GM Endless Forms' PFS 00-22 Fingerprints of the Fiend (Inactive)

Game Master Mike Tuholski

A tier 7-11 PFS scenario played at the 7-8 subtier. Roll20 maps

The Flaxseed Pathfinder Lodge


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The Flaxseed Pathfinder Lodge

Hello all! We'll start once a party is assembled. As usually, add the following to your classes/levels section for easy access:

HP | AC T FF | CMD | F R W | Init | Perc | SM

SM=Sense Motive

And away we go!

Sovereign Court

Stats:
  • AC 17 / Touch: 14 / Flat XX (Uncanny Dodge) / CMD 15
  • HP 81/81
  • Fort:+11; Ref:+17; Will+14
  • Percep +32 (Trapspotter);Sense Motive +5
  • Init+3
  • Luck Rnds 0/7 used
  • Halfling Bard (Archaeologist) 10

    See, but I like my header's fancier DOT.


    The Flaxseed Pathfinder Lodge

    As long as the above info is there, I don't care if you fancy it up or put extra things there.

    Sovereign Court

    Raphael Ftr4, Monk1, Aldori Swordlord4
    AC (varies a lot), but base 30 Tch 18 FF 21
    CMD 29, +4 vs Trip and Grapple, +5 vs Sunder and Disarm
    Fort +9, Ref +12, Will +5; +2 vs poison, +5 vs effects that make me drop my weapon, +1 vs effects that target my weapon.
    Init +8
    Perception +12
    Sense Motive +12


    The Flaxseed Pathfinder Lodge

    I'd like to get at least one more before we start so I don't have to run a pregen. We've had some offers to play pregens, which I'm fine with, but I think you guys would be best suited by a fourth PC. I think recruitment is just taking longer than normal because so many characters are still tied up in GameDay events.

    Sovereign Court

    Not a problem, no rush here. I agree that it would be best to have a full party.


    The Flaxseed Pathfinder Lodge

    Ok, I believe we now have four PCs and a pregen. I'm a bit more comfortable with that. I'll have the intro post up later and we'll get moving.

    Dark Archive

    Male Halfling Cleric 10/Diabolist 1 HP 90/90; AC 22 (T12/FF20) CMD 13; Fort +13, Ref +8, Will +17; Init +1; Perc +7, Sense Motive +14

    Hi all. The chance to finally play my cleric of Asmodeus in a scenario set in Cheliax was too good an opportunity to pass up. :)


    Female Human Cleric [7] | HP 59 | AC 19 T 11 FF 19 | F +7 R +4 W +10 | CMB +8 CMD 18 | Init +0 | Perc +4

    EF, I'll try to get the header fixed up on this pregen tonight. Remind me if I forget.

    Dark Archive

    Male Halfling Cleric 10/Diabolist 1 HP 90/90; AC 22 (T12/FF20) CMD 13; Fort +13, Ref +8, Will +17; Init +1; Perc +7, Sense Motive +14

    Just in case the situation arises, Lindum has the lucky halfling feat

    Advanced Players Guide, p.165 wrote:

    Benefit: Once per day, when one of your allies within 30 feet makes a saving throw, you may roll the same saving throw as if you were the one subject to the effect requiring it.

    You may use this ability after your ally has rolled, but before the GM declares if the roll was a success or failure. Your ally may choose to use your saving throw in place of his own.

    So if you're hit with something and REALLY want another try at the saving throw, just ask. :)

    Sovereign Court

    Stats:
  • AC 17 / Touch: 14 / Flat XX (Uncanny Dodge) / CMD 15
  • HP 81/81
  • Fort:+11; Ref:+17; Will+14
  • Percep +32 (Trapspotter);Sense Motive +5
  • Init+3
  • Luck Rnds 0/7 used
  • Halfling Bard (Archaeologist) 10
    Lindum Coralus wrote:

    Just in case the situation arises, Lindum has the lucky halfling feat

    Advanced Players Guide, p.165 wrote:

    Benefit: Once per day, when one of your allies within 30 feet makes a saving throw, you may roll the same saving throw as if you were the one subject to the effect requiring it.

    You may use this ability after your ally has rolled, but before the GM declares if the roll was a success or failure. Your ally may choose to use your saving throw in place of his own.

    So if you're hit with something and REALLY want another try at the saving throw, just ask. :)

    Weiman also has (and was actually build around the concept of) this feat.


    Female Human Cleric [7] | HP 59 | AC 19 T 11 FF 19 | F +7 R +4 W +10 | CMB +8 CMD 18 | Init +0 | Perc +4

    I feel safer already! Long live the pregen!

    Dark Archive

    Male Halfling Cleric 10/Diabolist 1 HP 90/90; AC 22 (T12/FF20) CMD 13; Fort +13, Ref +8, Will +17; Init +1; Perc +7, Sense Motive +14

    Are we getting our faction missions soon?

    Sovereign Court

    Stats:
  • AC 17 / Touch: 14 / Flat XX (Uncanny Dodge) / CMD 15
  • HP 81/81
  • Fort:+11; Ref:+17; Will+14
  • Percep +32 (Trapspotter);Sense Motive +5
  • Init+3
  • Luck Rnds 0/7 used
  • Halfling Bard (Archaeologist) 10

    I believe EF is of the camp that since faction missions are irrelevant that he doesn't dole them out.

    Dark Archive

    Male Halfling Cleric 10/Diabolist 1 HP 90/90; AC 22 (T12/FF20) CMD 13; Fort +13, Ref +8, Will +17; Init +1; Perc +7, Sense Motive +14

    Oh, fair enough then.


    The Flaxseed Pathfinder Lodge

    If you want faction missions just for flavor and/or information, here they are. You are welcome to do them for the fun of it but no gain or loss either way. I generally only hand them out if people request them.

    Andoran/Silver Crusade:
    Fellow Free Citizen,

    Betrayal has hit us hard; a fellow daughter of Andoran was swayed from our cause. Talia Menon was a respected Pathfinder and leading scholar of the Jistka Imperium. It seems she stole important Pathfinder documents concerning the Jistka. My agents suggest she sold this information to the highest bidding—a man named Haliduras Karn who we believe is currently exploring Rachikan. My agents also suggest that she hasn’t yet met with him to deliver the information on the Jistka—this gives you an opportunity to stop her. I want you to intercept her and persuade her to repent in her misguided ways. If you are unable to do so, then retrieve the stolen documents at any cost.

    For Freedom,

    Captain Colson Maldris

    Cheliax:
    Her Majestrix’s Most Loyal Servant,

    The ruins of Rachikan are in our homeland and by right all of its hidden treasures belong to us. Rumors exist detailing magnificent ivory batons used by the Jistka authority; believed to be great instruments of both domination and control. My request for you, tender servant, is to retrieve a baton for me. Bring this to me and my affectionate caress will be doted upon your awaiting skin for untold hours. I fear we have little time, whispers suggest another organization has beat you to the site, with haste go and do my bidding.

    Paracountess Zarta Dralneen

    Osirion/Grand Lodge:
    Honored Subject of the Ruby Prince,

    Your ancestors smile upon you and so to does the warm sun of Osirion. Blessed be you for your continued service to the Ruby Prince. As you know lore is a powerful tool when wielded by those who understand it. If the stories of Rachikan’s golemworks artificers are true, it’s important that you bring any of their writings back to us. Our scholars in the great Library of Sothis await the opportunity to translate and unlock any secrets of this once mighty kingdom. Do this and the Ruby Prince will know of your loyalty. Go now and do not delay, we must have these secrets to keep safe within our desert sands.

    In Your Ancestor’s Honor,

    Amenopheus, The Sapphire Sage

    Qadira:
    Servant of the Satrap,

    We will not be denied our fair share of this new discovery. If our spies serve us properly, they claim the fabled city of Rachikan has been located. It seems the Aspis Consortium has intercepted a man named Eldis Grone who made the discovery and now he is being forced to lead them through the site.

    Go now and locate Eldis Grone, for it is said he holds a journal that hints at the location of other lost Jistka cities. If we get this information, we could pour the riches of an entire kingdom into our coffers. Go now in haste—you must claim Eldis’s journal before its secrets can be obtained.

    Sincerely,

    Pasha Muhlia Al-Jakri

    Taldor:
    Agent of the Glorious Empire,

    We have a golden opportunity here to finally prove that the Aspis Consortium works hand-in-hand with the patron diety of Cheliax himself—Asmodeus. My spies in the Consortium tell me that a high-ranking cleric of the dark lord has been sent to Rachikan to lead the exploration himself. It is this man, Haliduras Karn, who captured Eldis Grone and forced him to lead them through the lost city. Bring back evidence of Karn’s association with Asmodeus as well as evidence of his association with the Aspis Consortium and we shall stir the dirty pot of the Inner Sea into a religious and political stew and watch as our enemies destroy themselves.

    For Emperor and Empire,

    Baron Jacquo Dalsine

    Sovereign Court

    Stats:
  • AC 17 / Touch: 14 / Flat XX (Uncanny Dodge) / CMD 15
  • HP 81/81
  • Fort:+11; Ref:+17; Will+14
  • Percep +32 (Trapspotter);Sense Motive +5
  • Init+3
  • Luck Rnds 0/7 used
  • Halfling Bard (Archaeologist) 10

    Boo, boring s0 Jacquo! Jacquo got so much more fun in Season 1. He really needs to come back; Glorianna is such a boring rip-off, though I doubt he'd be as much fun without the "daily" handouts...

    Dark Archive

    Male Halfling Cleric 10/Diabolist 1 HP 90/90; AC 22 (T12/FF20) CMD 13; Fort +13, Ref +8, Will +17; Init +1; Perc +7, Sense Motive +14

    Test:
    test: 1d20 ⇒ 5
    Well... Another 5. hmm


    The Flaxseed Pathfinder Lodge

    Sorry for the delay. Our Carrion Crown group got together last night after a one month hiatus and I've got an exam at 11:15. I'll be able to update this afternoon/night and get us moving.


    Male Strill Ftr 1, Monk 1 HP-20 AC-20, Tch-17, FF-11, CMD-19, F+6, R+6, W+3, Perception +9

    I will be on a plane to Portland until late tonight. I will post from the hotel.


    Human Ftr 7 | HP 74/74 | AC 24 T 15 FF 20 | CMD 26 | F +8 / R +6 / W +4 (+6 vs fear) | Init +7 | Perc +0 | SM +0

    @Kyra - I just took a quick look at your spell list and noticed you have cure spells prepared at each level. A cleric can sacrifice any prepared spell to spontaneously cast a cure spell of the same level - so, for example, you could have protection from evil prepared on a given day, and sacrifice it to cast cure light wounds. Which means you don't actually have to have cure light wounds, or any of the cure spells, among your prepared spells for that day in order to cast them.

    If the DM is okay with it, you could revise your prepared spells, since Kyra would probably know this... So you could swap your cure critical wounds for blessing of fervor, for example.


    The Flaxseed Pathfinder Lodge

    That's actually the way pregen Kyra has her spells prepared. . . for some reason.

    I usually allow people playing prepared caster pregens to prepare whatever you want. Because, as you pointed out, why would a cleric prepare a cure spell when they have spontaneous casting?


    Human Ftr 7 | HP 74/74 | AC 24 T 15 FF 20 | CMD 26 | F +8 / R +6 / W +4 (+6 vs fear) | Init +7 | Perc +0 | SM +0

    I figured you'd be reasonable about such a thing.

    That is weird that the pregen comes that way. I figured that it was Rycky who had picked the spells, since I think he said he hadn't been playing PF long. But the designers of the game should know better, eh?


    The Flaxseed Pathfinder Lodge

    It's always been a complaint about the pregens. I think the rationale is because newer players using pregen Kyra might not know what Spontaneous Casting does, so they put the cure spells as prepared to remind the player that they can heal people.


    Human Ftr 7 | HP 74/74 | AC 24 T 15 FF 20 | CMD 26 | F +8 / R +6 / W +4 (+6 vs fear) | Init +7 | Perc +0 | SM +0

    Yeah, that was my thought, that they build the pregens with some assumption of ignorance on the part of anyone playing them.


    Female Human Cleric [7] | HP 59 | AC 19 T 11 FF 19 | F +7 R +4 W +10 | CMB +8 CMD 18 | Init +0 | Perc +4

    Yeah, I just copied the pregen into my Hero Lab to make it easier. As I have not attempted a cleric before I will take suggestions as to what spells might be useful in place of the Cures.


    Human Ftr 7 | HP 74/74 | AC 24 T 15 FF 20 | CMD 26 | F +8 / R +6 / W +4 (+6 vs fear) | Init +7 | Perc +0 | SM +0

    In thinking about whether Kyra should cast or use a wand to heal Valeros, I took a closer look at her spells. It turns out the pregen has a full set of prepared spells listed for each level plus the appropriate cure spell. So, for level 4 spells, it says:

    4 (2/day) Cure Critical Wounds, Holy Smite (DC 18), Fire Shield

    So she can cast 2 of these per day, and she's got Holy Smite and Fire Shield prepared. Cure Critical is basically there to remind the player that it's there as an option. This may have been clear to others, but I first read it as she's got all three of those prepared and can cast each one once per day.

    @Rycky - on your question about spell changes for Kyra, here's a thought or two:

    - Get rid of Holy Smite and take Blessing of Fervor.
    - Maybe ditch Invisibility Purge and take Magic Circle Against Evil - if the devil we just fought is any indicator of what we'll be running into.
    - Drop Spiritual Weapon and/or Hold Person, pick up some other buffs - like another Bull's Strength or Protection from Evil, Communal.

    I'm sure there are some good spells I've missed that others could point you to, but those are my thoughts.


    Female Human Cleric [7] | HP 59 | AC 19 T 11 FF 19 | F +7 R +4 W +10 | CMB +8 CMD 18 | Init +0 | Perc +4

    OK, stat block updated with new spells. I've used one Bless and one Bull's Strength. I will use the wand to heal Valeros (which I did miss, along with a bunch of other stuff like the scrolls, etc.)


    Female Human Cleric [7] | HP 59 | AC 19 T 11 FF 19 | F +7 R +4 W +10 | CMB +8 CMD 18 | Init +0 | Perc +4

    Ooops, re-updated. I had Dispel Magic twice, one is now Prayer.


    Human Ftr 7 | HP 74/74 | AC 24 T 15 FF 20 | CMD 26 | F +8 / R +6 / W +4 (+6 vs fear) | Init +7 | Perc +0 | SM +0

    @EF - how close is the camp to the cliff-top? I'm trying to figure out if Valeros has any of his 7 minutes of Bull's Strength left.

    @Gang - Valeros isn't much for sneaking - I say we lay down some buffs/debuffs and then roll in on them. And then, of course, we'll find out the "slaves" are all actually guards...

    Sovereign Court

    Stats:
  • AC 17 / Touch: 14 / Flat XX (Uncanny Dodge) / CMD 15
  • HP 81/81
  • Fort:+11; Ref:+17; Will+14
  • Percep +32 (Trapspotter);Sense Motive +5
  • Init+3
  • Luck Rnds 0/7 used
  • Halfling Bard (Archaeologist) 10

    @all: Weiman is actually packing Invis as a spell and a decent stealth, so hijinks can totally happen, but will go along with any other plan.

    -Posted with Wayfinder


    Female Human Cleric [7] | HP 59 | AC 19 T 11 FF 19 | F +7 R +4 W +10 | CMB +8 CMD 18 | Init +0 | Perc +4

    I could cast Prayer just as the party gets into the camp if we are to charge, hopefully catching enough baddies to hit them with the -1 penalties.


    The Flaxseed Pathfinder Lodge

    It has been longer than a 7 minute walk to camp. Any buffs will have to be sufficiently long (minutes, not rounds) so that you could do them well away from them camp and then get up to the position on the map before being noticed.

    And I promise the slaves are just slaves.


    Human Ftr 7 | HP 74/74 | AC 24 T 15 FF 20 | CMD 26 | F +8 / R +6 / W +4 (+6 vs fear) | Init +7 | Perc +0 | SM +0

    @Weiman - a surprise start to things is always helpful. What did you have in mind?

    @Kyra - that sounds like a good approach - nice to get us all a buff and a no-save debuff when we have a bunch of opponents.

    Sovereign Court

    Male Human ftr4 monk1 Aldori Swordlord4 HP-66 AC-30, Tch-18, FF-21 CMD 29 Init +8 Perc & SM +12 F+9, R+12, W+5

    I have decent stealth too (+15), but I'm OK with either approach.

    Sovereign Court

    Stats:
  • AC 17 / Touch: 14 / Flat XX (Uncanny Dodge) / CMD 15
  • HP 81/81
  • Fort:+11; Ref:+17; Will+14
  • Percep +32 (Trapspotter);Sense Motive +5
  • Init+3
  • Luck Rnds 0/7 used
  • Halfling Bard (Archaeologist) 10

    I'm largely mobile-only, so I rarely see the roll20 maps (having no home internet line beyond tethering my phone is pretty butts.) I'll look over the description again, but I don't think I saw anything I could Stealth + Disable Device to have Home Alone hijinks.

    -Posted with Wayfinder


    Human Ftr 7 | HP 74/74 | AC 24 T 15 FF 20 | CMD 26 | F +8 / R +6 / W +4 (+6 vs fear) | Init +7 | Perc +0 | SM +0

    Looks like a bunch of us are online, let's do this thing.

    It's not clear to me what we gain from stealthing up, except a couple of attacks in the surprise round - which aren't a bad thing - but we could end up with part of the party in combat and the rest running to catch up and help them. I haven't looked at everyone's sheet (and Raphael doesn't seem to have a character sheet under his alias), so this isn't the most informed judgement.

    Anything I'm missing? If Lindum were around, some recon would certainly be helpful.

    Dark Archive

    Male Halfling Cleric 10/Diabolist 1 HP 90/90; AC 22 (T12/FF20) CMD 13; Fort +13, Ref +8, Will +17; Init +1; Perc +7, Sense Motive +14

    I can do a little stealthing, but also my trickery domain allows me to use Veil for 10 rounds. Not an amazing amount of time but enough to get them to drop their guard for a few moments.

    A thought, didn't the Erinyes say she was leaving to get reinforcements? All we need to do is disguise 1 person to look like her and march in.


    Human Ftr 7 | HP 74/74 | AC 24 T 15 FF 20 | CMD 26 | F +8 / R +6 / W +4 (+6 vs fear) | Init +7 | Perc +0 | SM +0

    Definitely do some recon with the imp. I'm not dure it's worth using Veil, as it would probably use up all your rounds of it. Unless they're extra-tough guards, I say we charge 'em, buffing as we get close. But recon first is always a good idea, as the erinyes encounter proved nicely.

    Sovereign Court

    Valeros, my character sheet is in recruitment, I'll move it. I agree with the rush tactic. Move up to the line of bushes and then attack. Any ranged stuff could open up the attack from there.

    Sovereign Court

    Stats:
  • AC 17 / Touch: 14 / Flat XX (Uncanny Dodge) / CMD 15
  • HP 81/81
  • Fort:+11; Ref:+17; Will+14
  • Percep +32 (Trapspotter);Sense Motive +5
  • Init+3
  • Luck Rnds 0/7 used
  • Halfling Bard (Archaeologist) 10

    This should be said trait, GM. I always forget to let DMs know about it early enough, so I'd accept foregoing the bonus, if desired.

    Sovereign Court

    Stats:
  • AC 17 / Touch: 14 / Flat XX (Uncanny Dodge) / CMD 15
  • HP 81/81
  • Fort:+11; Ref:+17; Will+14
  • Percep +32 (Trapspotter);Sense Motive +5
  • Init+3
  • Luck Rnds 0/7 used
  • Halfling Bard (Archaeologist) 10

    I have so many actions and lines of dialogue that I want to do that aren't "drive the mine cart" right now, but literally ONLY because this mine cart is gonna get driven real soon and we're in inits, do ho ho.

    -Posted with Wayfinder


    The Flaxseed Pathfinder Lodge

    You don't have to chase after them in the mine cart. . . but it's more fun that way. Speaking of which, I'll update later. Most likely tomorrow. I need some time to reread the mine cart rules and get everything ready for that.


    Human Ftr 7 | HP 74/74 | AC 24 T 15 FF 20 | CMD 26 | F +8 / R +6 / W +4 (+6 vs fear) | Init +7 | Perc +0 | SM +0

    Mine cart rules... sweet.

    I hope I do better in this chase than I did in your God's Market Gamble, EF. I tried about six times to get in a window at the very start. Though I'm not sure what Valeros can bring to a mine cart chase, except maybe a good hard push, as Raph suggested.

    Sovereign Court

    Stats:
  • AC 17 / Touch: 14 / Flat XX (Uncanny Dodge) / CMD 15
  • HP 81/81
  • Fort:+11; Ref:+17; Will+14
  • Percep +32 (Trapspotter);Sense Motive +5
  • Init+3
  • Luck Rnds 0/7 used
  • Halfling Bard (Archaeologist) 10

    Unless I read it wrong, pregen Valeros has a +12 Ride; that's what he brings to the table (as well as jokes about why he has the ride skill.) I can try to aid for +4s and offer up a +2 shirt reroll for any really poor rolls, but I do want to ask; is each check a round or longer? Asking because I might be able to use Archeologist's Luck to help my rolls...

    -Posted with Wayfinder


    The Flaxseed Pathfinder Lodge

    I read over it twice this morning and I couldn't find anything that said what type of action it is to steer/speed up or down the cart. When I played it I remember our GM ruled that it was a move action and I think it's usually a move action to drive most other vehicles (didn't double-check that so someone correct me if I'm wrong).

    So you can make a Ride check as a move to keep it going steady or you could potentially make two Ride checks to speed it up twice in one round.

    These old scenarios sometimes have really cool ideas but the mechanics are not always clear or fleshed out properly, leaving the GM to make it up as he goes. For an even more complicated example, see the dog sled race in To Scale the Dragon. It's a wonderful scenario and we have so much fun playing it but I had to adjust some of the clunky dog sledding rules to make it easier on everyone.

    story time!:
    My fiancee was playing her druid and I accidentally killed her wolf companion (there were tears-and everyone in our lodge was furious with me for about a week). They were at the top of the mountain and didn't have enough dog sleds to escape now because she had ridden up on her wolf. So she wild-shaped into a wolf and the sorceress was riding on the wild-shaped druid.

    At one point in the chase they were coming close to a chasm and the sorceress was freaking out: "We're going to hit that chasm, slow down!"

    "Wait for it. . . wait for it. . . "

    "NO! Stop! I'll die!"

    "I jump off the cliff and wild shape into an eagle."

    Silence.

    Entire table: "That. Was. AWESOME!"


    The Flaxseed Pathfinder Lodge

    story time 2:
    In this scenario I was playing my Indiana-Jones-of-the-halflings archaeologist character. (When a friend of mine learned about the mine-cart chase he told me I had to play my archaeologist and ran it for me.) As I said before, our cavalier couldn't fail the Ride checks so he kept up right on their tail and I used my whip to pull people from the cart. It was one of the highlights of his career.

    Oh, and he has the Prehensile Whip trait which allows him to use his whip like a rope-and-grappling hook, so at one point I used my whip to jump from one cart to the other after we had cleared out a couple bad guys.

    Sovereign Court

    Stats:
  • AC 17 / Touch: 14 / Flat XX (Uncanny Dodge) / CMD 15
  • HP 81/81
  • Fort:+11; Ref:+17; Will+14
  • Percep +32 (Trapspotter);Sense Motive +5
  • Init+3
  • Luck Rnds 0/7 used
  • Halfling Bard (Archaeologist) 10

    I played the driver in a local Skull and Shackles game; if you want to somewhat cross-reference Ultimate Combat's driving system, it is a standard action and a (not PFS-legal, I think) feat makes driving a move.

    As for dogsled story time... well, I actually have a DM story and a player story, both of which I don't want to type out on a phone (since it won't do them justice.)

    -Posted with Wayfinder


    Female Human Cleric [7] | HP 59 | AC 19 T 11 FF 19 | F +7 R +4 W +10 | CMB +8 CMD 18 | Init +0 | Perc +4
    Valeros the Pregenerated wrote:

    Mine cart rules... sweet.

    I hope I do better in this chase than I did in your God's Market Gamble, EF. I tried about six times to get in a window at the very start. Though I'm not sure what Valeros can bring to a mine cart chase, except maybe a good hard push, as Raph suggested.

    Ha! I'm the fat gnome that couldn't squeeze thru the crack in the wall so I know the feeling...


    The Flaxseed Pathfinder Lodge

    Ok, if it's a standard action in UC then let's go with standard action to drive the cart. That makes a bit more sense anyways than being able to speed the cart up twice during a round if it were a move action.

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