GM Aeon's Phantom Phenomena (Inactive)

Game Master ckelley83

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Dark Archive

The messenger from the Sincomakti School sets a letter from Dr. Quolorum on the table and unrolls a map of Ustalav. "The Hungry Mountains have always had more than their share of strange events and hauntings, but Doctor Quolorum has recently become aware of some different-seeming events, apparently connected with a noblewoman, Lady Illirigarde. The Doctor has some places he'd like you to investigate to learn more of these events."

Letter from Doctor Quolorum:
My esteemed assistants, I’m told there is a small village called Dunhob only a few miles from Illirigarde Manor that could have useful information. No doubt the villagers have many stories about the phenomena affecting the region. Additionally, before her disappearance Lady Illirigarde visited the locals occasionally to perform harrow readings and seances. Perhaps we could learn more about her research and disappearance as well. My contacts informed me the villagers of Dunhob are a particularly close-lipped and superstitious lot, so diplomatic finesse may be necessary. There are also legends of a haunted tavern called The Lucky Lantern in Dunhob that I would like you to investigate. Your mission is to see what secrets the tavern may hold and interview one or two of the local villagers. Happy adventuring!
Dr. Quolorum

Silver Crusade

12/12 Max || AC:15 T:11 FF:14 CMD:11 || Fort:+3 Refl:+1 Will:+4, +2 vs. death| Init:+5 Perception:+4 || Neutral Male Human Shaman (Witch Doctor) (1) || Channel Energy 2/4

The raven skinned Zenj picks up the letter and reads it. He looks down to his companion, a small compsognathus that trots at his heels. Now, here are some people who I can see needing our help, eh Shikaba. Lets see if we can't find this missing Lady.

The compsagnathus squeeks in reply as he scoops her up and places her into a satchel he wears slung across his body.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

The slender Elf in the dark green cloak nods to the Zenj, picking up the letter in turn and reading it...

"Looks like we're heading to Dunhob. Daedîn, at your service."

Silver Crusade

12/12 Max || AC:15 T:11 FF:14 CMD:11 || Fort:+3 Refl:+1 Will:+4, +2 vs. death| Init:+5 Perception:+4 || Neutral Male Human Shaman (Witch Doctor) (1) || Channel Energy 2/4

I am Hadzi and indicating the small reptile in the bag this is Shikaba. We came from Mwangi to learn new ways to heal the sick.

Grand Lodge

Male Human (Taldan) Alchemist (Grenadier) 1 | AC 13 T 12 FF 11 | HP 11/11 | F +4 R +4 W +1 | Init +2

A slender young man enters the room. As he sits down there is a faint clinking of glass. He speaks very softly and seems on the bashful side, "My name is Callus. I am a student of Alchemy and uh, that's all..."

The Concordance

male Ifrit Arcano 1
Spoiler:
|AC 9, T 8, FF 9|HP: 9/9|F +2, R -2, W 0|Init -2, Perc -2|CMB +2 CMD 10|burning sands 1/1

This attractive - Man? Woman? It's actually quite hard to tell - wears a well-kept, but visibly dusty, armored coat, has a large shield on its back, and carries an odd weapon midway in shape between sword and axe on a tight leather cord around its wrist, as well as several chakrams stowed in an atypically close position to its throwing arm. Its clothes and armor have numerous patterns, glyphs, and little cartoons branded in, and are bedecked with numerous patches, stamps, knicknacks, and other pilgrim's trinkets...that seem to be constantly shifting around its person like starfish on a rock. Its incandescent hair blows as if in the wind, even though you're inside.

It speaks in a clear contralto/countertenor voice that sounds accustomed to addressing a crowd. "I am Heraclitus Ourobouros, traveler, raconteur, wanderer, mystic, vagabond, stargazer, and errant spark!" It says with a wry grin.

Dark Archive

LG Vishkanya Shining Knight/Holy Warrior **Rebuilding**

An attractive robed figure silently slips into the room. A few strange looking knives hang at the man's hips, while a small metallic sphere clings to his arm. A metallic gleam from beneath his cloak betrays the hidden armor. Glancing around, he takes in the group.

'Hmmm. Not familiar with any of them. Twould be dreadful to have to turn them over before getting this task completed.'

Snatching the letter, her studies its contents. 'Research? That could prove useful. Perhaps its a new magical weapon...' Glancing up, his thoughts continue 'Seems our ensemble lacks experience'

Finally, he speaks with a soft, unassuming voice. "I'm Jazk. Pleased to meet you. Anyone know what she was researching?"

Dark Archive

Sorry for the delay, website has been down a lot.

Dunhob is a small village, just a road and two rows of thatched buildings. Notably, every building has a horseshoe nailed to the front door.

Knowledge (local):
The local superstition is that wrought iron bars evil spirits from entering and forces them to reveal their true forms.

Dunhob rarely sees visitors, and your arrival spurs a large crowd to form around you, gawking at the newcomers. Heraclitus especially draws a number of fearful glances from the locals. Before anyone gets a chance to do much, the crowd parts to reveal a frowning old woman. She hobbles forward on her cane, then pulls out a horseshoe and throws it at Hadzi!

Cranky Old Lady: 1d20 + 0 ⇒ (5) + 0 = 5

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

@GM: What's the Knowledge (Local) roll have to be to view the spoiler?

Grand Lodge

Elf Female | 9/9HP| AC 15 T 13 FF 12| Fort +2 Ref +2 Will +3| Initiative +8| Perception +4

Trying to get a post I that doesn't get eaten. It's been a rough week on Paizo. I probably have had 1 post work for every 3 that drop, and that doesn't even count the time that I haven't even been able to attempt a post.

Backtracked before the trail...
An elven woman clad in leather armor with a scimitar at her side steps forward. "I'm not sure the nature of her research will be of much use to the world if we are to begin our investigation of her research in a tavern. Perhaps she's researching new alcohols, or maybe effects of alcohol, or the tavern could be a convenient place to pick up drunkards who can easily be experimented on."

Dark Archive

Doh! It's 10. As long as you have +0 or better in Knowledge (local), you can read it.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Knowledge (Local): 10 + 4 = 14 Take 10

Daedîn smirks and whispers to his companions. "They think we be evil spirits, hence the iron..."

He bends over and picks up the iron horseshoe, holds it up to the crowd, and looks to the old lady. "You see, ma'am, we're no evil beings..."

The Concordance

male Ifrit Arcano 1
Spoiler:
|AC 9, T 8, FF 9|HP: 9/9|F +2, R -2, W 0|Init -2, Perc -2|CMB +2 CMD 10|burning sands 1/1

Heraclitus seems utterly undaunted - indeed, almost encouraged - standing in front of the crowd and delivering a comedic introduction.

What's strange is, there may indeed be evil spirits around Heraclitus - certainly, something is making the horseshoes float about in the air and hop on the ground around it.

Perform (Comedy): 1d20 + 12 ⇒ (3) + 12 = 15

Silver Crusade

12/12 Max || AC:15 T:11 FF:14 CMD:11 || Fort:+3 Refl:+1 Will:+4, +2 vs. death| Init:+5 Perception:+4 || Neutral Male Human Shaman (Witch Doctor) (1) || Channel Energy 2/4

As he sees the old woman about to toss the horseshoe Hadzi curls protectively around his satchel, which contains Shikaba. Seeing some children in the crowd he opens his shaman-purse and lets her step out from the folds of fabric. He picks her up, patting her scaled neck. I am Hadzi and this is Shikaba. She can do tricks

He smiles broadly as Shikaba dances on her hind legs.

Dark Archive

The old woman blinks when Daedîn touches the iron horseshoe. "It be good you are no spirit, but your companions? That one obviously has a poltergeist about her." With that, she lobs one at Heraclitus. It knocks them upside the head and the woman hollers, "Evil spirits begone!"

The rest of the crowd nod, clearly respecting the elderly woman's opinion, though the few children that haven't been dragged away by their parents giggle at Shikaba's dancing.

Horseshoe: 1d20 + 0 ⇒ (14) + 0 = 14
Heraclitus, you take 1 nonlethal damage from the horseshoe. Also, do you have a preferred pronoun for Heraclitus?

Daedîn, make a Diplomacy check. You get a +4 bonus for freely touching the iron horseshoe. Anyone else who wishes can aid you.

Grand Lodge

Elf Female | 9/9HP| AC 15 T 13 FF 12| Fort +2 Ref +2 Will +3| Initiative +8| Perception +4

This was probably not the best group to assemble to go into a superstitious human town. Only two humans in the whole bunch, and one of those seems to deal in spirits, even if they aren't evil ones. Perhaps they'd trust elves. At least that is more likely than extra-planar beings or snake people. Hopefully picking up the horse shoe will get them to stop.

Thalionwen watches and waits to see if Daedîn (or any of the others) gets a positive reaction.

Silver Crusade

12/12 Max || AC:15 T:11 FF:14 CMD:11 || Fort:+3 Refl:+1 Will:+4, +2 vs. death| Init:+5 Perception:+4 || Neutral Male Human Shaman (Witch Doctor) (1) || Channel Energy 2/4

My broad smile and dancing dinosaur should allow me to roll to assist, I think

Diplomacy Assist: 1d20 ⇒ 4

Dice says no

Dark Archive

Hadzi, if you pick up or otherwise touch one of the horseshoes, or ask the woman for one to prove you aren't a spirit, you'll get a +4 bonus to the Diplomacy check. That would be enough to pass the DC 10 check.

Silver Crusade

12/12 Max || AC:15 T:11 FF:14 CMD:11 || Fort:+3 Refl:+1 Will:+4, +2 vs. death| Init:+5 Perception:+4 || Neutral Male Human Shaman (Witch Doctor) (1) || Channel Energy 2/4

Hadzi scoops up the horse shoe so recently lobbed at Heraclitus. He and Shikaba play a brief game of fetch to entertain themselves while Daedin talks.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

"Ma'am, if I'm not an evil spirit, why would I travel with companions who are?"

Diplomacy: 1d20 - 2 + 4 ⇒ (12) - 2 + 4 = 14

Dark Archive

The woman pauses for a moment, considering your words. She doesn't put the horseshoe down, but she isn't throwing it either.

With Hadzi's aid, you have a 16. A couple more of you chiming in would be enough to reassure her you aren't evil spirits.

Grand Lodge

Elf Female | 9/9HP| AC 15 T 13 FF 12| Fort +2 Ref +2 Will +3| Initiative +8| Perception +4

aid: 1d20 + 1 + 4 ⇒ (3) + 1 + 4 = 8

Thalionwen touches the horseshoe, trying to show she isn't an evil spirit. "There. Is that better?"

Grand Lodge

Male Human (Taldan) Alchemist (Grenadier) 1 | AC 13 T 12 FF 11 | HP 11/11 | F +4 R +4 W +1 | Init +2

Callus moves up and also touches a horseshoe. "Ma'am, we are just simple travelers passing through."

Aid Another (Diplomacy): 1d20 - 2 ⇒ (18) - 2 = 16

I left out the +4, because I wasn't sure if it counts for Aid Another.

The Concordance

male Ifrit Arcano 1
Spoiler:
|AC 9, T 8, FF 9|HP: 9/9|F +2, R -2, W 0|Init -2, Perc -2|CMB +2 CMD 10|burning sands 1/1

Heraclitus rubs its head.

"Hey, that hurt! Talk about too many irons in the fire!"

Perform (Comedy): 1d20 + 12 ⇒ (8) + 12 = 20

Then it does something incredibly brave and foolish: It reaches out with the spirits surrounding it (i.e. mage hand) and draws a whole pile of horseshoes in its direction, rubbing them against its skin like bars of soap.

"Spirits aren't so bad, once you get to know them. As you can see, I have power over the spirits. If some are giving you trouble, perhaps I can help you!"

Diplomacy, 'grabbing iron' bonus: 1d20 + 13 ⇒ (8) + 13 = 21

Tactical advice for Callus, if you want it: If you have a negative modifier to a skill, it's not only okay, but probably a good idea under most circumstances, to just abstain from contributing when that skill is called for. That's what I do. Of course, you can also try to think of some creative way to contribute using your strengths under such circumstances, like what my Fighter once did here.

Dark Archive

Heraclitus' quip draws some good chuckles, though its use of magic to move around the horseshoes leaves a few of the villagers noticeably uneasy. The old woman puts the horseshoes away and leans on her cane. "I am Maricella Weath, the village elder. I expect you're all here to visit the Lucky Lantern, aren't you? That's where the people who want to stir up trouble always go."

Callus, the bonus for touching a horseshoe does apply to your roll.

Grand Lodge RPG Superstar Season 9 Top 16

"We aren't here to stir up trouble. From what we've heard, trouble is already here. You are right about the Lantern however. Is it true the place is haunted?"

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

"Yes we are headed to the tavern...can you tell us what happened there to make you think it's haunted? And was Lady Illirigarde a frequent visitor of this tavern?"

Dark Archive

LG Vishkanya Shining Knight/Holy Warrior **Rebuilding**

Chuckling at the antics of his companions, he picks up one of the horseshoes, tossing it light and catching it again.

"They are correct, our heritage aside, we wish to help you lot. If you need pointers in the art of throwing these, I can give you some later." He offers in a raspy voice.

-Posted with Wayfinder

Dark Archive

Maricella squints at you and waves her cane around the village. "There are many fell spirits living near here, but our wards keep us safe. Still, we often get strange headaches or can’t sleep at night. But meddling folks like Lady Illirigarde often meet a bad end. That’s why we keep our noses out of it.” She frowns at Jazk, "We aren't looking for help, especially from troublemakers."

Maricella picks up one of her horseshoes as she continues. “She was keen on studying the spirits around Dunhob. She used to visit every few months and do frightful divinations for us. But one night she did a harrow reading for old Veny at The Lucky Lantern, and he died. She left Dunhob after that and never returned." Maricella rubs the horseshoe and frowns. "Lady Illirigarde said her harrow cards touched the mind of a dreaming evil. She left all her magic instruments behind and promised to return when she learned how to drive out the spirits. But she never did. A few years back an adventurer named Wulfer went into the tavern and never came out. That place is haunted.”

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn bows to the elder. "Thank you. I'd like to check this place out now..."

Daedîn walks to the tavern and surveys the outside to see what he can make of it...and to see if he notices anything out of the ordinary...

Perception: 1d20 + 7 ⇒ (19) + 7 = 26

Dark Archive

An ornate lantern hangs from a post in front of this derelict building. The doors and windows of the tavern are all boarded shut. Dozens of horseshoes are nailed to the front door. Daedîn, circling around the building, you find that someone has already broken the back door open.

Dark Archive

LG Vishkanya Shining Knight/Holy Warrior **Rebuilding**

With a nod, Jazk follows the elven man towards the building. Spying the back door, he whispers "I suppose we'll take a look see, eh?"

Quietly, he creeps up to the door and peeks inside.

Stealth: 1d20 + 10 ⇒ (5) + 10 = 15
Perception w/Low-Light vision: 1d20 + 5 ⇒ (5) + 5 = 10

Grand Lodge

Elf Female | 9/9HP| AC 15 T 13 FF 12| Fort +2 Ref +2 Will +3| Initiative +8| Perception +4

"Looks like someone beat us to it. Our employer didn't say anything about sending another team before I got there?"

Perception,low-light: 1d20 + 4 ⇒ (11) + 4 = 15

Silver Crusade

12/12 Max || AC:15 T:11 FF:14 CMD:11 || Fort:+3 Refl:+1 Will:+4, +2 vs. death| Init:+5 Perception:+4 || Neutral Male Human Shaman (Witch Doctor) (1) || Channel Energy 2/4

Hadzi and Shikaba will move up to stand near the door and listen to what the others can see.

Dark Archive

The doorway leads to a back hallway in the tavern. A single skeleton lies on the floor, with a scabbard and satchel next to it. A bit of paper or card can be seen clutched in the skeleton's bony hand.

The Map is up now. Move about as you please.

Dark Archive

LG Vishkanya Shining Knight/Holy Warrior **Rebuilding**

Attempting to move silently, the vishkanya approaches the corpse as he draws a knife.

Once next to the skeleton, he attempts to see what is on the piece of parchment.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn will move a bit ahead while Jazk examines the corpse to cover him and take a look around, with bow drawn...

Stealth: 1d20 + 9 ⇒ (11) + 9 = 20

Perception: 1d20 + 7 ⇒ (9) + 7 = 16

Grand Lodge RPG Superstar Season 9 Top 16

Thaliowen looks for any evidence of what might have been the cause of the skeleton's demise before touching anything. Some kind of trap? Murder? What's going on here?

perception: 1d20 + 4 ⇒ (13) + 4 = 17 Focus on whether there is some kind of trap this skeleton was killed by or is bait in.

heal: 1d20 + 1 ⇒ (7) + 1 = 8 To diagnose wounds, untrained

Dark Archive

The skeleton is holding a single Harrow card, the Demon's Lantern. It depicts a number of will-o-wisps leading a man into into a swamp. Thalionwen, from the number of broken and shattered bones, this poor soul was beaten to death.

Silver Crusade

12/12 Max || AC:15 T:11 FF:14 CMD:11 || Fort:+3 Refl:+1 Will:+4, +2 vs. death| Init:+5 Perception:+4 || Neutral Male Human Shaman (Witch Doctor) (1) || Channel Energy 2/4

Hadzi will move up and look at the corpse also.

Heal: 1d20 + 7 ⇒ (10) + 7 = 17

Grand Lodge

Male Human (Taldan) Alchemist (Grenadier) 1 | AC 13 T 12 FF 11 | HP 11/11 | F +4 R +4 W +1 | Init +2

Callus seems a bit subdued by the spooky look of the building. He joins the bulk of the party, but hovers towards the rear.

The Concordance

male Ifrit Arcano 1
Spoiler:
|AC 9, T 8, FF 9|HP: 9/9|F +2, R -2, W 0|Init -2, Perc -2|CMB +2 CMD 10|burning sands 1/1

Heraclitus eagerly explores the mysterious building, drawing upon its second sight in hopes of spotting whatever fascinating forces might haunt the place.

I look around with detect magic.

Dark Archive

LG Vishkanya Shining Knight/Holy Warrior **Rebuilding**

Holding the card up to Thalionwen, he whispers, "You know the meaning of this?"

Then the man proceeds to rifle through the corpse' belongings.

Dark Archive

The corpse's scabbard holds a rapier, and the pack contains two vials of water etched with a spiral, and the remnants of some long-spoiled food. Whoever this was, they've been here awhile. The thick layer of dust on the floor shows a trail of footprints coming from the doorway to the common room, suggesting that this person was fleeing something before being killed.

Heraclitus, you don't pick up any auras at this time.

Appraise or Craft (weapons), DC 20:
The rapier is masterwork.

Knowledge (religion), DC 10:
The vials are marked with Pharasma's holy symbol, and contain holy water.

Dark Archive

LG Vishkanya Shining Knight/Holy Warrior **Rebuilding**

Appraise: 1d20 ⇒ 8
K Religion Untrained: 1d20 ⇒ 12

Holding up the rapier to inspect, the man tosses it aside, muttering "Worthless crap... Oh, here's some holy water."

Offering the water to Thaliowen, he begins searching the region, quietly.

Stealth: 1d20 + 10 ⇒ (16) + 10 = 26
Perception: 1d20 + 5 ⇒ (5) + 5 = 10

The Concordance

male Ifrit Arcano 1
Spoiler:
|AC 9, T 8, FF 9|HP: 9/9|F +2, R -2, W 0|Init -2, Perc -2|CMB +2 CMD 10|burning sands 1/1

One of Heraclitus's attendant spirits catches the sword as Jazk tosses it away, and Heraclitus looks it over for for itself, taking a bit of time to be sure it's appreciated the thing as fully as it can.

untrained Appraise, guidance: 1d20 + 3 ⇒ (18) + 3 = 21

"'Worthless crap,' you say??? Hardly! This is a fine specimen of swordsmithing! Not enough to be magical, mind you, but still."

I'll take it if no one else will.

Grand Lodge

Elf Female | 9/9HP| AC 15 T 13 FF 12| Fort +2 Ref +2 Will +3| Initiative +8| Perception +4

Thalionwen takes the holy water, keeping it handy in case problems break out. "If this place really is haunted, this might actually be useful. Never can tell in these matters though."

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn will check and open the southwest door and move just into the main room of the tavern and quietly take a stealthy look around, keeping his bow ready...

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

Stealth: 1d20 + 9 ⇒ (18) + 9 = 27

Dark Archive

This musty common room is coated with thick layers of dust. Dozens of black candles, animal skulls, and occult idols are arranged as decorations through the room. One table near the center of the room is decorated with human skulls and a crystal ball. A spread of harrow cards lies face down on the table and two chairs are pulled up to it. One chair sits empty and the other holds a skeletal corpse.

Daedîn, as you enter the room all of the candles spontaneously light, and a robed figure appears at the empty table. The figure's features are obscured under its heavy cowl, but you catch glimpses of tentacles wriggling around its mouth as it speaks. "Welcome, travelers. Have you come to seek the wisdom of my harrow reading? These are strange times and those without guidance risk great peril. Stand before my table and learn your fate.”

Perception, DC 10:
The figure has clawed hands and cloven hooves.

Knowledge (planes), DC 23:
This is a denizen of Leng. They sail their black ships to Golarion for slaves to take to Leng, their strange home which is tied to the Dimension of Dreams.

Heraclitus, how long does your detect magic last?

The Concordance

male Ifrit Arcano 1
Spoiler:
|AC 9, T 8, FF 9|HP: 9/9|F +2, R -2, W 0|Init -2, Perc -2|CMB +2 CMD 10|burning sands 1/1
GM Aeon wrote:


Heraclitus, how long does your detect magic last?

As long as I want it to, basically. It takes concentration, and technically has a minute/level cap, but I can use it at will.

Perception: 1d20 - 2 ⇒ (14) - 2 = 12

Knowledge (Planes): 1d20 + 6 ⇒ (14) + 6 = 20

Heraclitus notices the mysterious seer's otherworldly features, but is hardly one to judge. It is reminded of some horrible being it saw in a dream once, but otherwise does not recognize the creature.

"Sounds...illuminating!" It says and sits down.

Yes, if Heraclitus were a Tarot card, it would probably be The Fool.

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