GM Pox's "The Mummy's Mask" (Inactive)

Game Master WerePox47

In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of the nation's lost glories.


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Human Fighter 17/Guardian 5: HP 182/182, Fort +17, Ref +18, Will +19, AC 52 (T 21, FF 47), CMD 53 (Grapple , Overrun 70), Perception +2, Init +8

anaan is well down in HP at the moment. His DR/- helped with the last blow, but he's still rather depleted. Sleeping is probably prudent.


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

Page Turn

Ama casts a mythic heal on Canaan(225 hp)

Is anyone else hurt?

UMD Checks:
UMD: 1d20 + 15 ⇒ (19) + 15 = 34
UMD: 1d20 + 15 ⇒ (5) + 15 = 20
UMD: 1d20 + 15 ⇒ (4) + 15 = 19
UMD: 1d20 + 15 ⇒ (2) + 15 = 17
UMD: 1d20 + 15 ⇒ (14) + 15 = 29
UMD: 1d20 + 15 ⇒ (11) + 15 = 26
UMD: 1d20 + 15 ⇒ (1) + 15 = 16
UMD: 1d20 + 15 ⇒ (19) + 15 = 34
UMD: 1d20 + 15 ⇒ (9) + 15 = 24
UMD: 1d20 + 15 ⇒ (17) + 15 = 32
UMD: 1d20 + 15 ⇒ (18) + 15 = 33
UMD: 1d20 + 15 ⇒ (6) + 15 = 21


Inner Sanctum

Amarantha is able to deactivate the attack pyramids.. Somewhere is the distance a bunch of "OH S$#+!!" noises can be heard..

Where to next? Got three other entrances..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

what are the choices? We'll just take the one to the right of the last one.


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

Ama hits the group with Extended Life Bubble


Inner Sanctum

Ok I'll move us up in the morn.. Please update any other buffs.. Are yall sleeping?


Mythic Power: 1 2 3 4 5 6 7 8 9 10 X X X X X .. Legendary Item power: X X X X | STONESKIN all day
Findlay's stats (at 175 of 175hp):
Arcane Sight, Resist 30 vs acid & Protection from cold; AC16(T14/FF12) | CMD23 | Fort+17/Ref+15/Will+15 | Init+14 | Perception+17

Findlay's UMD checks on the little pyramid would have been:

Spoiler:

Findlay's UMD check: 1d20 + 22 ⇒ (19) + 22 = 41

Findlay's UMD check: 1d20 + 22 ⇒ (4) + 22 = 26

Findlay's UMD check: 1d20 + 22 ⇒ (5) + 22 = 27

Findlay's UMD check: 1d20 + 22 ⇒ (13) + 22 = 35

Findlay's UMD check: 1d20 + 22 ⇒ (10) + 22 = 32

Findlay's UMD check: 1d20 + 22 ⇒ (19) + 22 = 41

Findlay's UMD check: 1d20 + 22 ⇒ (10) + 22 = 32

Findlay's UMD check: 1d20 + 22 ⇒ (17) + 22 = 39

Findlay's UMD check: 1d20 + 22 ⇒ (7) + 22 = 29

the next entrance to the right sounds OK to me...


Inner Sanctum

Moving around the pyramid to the east, the next entrance is 280 feet up the face of the pyramid. There are stairs, but something tells you the arc lightning playing on the surface will not be kind without protections. Flight could possibly get you there unscathed..

Please notate any buffs spells being cast and upadte headers..


Inner Sanctum

We lost Amarantha due to personal issues.. Ill try to find someone to replace i guess.. Seriously thinking we are cursed to get this finished..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

It is up to the casters to decide on what we do now. If they are low we rest. If they have communal resist electricity, it might be a good idea to slather that on. Just being the brute squad, I don't have the tools to help with this.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 X X X X X .. Legendary Item power: X X X X | STONESKIN all day
Findlay's stats (at 175 of 175hp):
Arcane Sight, Resist 30 vs acid & Protection from cold; AC16(T14/FF12) | CMD23 | Fort+17/Ref+15/Will+15 | Init+14 | Perception+17

having just arrived this morning -- after a wild ride through several millennia -- Findlay realizes he hasn't rested in over 3,000 years!

although not particularly low on resources, he is quite ready to snooze.

He would be willing to Teleport the party -- but he's not from around here ('here' being 'this age of the world'!), so he's not familiar with anyplace...it might be a little risky...


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii could use a recharge: after Findlay studies his immediate surroundings here, The Hadj will cast Grove of Respite, then Transport via Plants, to get us back to Tephu...


Inner Sanctum

Back to Tephu it is.. The citizens look oddly amused by the people exiting plants, but whateve's.. There is talk of a flying pyramid that crashed outside the city though..

Back in town feel free to update loot etc.. For super high end stuff ask though.. Also modifying stuff will take days yall don't have so keep that in mind.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii will be spell components for 8 castings of StoneSkin.

before resting, Hadjii will make 10d4 ⇒ (1, 2, 4, 3, 2, 1, 4, 2, 4, 4) = 27 fresh Goodberries...

in the morning, he'll cast StoneSkin on himself, Aramantha, and Hemket -- using Enduring Blessing to make the duration 24 hours on each casting.


Inner Sanctum

After teleporting the group back to the pyramid, mark off the spell Findlay, you all stand looking up the eastern face again.. Lightning plays across the surface and you can see an entrance 280' up..

Feel free to cast buffs and let me know approach, climbing or flying and how far away..


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

Before leaving Ama casts Heroes Feast
Extended Life Bubble
Pro Energy: Communal(Cold, Fire and Lightning)
Extended Pro Evil:Communal
and Extended Ironskin

All Extended spells are using Divine Metamastery to nullify the 1 level increase

Temp Hp: 1d8 + 8 ⇒ (3) + 8 = 11


Human Fighter 17/Guardian 5: HP 182/182, Fort +17, Ref +18, Will +19, AC 52 (T 21, FF 47), CMD 53 (Grapple , Overrun 70), Perception +2, Init +8

Now confident that he won't be zapped to death, Canaan starts hoofing it up to the entrance.

Do I need climb checks?


Inner Sanctum

No climb checks.. You start to close on the pyramid and your hair stands on end.. You are pretty sure some mega lightning is gonna get yea if you go up the stairs, multiple times before you get to the top..

Perhaps a Communal Air Walk would be wiser.. This is me throwing a bone and saving you resources.. Fly up and enter..


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii can totally burn a Mythic for that Communal Airwalk thing!

he need not include himself (he'll turn into a huge air elemental!): 170 minutes over the 4 characters makes for 40 minutes each...


Inner Sanctum

The group flies up to the entrance, staying away from the lightning on the surface.. Once up there..

The stone staircase leads to a platform jutting from high atop the pyramid’s eastern face. A large, dark block of stone polished to a mirror-like finish blocks entry into the pyramid’s interior. A few dozen golden tiles inlaid in the block of stone surround a symbol of an arrow piercing a cloud, painted in a blue metallic hue. A single hieroglyph is carved into each tile, and a line of smaller hieroglyphs is engraved above the tiles.

The hieroglyphs read “Speak the name of the one to whom this Crypt of Air is dedicated.” The strange blue symbol is that of an erinyes
devil from long ago..

Know Planes or Religion check

Hemket notices a trap on the stone blocks, but in its current configuration he thinks if would be difficult to disarm..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Hemket sees if he can remember something about to whom the area is dedicated.

knowledge nobility: 1d20 + 10 ⇒ (11) + 10 = 21 best option he has


Inner Sanctum

Hemket actually recalls the Erinyes name was Hastepperut..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

He speaks out "Hastepperut"


Inner Sanctum

The black stone slide back revealing a passageway.. You think you can disarm the trap now. New Map link up

Beyond the platform is a narrow corridor that turns south almost immediately. A thick, greenish-white mist fills the passage, masking its length.

A faint odor of mint and roses comes with the gas..


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

Ama goes invisible and follows the group


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

disable device: 1d20 + 41 ⇒ (6) + 41 = 47


Inner Sanctum

Easily bypasses it..

You have a sweet smelling misty hallway in front of you..


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

"While it is possible for me to scout ahead, I'm never fully convinced that is a good idea. I'd say we just go ahead in normal order. "


Human Fighter 17/Guardian 5: HP 182/182, Fort +17, Ref +18, Will +19, AC 52 (T 21, FF 47), CMD 53 (Grapple , Overrun 70), Perception +2, Init +8

Your friendly neighborhood tanks takes the lead and starts heading down the passage.


Inner Sanctum

The team moves in with Air Hadjii squeezing in the back..

1d20 + 2 ⇒ (7) + 2 = 9

As Can gets to the end of the hallway and turns the corner he fails to notice the change in the mists density and quickly inhales a poison.. It would also affect Hemket, but he is immune to inhaled poison so.. No one else has to make a save unless they move up..

Need a Fort save Can..


Human Fighter 17/Guardian 5: HP 182/182, Fort +17, Ref +18, Will +19, AC 52 (T 21, FF 47), CMD 53 (Grapple , Overrun 70), Perception +2, Init +8

fort save: 1d1 + 16 ⇒ (1) + 16 = 17 derp


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

We all have life bubble


Inner Sanctum

Well never mind then.. All good.. Moving into the next room you see..

"Stout pillars carved with hieroglyphs support the ceiling of this grand chamber. On raised niches in the north and south walls are statues of winged lions, though the forms are oddly distorted. The walls of the chamber are painted with scenes of smiling peasants harvesting wheat as flocks of crows tear bits of flesh from their bleeding bodies. The entire floor of the hall is painted with a dizzying and confused conglomeration of overlapping arcane writing and symbols in a nauseating mixture of colors. The sound of wind comes from the west, where a balcony overlooks an open area."

The ceiling is 40' and the niches described are 10' below the ceiling..


Mythic Power: 1 2 3 4 5 6 7 8 9 10 X X X X X .. Legendary Item power: X X X X | STONESKIN all day
Findlay's stats (at 175 of 175hp):
Arcane Sight, Resist 30 vs acid & Protection from cold; AC16(T14/FF12) | CMD23 | Fort+17/Ref+15/Will+15 | Init+14 | Perception+17

at this point, Findlay will cast <Telepathic Bond> on the gang, followed by Invisiblity on Hadjii


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii, now invisible -- and already a big air elemental -- flies along the 40' ceiling (so he is now 35' up)...

he peers into the niches:

Hadjii's Perception check: 1d20 + 29 ⇒ (7) + 29 = 36


Male Ifrit Slayer 17(Perception +33, Stealth +29 Disable Device +45 Init +21, HP 199/199, AC 22, CMD 41, Fort+19, Ref +25, Will +15)

Hemket will also take a look around in a sneaky fashion.

stealth: 1d20 + 26 ⇒ (20) + 26 = 46
perception: 1d20 + 31 ⇒ (1) + 31 = 32


Inner Sanctum

Feel free to move your tokens to where you are moving..

Spells are casts and Hadjii moves up to look into the niches.. He see's nothing but the statues. Hemket slips into the darkness, but doesn't see anything other than described..


Human Fighter 17/Guardian 5: HP 182/182, Fort +17, Ref +18, Will +19, AC 52 (T 21, FF 47), CMD 53 (Grapple , Overrun 70), Perception +2, Init +8

Canaan remains near the entrance around the squishies.

"What do the colored squiggles mean?" asking about the arcane writing.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 X X X X X .. Legendary Item power: X X X X | STONESKIN all day
Findlay's stats (at 175 of 175hp):
Arcane Sight, Resist 30 vs acid & Protection from cold; AC16(T14/FF12) | CMD23 | Fort+17/Ref+15/Will+15 | Init+14 | Perception+17

Findlay will examine the chaotic mix on the floor:

Findlay's Knowledge:Arcana check: 1d20 + 28 ⇒ (4) + 28 = 32


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Hadjii will drift forward along the ceiling, looking down at the mess on the floor; he will consider it from a Spellcraft perspective:

Hadjii's Spellcraft check: 1d20 + 20 ⇒ (20) + 20 = 40

then he will examine the next niche...


Inner Sanctum

You think they were once some sort of summoning circles, but have long since lost there magics..

1d20 + 28 ⇒ (7) + 28 = 35

Hadjii notices nothing different in the second niche..


Inner Sanctum

A few moments after Hadjii looks into the niche the 4 statues spring to life and attack!!

They will have a surprise round with no one noticing them. I'll post it in the morning..


Inner Sanctum

As Hadjii watches the statue in front of him morphs into..

This thing is a horrid mass of barbed tentacles, glaring eyes, and gnashing teeth, twisting upon itself and reshaping into new forms.

Know Planes

It does not notice the invisible Hadjii though and all 4 move to attack the people below.. Because it's a suprise round they don't get to move and attck however.. They readied themselves by launching into the air..

Init:

Amarantha: 1d20 + 7 ⇒ (2) + 7 = 9
Canaan: 1d20 + 8 ⇒ (4) + 8 = 12
Findlay: 1d20 + 14 ⇒ (5) + 14 = 19
Hadjii: 1d20 + 8 ⇒ (9) + 8 = 17
Hemket: 1d20 + 16 ⇒ (2) + 16 = 18
Beasts: 1d20 + 10 ⇒ (13) + 10 = 23

Init Order:

Beasts
Group..

The one in front of Hadjii goes to move but runs into him.. Startled he attacks his space..

Attacks: 4d20 ⇒ (11, 19, 15, 15) = 60 all could hit
Miss: 4d100 ⇒ (24, 78, 18, 56) = 176 two hits
Dam: 2d8 + 22 ⇒ (4, 5) + 22 = 31 apply DR twice

You need to make two fort saves as well Hadjii..

The other three do flyby attacks on the rest of the group minus Hemket. One on each..

Vs Findlay: 1d20 ⇒ 5 hit
Dam: 1d8 + 11 ⇒ (4) + 11 = 15 plus a fort save.

Vs Amarantha: 1d20 ⇒ 13 hit
Dam: 1d8 + 11 ⇒ (8) + 11 = 19 plus a fort save.

Vs Can: 1d20 ⇒ 20 threat
Confirm: 1d20 ⇒ 3 nope
Dam: 1d8 + 11 ⇒ (6) + 11 = 17 plus a fort save.

Can because you have combat reflexes you may make an AoO as it passed you by.. The creatures end up 20' in the air after they pass you..


Inner Sanctum

The save is vs a Curse if you have bonuses for that..


Human Fighter 17/Guardian 5: HP 182/182, Fort +17, Ref +18, Will +19, AC 52 (T 21, FF 47), CMD 53 (Grapple , Overrun 70), Perception +2, Init +8

fort save: 1d20 + 16 ⇒ (18) + 16 = 34

AOO: 1d20 + 36 ⇒ (11) + 36 = 47 damage: 1d6 + 22 ⇒ (4) + 22 = 26

and that stops the movement of the creature due to cage enemy (I will spend the mythic point).

Cage Enemy:

Cage Enemy (Ex)

You can pin enemies foolish enough to face you. As an immediate action, you can expend one use of mythic power to hinder opponents until the end of your next turn. When this ability is active, any creature moving out of one of your threatened squares, even when making a 5-foot step or using a form of movement that doesn’t usually provoke attacks of opportunity, provokes an attack of opportunity from you. If your attack of opportunity hits and deals damage, the creature remains in its current space and its movement ends. Alternatively, you can expend one use of mythic power as part of a charge. If the charge attack hits, the target can’t move itself from its space until the beginning of your next turn (though others can move the creature).

Also note that I have 10' reach for the purpose of AOOs, and 4 AOOs per round if any more went near me.

The damage just eats the temp HP from heroes feast (after my DR 6/-).


Inner Sanctum

You may make two more attacks then as two others came close on flybys..


Human Fighter 17/Guardian 5: HP 182/182, Fort +17, Ref +18, Will +19, AC 52 (T 21, FF 47), CMD 53 (Grapple , Overrun 70), Perception +2, Init +8

to hit: 1d20 + 36 ⇒ (7) + 36 = 43 damage: 1d6 + 22 ⇒ (1) + 22 = 23
to hit: 1d20 + 36 ⇒ (1) + 36 = 37 damage: 1d6 + 22 ⇒ (3) + 22 = 25 guess I couldn't stop all of em


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

Planes: 1d20 + 18 ⇒ (18) + 18 = 36

Knowledges:
1. The order of their saves in order from highest to lowest. (e.g. Fort - Will - Ref)
2. Elemental resistances and immunities
3. Special attacks
4. Special defenses
5. Do they have combat reflexes or any other ability that will let them make attacks of opportunity on me even though I beat their initiative.

Ama is also invisible


Inner Sanctum

Normal Invis is no good vs them.. Hadjii has Undetectable on his cloak though so need the fort save Amarantha.

Amarantha knows these are chaos beast, but a more evolved form..

Saves: Fort, Reflex, Will
No elemental resistances
hen they hit you a curse comes with that can make your corporealness unstable.
They have damage reduction and spell resistance.

Can stops two of the baests in thier tracks as they come by.

C1
C2
C3 -16
C4 -18

Party is up..


Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15
Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11 Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

Fort: 1d20 + 19 ⇒ (20) + 19 = 39

Ama channels to activate Beacon of Hope

Channel: 9d6 ⇒ (6, 6, 1, 5, 4, 2, 6, 4, 5) = 39

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