a big rat to act as bait?"


I will allow the snake attack if only because its kinda an epic idea. (Oh btw I read of a TPK on a party of 3 fighting that snake)


Raj:
No the Peryton likes to kill and it hates everything including itself. They are an awful mean sad race.


Male
Spoiler:
AC 18-FF 17-Touch 11/HP 16/11/Channel Energy: 5/6 Day
Cleric of Sarenrae 2

"Let us complete this plan, says Hamzah.

1,101 to 1,150 of 2,667 << first < prev | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Legacy of Fire All Messageboards

Want to post a reply? Sign in.