Gestalt Borderlands (Inactive)

Game Master BloodWolven

The Crypt
The Crypt 2nd Level


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skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

upon feeling a prodding Balthe immediately shuts her out and marches off to find Ida.

What are doing in my head? Balthe asks, not hostile, but suspicious.

I been controlled enough in my life!


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Ida has to be within Line of sight, anyway, so she'd be fairly easy to find. :P

Ida listens, and attempts to explain it in a reasonable fashion.

"It's not particularly access to your head. I won't be able to hear your thoughts, or read your memories, or anything like that. If you'll allow me this, I can better heal you. Right now, I'm checking everyone, to see what condition they're in. I can determine how much damage each body has taken, as well as whether there are any afflictions, such as poisons or diseases, affecting them."


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

But I can shut you out if I get nervous?

Assuming so he relents and allows it


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Ida nods. If you feel uncomfortable at any time, you can immediately sever the connection.

Translation: It's a free action to drop out of the collective.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

So CL4P-TP trundles on over to the group humming as he goes when suddenly...
"Unce unce unce unce Aieee!!! Mind hack! Mind hack! Mind ha, Oooh! Tools!"
He then absent-mindidly let's Ida in as he gets distracted by the shiny pile of tools.
"Here we have some pretty crafting tools, and here is a book on surviving on Pandora and another on crafting bullets! Very useful! Oooh! Some notes and sciency stuff! I will have to ooklook this over later! And is this a repair kit? Why this must be christmas! And more gadgets!" he holds up the homing beacon, phone, codebreaker, silver bracelet and an Eridian Artifact. Feel free to choose what it is, Claptrap will like it either way :)
"And are these explosives? Woooow!
We can store the excess gear in the warehouse in Radiator Ridge, it is mostly empty!
"

I ended up grabbing a fair amount, if any of you guys want some of it, I would be happy to share :)


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

as long as you make me some bullets! Just waiting on my split:)


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Like I said, if you want something like that, just call for it. I don't even know if I can make bullets, my guy just likes it because it is a tool :) I am actually surprised that no one has grabbed the 3 fat stacks of $5000, especially with a store inside Radiator Ridge just 100meters away...


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

i think we are splitting it, a little metagamy but we don't want to fight :)


There appears to be two clips with each of the guns. So 8 rounds for the shotgun, 16 rounds for the rifle, and 12 rounds for the pistol.

Yeah Balthe I got your bodies, Sorry I recorded the bodies we collected, see out cold and dead. The other bodies around the shuttle I was talking about, though thanks for the clarification.

Swiftstab, the crate weighs 200 lbs. The darts have Dex poison, Fort DC 14, 1d3 dex damage, each round for 3 rounds., one save to stop.

Green is one of the two cryo chambers left in the shuttle.

Creating a turret with one of the guns would take Engineering DC 20 and Craft mechanics DC 20 and at least 2d6 days. You can increase the DC to lower the time needed. Up to you.

Ida there is a female catfolk and a male human covered in tattoos out cold laying off to the side.

Claptrap, if healed by divine magic you take 1/2. Repair is more effective.

ClapTrap you can't claim anything since you are not there, but I am sure most of those things will still be there, we will see.

Crafting alchemical cartridges, bullets, is alchemy.

The silver bracelet locks onto ClapTraps arm once he picks it up. "Greetings wearer of Atlas prototype R4C7, this bracelet allows you to use your own source of energy to make an energy bolt in defensive mechanisms. Retroactive attack (immediate action, takes 1d6 hit points from you, dealing 2d6+ Con modifier in energy damage)."

Just talk in character about how to split the money. Five is occupied.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Jack, I can help you design a turret if you like. All of us played a part in obtaining this, let us sell all that is left over and divide it evenly. If you will use it in our fight then take it.Especially if we are to be working together.

Balthe grabs the pistol rounds, and picks up the MW shortsword. If any of you will use this regularly it is yours, if not I will use it as a backup if we come across foes my pick is not effective against.

i have engineering. Also claptrap I will be dounting on you yo make me bullets :)


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

"That sounds like a good idea Balthe, I can follow a schematic just fine but it does occur to me that we don't have one of those. If you can draw one up for me I'll be more than happy to construct them." Jack states in agreement with Balthe.

@Ida: Wooooo a vitalist! Love that class.

"Let us divvy up the money equally amongst ourselves. I am sure we all need supplies for the days ahead. Some money can go a long way. I think we should also set aside some for donations or bribes as the case may be in the town. You never know how far rubbing a couple of coins will go to please some people." Jack suggests.


Goblin Gunslinger "Ziggs"

I can help out with the craft: mechanics and engineering checks as well. I got 10 and 16 respectavly. I figure 2 of us can aid another to the person with the highest ranks and if he takes 10 we can do it in quick order.
So I can craft bullets with alchemy? Cool :)
Wait, I can be healed by repair checks? Does that mean mending and does that mean I can self repair?
I "trundled on over to the group" and I ment that I came back to the trucks where everyone is by that, sorry for not being clear :)
As for the money, who in their right mind would give money to a robot? That's like giving money to a sentry turret or to your car. It just wouldn't happen :) so divy the money up among yourselves, maybe at a later time :)

Claptrap squeals out when the brcelet attaches itself to his arm
"Aieee! Oh. Its a machine! Can you do electric damage?" then turning to Jack and Balthe "There should be turret schematics in the Sherffs safe, I can help you with that! I can also help you build it!"


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Ok Claptrap I will need you to make me some alchemical bullets, but first lets get Jack some plans. You start and I will help make sure it works for people w feet.

engineering aid 1d20 + 5 ⇒ (14) + 5 = 19


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

So, Claptrap heals 1/2 from divine energy, got it. What about psionic healing? I've got 2 sources of healing, after all.

Ida laughs at the Claptrap's antics, finishing her diagnostics, unless anyone else objects to her mental prodding.

Claptrap's down a few hit points, but other than that, I'm not sure. Swiftstab's "Vitals" Section has 15/7 shown for HP, for example.


Claptrap I think I was just referring to your last location. You are now with the group, no worries. I was responding to posts as I saw them.

Well group you come to a quandry, you do not have the schematics but you know where they are do you go investigate and try to find them?

Since he is a robot, similar to a warforge, he would take half healing from standard methods, or nothing at all, I like the half method though. Yes ClapTrap you can fix yourself also if someone has a repair spell that would heal you fully as the spell rather than half.

Swiftstab update your vital section! Also would everyone please put the vital section above the skill section in your spoilers, Thank you!

Ida the unconscious ones do not object, the catfolk is at 1/2 hit points, the man with the tattoos is merely out cold.

The prototype continues to talk to Claptrap, "Any energy can be done, though you will need to attune me to that frequency, either affect me by such energy type or touch a weapon with the quality you wish to attune me to. Be aware that acid has had horrible results in the past. Those poor test subjects lost their arms."


Please tell me if you took something that is still on this list.[spoiler=Loot]
Crate 4 has Green's stuff biological armor suit and energy weapon.
Crate 8 has 1300 gp of equipment
Crate 10 has loads of cash, $15,000
Crate 11 has two dozen sticks of TNT, 4 plastic shaped charges, 8 detonators.
Crate 12 has 2 Eridian Artifacts
Crate 13 has MW morningstar, collapsing spear MW, 5 bolas,
Crate 14 10 minor magic items.
Crate 15 Atlas guns, one pistol (no ammo), one shotgun (8 ammo), one rifle(12 ammo).
Crate 18 MW Knowledge Geography Pandora,
Crate 20 Rations for 180 days, with 1 water purifier.

Cryochamber - still secure and functioning.

Bodies Dead:
bloody caps x2 - heavy pick, waraxe, 2 bloody caps, 13 gp, 2 gold errings worth 5 gp, two golden bracelets 10 gp each
psychos x2 - spiked club, razor club, 9 cp, 23 sp,
orc archer - short bow, 15 sp, 2 cp, gold nose ring 3 gp, 13 arrows.

Bodies out cold - female catfolk, tattooed human,


Male Rogue 2 | Monk (of the Sacred Mountain) 2 gestalt
Vitals:
15/15 HP; initiative+6; Darkvision.60ft Perc.+9; SenseM.+9 AC.24/FF.12/T.23; F.3/R.10/W.7; CMB.+0 CMD.16; speed.30
skills:
Acrobatics+12; Appraise+7; Climb+5; Craft_[traps]+10; Disable_device+13; Esc.Artist+11; Kn[dungeon]+7; Perception+9; Ride+15; Sense_Motive+9; Sleight_of_Hand+12; Stealth+22; Survival+5; Swim+5

Sorry, did I put it in the wrong order? I am used to putting total first and current after. Swiftstab is hurt, but has no visible wounds. Mostly frost bite damaged organs...
About the weight of the box: With small size strength 11, I can drag/push 115 X 5 X 0,75 = 431,25 lb. So there is no way in hell I can lift it into the truck, but I can drag it TO the truck. At a rate of 5 ft per 6 seconds. Which is why he is panting once he reaches the truck.

EDIT: I had the book on nature, claptrap wanted the survival book

When the alien mind probes his, it initially raises his alarm. Carefully he senses the motives of the intruder and then recognizes it as Ida who mentioned she was a healer and lets it in. Hi there, can you hear my mind? he thinks, by ways of an experiment. But when no reply comes and no alien thoughts seem to surface, he decides she probably can't. Probably.

When no-one seems to object, or even pay attention to him, the little green man crawls into the drivers cabin and starts looking around.
"Lets see. Seat must be made higher. Pressure pl... eh... Paddles! Paddles must be made taller to reach feet. Number-poke needs to be longer. Mirrors can be turned, no problem there. Eej, whats this lil handhold?"
Swiftstab swings down to look at what he grabbed under the chair. It seemed to lock the chair into a ledge. He pulled it to unlock and shifted the chair forward. No he could reach the wheely-handgrip better! What else he needed?
"A hammock in back. And paint!"


Skills:
Acrobatics +7, Bluff +0, Climb +6, EA +7, Diplomacy +0, Heal +7, Knowledge (His, Rel) +5, Ride +8, Stealth +7, Survival +3, Swim +6
stats:
HP: 18/18 _ AC: 17 _ T: 17 _ FF: 13, Perception +9, Sense Motive +6, Initiative: +3, F: +5 _ R: +7 _ W: +6 _ CMB: +3, CMD: 16, Speed: 30 ft.

Troas walks over to the interesting little green humanoid. "Let me help you with that", lifting the crate, even if the goblin holds on, onto his shoulder, walking to the back of the truck and sliding it into the back of the Cargo truck. A bit of effort needed but he handles it well.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Swiftstab, HP are often denoted as a fraction, as in X out of Y, where X is current and Y is total. Current/Total is the most often used format.

Regarding you being hurt, but with no visible wounds, that's fine. I don't even need to see you to determine whether or not you're damaged.

Ida will check out one of the Eridian artifacts while the others are unpacking, and start asking questions. "So, who are these?" she asks, gesturing vaguely towards the unconscious. Do they need to be healed, as well?"

Ida's taking note of the healing that needs to be done, she's just waiting to figure out how much she needs to do, since none of it seems to be out of her power, nor life-threatening at the moment.

To determine which artifact: 1d3 ⇒ 3

Hardly necessary, but oh well :P


Male Rogue 2 | Monk (of the Sacred Mountain) 2 gestalt
Vitals:
15/15 HP; initiative+6; Darkvision.60ft Perc.+9; SenseM.+9 AC.24/FF.12/T.23; F.3/R.10/W.7; CMB.+0 CMD.16; speed.30
skills:
Acrobatics+12; Appraise+7; Climb+5; Craft_[traps]+10; Disable_device+13; Esc.Artist+11; Kn[dungeon]+7; Perception+9; Ride+15; Sense_Motive+9; Sleight_of_Hand+12; Stealth+22; Survival+5; Swim+5

When the frozen one draws near, Swiftstab is startled a second and hides under the passengers seat. "Ehm... ehm... thanks? I think... Please dont freeze me sir. I hate cold. I realy REALY hate cold..."
The little green man is shivering a bit but doesn't seem angry. If anything, he seems genuinely afraid of Troas.

Swiftstab & Claptrap each had a good picking. Balthe and Jack took a more modest share. Johnny is npc piloted by me so I don't think I should claim anything out of his name. York, Elo and Ida (at least not when I was typing this post, lol) haven't chosen anything yet so I say they get first picks now before we further indulge our greed


Skills:
Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7
Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30

Five overheard some of the talking, puts his project to the side for a moment and addresses the group. "We should also have a 1/2 share for health items to help keep us alive, it is good to have potions or wands that we can use in case our dear healer is incapcitated or if we get split up. So a 1/2 share for bribes and such. So ten shares in total. I am pretty sure that we are not going to be able to sell a tenth of this stuff at the village that we are heading. Ida do you have the directions? I can write out basic directions which should get you there if not. I can then take most of this stuff and sell it and get a few items that could be beneficial to our group. What do you guys say?"

Feel free to do Sense Motive checks if you wish.

Directions:

Head Due North of Radiator Ridge.
Find the obscured path leading through the cliff. *Survival DC 18*
The path will lead you to a chasm, tie a rope to some willing volunteer and find the invisible bridge.
You will come to a fountain, don't drink from it, go right, not left past the fountain.
Put all weapons away and comply to any orders given to you. Say you are here for the Everflame festival and that Arelian gives his regards.
Enjoy the festival, when the youngsters head out of town in 2-4 days, follow or join them.


Skills:
Acrobatics +7, Bluff +0, Climb +6, EA +7, Diplomacy +0, Heal +7, Knowledge (His, Rel) +5, Ride +8, Stealth +7, Survival +3, Swim +6
stats:
HP: 18/18 _ AC: 17 _ T: 17 _ FF: 13, Perception +9, Sense Motive +6, Initiative: +3, F: +5 _ R: +7 _ W: +6 _ CMB: +3, CMD: 16, Speed: 30 ft.

Troas says, "Don't worry little one, Swiftstab was it? I only freeze things with intent or if you are in my area when I have the intent to freeze or drain heat. I doubt I will be doing that for a while now. Come test my hand to see if I am telling the truth."

Troas selects one of the Eridian Artifacts and two of the magical items thinking he knows what they are. He will take 20 rations, one of the water purifiers, and 100 gp of equipment, making his total equipment 220 gp. He also has the two nonlethal buzz sticks, 3d6 E, from before.


Male Rogue 2 | Monk (of the Sacred Mountain) 2 gestalt
Vitals:
15/15 HP; initiative+6; Darkvision.60ft Perc.+9; SenseM.+9 AC.24/FF.12/T.23; F.3/R.10/W.7; CMB.+0 CMD.16; speed.30
skills:
Acrobatics+12; Appraise+7; Climb+5; Craft_[traps]+10; Disable_device+13; Esc.Artist+11; Kn[dungeon]+7; Perception+9; Ride+15; Sense_Motive+9; Sleight_of_Hand+12; Stealth+22; Survival+5; Swim+5

While still trembling a bit, swiftsatb crawls out of the cabin and takes Troas hand. He squeezes his eyes tight and clamps his teeth together.
Nothing happens.
Carefully he opens an eye and gingerly begins moving his clasped hand up and down, until he finally believes it. There really wasn't going to happen anything. No life sucking, no hand freezing, no nothing. He sighs with relief and shakes the hand more vigorously.
"Will remember you Troas." he grins and then breaks the handshake.
"I be off now. Needs to find me some parts."
He walks over to the crates and collects some coins from the dead bandits pockets, then notices the green leaves. He thought them strange plant leaves earlier, but now with the coin in his hand he notices some similarities. It bore a central image and there was a number painted on it, just like there was a number on the coins. And someone found them important enough to carry then in big metal crates. "Whats the square leaves do?" he asked
"You don't know that?" A voice said from behind him Boy, you really are from a backwater planet, arent you? Johnny looked at him with a broad smirk.
"Whats a planet?" Swiftstab asked
"BWAHAHA! Whats a planet you ask? Damn your tribe is dumb! You know stars I hope? Well planets are far of lands that hang around those stars. Your land too is up there somewhere."
The big bird had taken him among the stars? It was almost too strange to be true, but then this place did look very strange anyway.
"Anyways, the leaves are called dollars. They are money, just like those coins. You do know money right?"
Swiftstab looked at him offended "Of course I know money! Tribe not THAT dumb, short-stuff!"
He plunged his hands into the big piles and grabbed a couple hands full of green paper leaves. He jammed the 'money' into his shoulder-bag and walked of in search of materials. (about $1500)
Johnny shook his head as he watched the goblin walk of.

walking through radiator ridge and its buildings:
Take 10 perception = 19
searching for: 5 thin metal tubes, a kids seat or a fruitbox & pillow, a workshop or blacksmith to work the tubes into shape, paint, a sail or large towel & some rope or an actual hammock, whatever kind of boards, planks, shelves and small boxes he can get his hand on.
He is willing to offer the apparent owner green leaves (dollars) using his intuition (take ten sense motive = 19) to see when he is offering to little or the person asking to much. If he can find any glass jars, he tries to poach them (stealth take ten = 32 & sleight of hand take ten = 21).
I take it this is going to take a while so dont count on me for further pickings until everyone else has what he wants from the crates


Five, Troas, and likely the rest of the group looks at the little green humanoid, some know his as a goblin. Five says, "Really, well I hope that you bring back what money you don't use, and that should be most of it. Johnny go with him and make sure there is no problems arising due to miscommunication."

Swiftstab:
You go to the first store and you find the store owner planted up against the wall standing there with three spears pinning him to the wall. Collecting what is useful to you, you continue looking. You find out that everyone citizen has been dismembered, killed, or something of the two. No one is living and out. After a few hours of finding all your stuff and making a few adjustments you have brought back most of the things you wanted and needed to make the adjustments to your truck.

While the rest of you sort through the loot and discuss what you are doing next Swiftstab and Johnny seem to be collecting a lot of stuff. They keep putting it in the back of the truck or are making adjustments to the driver's seat of the Cargo truck and to the peddles making it all accessible to a small creature.

So you finish sorting in about an hour if not sooner. What will you do next? You have not seen a single citizen yet, and the schematics are still not in hand.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Alright Everyone gets 1500 Dollars mark your sheets or you lose it to the internet

1656 gp 49 sp 1 cp is what selling the MW equip and jewlery and equip will net. I do not know what the guns and explosives will sell for-I do not mind keeping track of party loot, but I will need some help DM knowing how much came back to us to divide.

Well Five if no one claims it please sell it and bring us what comes back and we can divide it. Balthe will trust him

Balthe also took an artifact, that lets him heal when he crits a bandit


Male Rogue 2 | Monk (of the Sacred Mountain) 2 gestalt
Vitals:
15/15 HP; initiative+6; Darkvision.60ft Perc.+9; SenseM.+9 AC.24/FF.12/T.23; F.3/R.10/W.7; CMB.+0 CMD.16; speed.30
skills:
Acrobatics+12; Appraise+7; Climb+5; Craft_[traps]+10; Disable_device+13; Esc.Artist+11; Kn[dungeon]+7; Perception+9; Ride+15; Sense_Motive+9; Sleight_of_Hand+12; Stealth+22; Survival+5; Swim+5

peddle. Need to remember that. Sorry, English is not my native language. I often know the words but not the spelling. Still, liked calling them "pressure plates" :p
At some point when the little green critter returns with another bag of junk, dragging a bundle of planks, he stops a few feet next to five.
"Your boss around here right? What happened here? All people are dead. Storage keeper is staked, guy next doors is disembowelled. I found arms dangling in a tree I think. What is this place? Me not mind though. I don't need give square leaves for stuff, but still kinda... creepy. Your work?"

Spoiler:
If no-one else wants them, I am interested in the collapsing spear, all magic items and artifacts, explosives and the knowledge geography. No sense selling what you can use yourself. But like I said, I only take what is left over at the end since I already have things I truly want. Or are magic items and artifacts the boon things and is this merely an in-game method of delivering those chosen boons? Cause then I limit my interest to only the none-boon items listed.

Ida & Elo, is there nothing in the crates that interests either of you?

Suggestions for the magic items in crate 14. Things that would make sense on a shuttle:
- Ring of sustenance (saves you a lot of provisions and water)
- Wand of Cure Light Wounds (emergency on-board healing)
- Handy Haversack (bring stuff along mid space repairs)
- Hand of the Mage (making mid space repairs)
- Sovereign glue (its like duck-tape!)
- Rope of Climbing (magic handhold in zero gravity)
- Slippers of spider climbing (for zero gravity again, though might be a bit too expensive.)


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5
Ida wrote:

Swiftstab, HP are often denoted as a fraction, as in X out of Y, where X is current and Y is total. Current/Total is the most often used format.

Regarding you being hurt, but with no visible wounds, that's fine. I don't even need to see you to determine whether or not you're damaged.

Ida will check out one of the Eridian artifacts while the others are unpacking, and start asking questions. "So, who are these?" she asks, gesturing vaguely towards the unconscious. Do they need to be healed, as well?"

Ida's taking note of the healing that needs to be done, she's just waiting to figure out how much she needs to do, since none of it seems to be out of her power, nor life-threatening at the moment.

[dice=To determine which artifact]1d3

Hardly necessary, but oh well :P

Seeing as how people didn't see my post...

It's been said a few times by others now that Ida hasn't done anything with the stuff in the crates, but she's inspecting an Eridian artifact. Her questions have also gone unanswered.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

yea can someone I'd items? We should know what they are and disperse acordingly


Male Rogue 2 | Monk (of the Sacred Mountain) 2 gestalt
Vitals:
15/15 HP; initiative+6; Darkvision.60ft Perc.+9; SenseM.+9 AC.24/FF.12/T.23; F.3/R.10/W.7; CMB.+0 CMD.16; speed.30
skills:
Acrobatics+12; Appraise+7; Climb+5; Craft_[traps]+10; Disable_device+13; Esc.Artist+11; Kn[dungeon]+7; Perception+9; Ride+15; Sense_Motive+9; Sleight_of_Hand+12; Stealth+22; Survival+5; Swim+5

EDIT: sorry Ida, you are right, my bad. And since Claptrap has an artifact and Balthe, that wraps up the 3 eridium artifacts. But still leaves the 10 unknow magical items. We could say each of us gets one or two of his choosing with a total worth that the GM states. That seems fair?


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Just to recap, claptrap took the MWK crafting tools, MWK survival tools, the book on creating bullets, the Eridium project notes and stuff from crate 5 and 6, 1 Eridian artifact, the contents of 19 (repair kits, spare parts, homing beacon, satalite phone, code breaker and bracelet), and the explosives from crate 11 (24 sticks of TNT, 4 shaped charges and 8 detonators. Sorry swift!)
So tools, books, explosives and an artifact. How much does this all weigh anyways?
Btw Swift, if you want the artifact you can have it, I got lots of little stuff :) that and all this loot is extra on top of the boons :) GM is generious! Makes me worried what we are going to come up against next...
Ida, I have no idea who the two out cold people are, they just happened to get resqued and are NPCs, if you want to revive them go ahead, your choice.

"The residents of Radiator Ridge suffered a bandit attack a week ago and they still haven't come out of their homes! They must have been really afraid this time! I can't seem to convine them to leave, luckily the generator is still working, the beautiful thing that it is! Oh ya, the schematics should still be in the safe. Shall we head over there?"
It is becoming obvious that this robot is no longer all there :)


Skills:
Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7
Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30

Five relaizing Ida is asking about those three forms, "Sorry Ida, busy as usual, well like many of those that surround us now, they were on the shuttle as well. The ratfolk and human male seem to be in pretty good condition, though you might want to make sure the female catfolk is stable. York would you mind staying next to Ida in case one of them goes crazy or something."

"Ah another project, give me some time with these magical items and I will have them identified or not." Five gets to work checking on the magical items. "You guys go find the schematics, the rest of us have some work to do." Ida is healing with York hovering, Johnny and Swift are fixing up the truck, Five is identifying or tinkering. Anyone else? Otherwise you might as well as a group go take a look.

"Neither I nor my fellow companions did this, well it looks like bandits have strolled in, and Claptrap does not have the proper protocols to look in on the citizens of the town, or just doesn't care, or oblivious." Five says slightly indignant then becoming more logical in what he says.

The ratfolk, 10 nonlethal damage, male human with tattoos 5 nonlethal damage, female catfolk 5 nonlethal damage and 12 lethal damage, PCs see their vital spoilers, did I miss anyone?

Five claims the ring of sustenance, leaving the rest for each person to choose one of the items before selecting another, or leaving an opening to explain why they should get those two items.


Balthe I would love it if you could keep track of loot. Though after we leave Radiator Ridge, thanks!

Who ever is making the turret should also take: the shotgun (8 ammo) or the rifle (12 ammo)

Swiftstab, collapsing spear MW

$15,000 split evenly ten ways. $1,500 each, put in in your crunch inventory or at least where it is hiding. Nonetheless still in your crunch with gear or inventory.

MW Knowledge Geography Pandora, should go with someone who has survival ranks, or Knowledge Geography. Swiftstab it looks like it is yours unless someone speaks up.

Please tell me if you took something that is still on this list.

Loot:

Crate 4 has Green's stuff biological armor suit and energy weapon. Sell
Crate 8 has 1300 gp of equipment. Sell
Crate 13 has MW morningstar, 5 bolas. Sell
Crate 14 10 minor magic items. Sort then maybe sell.
Crate 15 Atlas guns, one pistol (no ammo). Sell
Crate 20 Rations for 180 days, with 1 water purifier. Sell.

Cryochamber - still secure and functioning. Sell?

Bodies Dead: sell stuff.
bloody caps x2 - heavy pick, waraxe, 2 bloody caps, 13 gp, 2 gold errings worth 5 gp, two golden bracelets 10 gp each
psychos x2 - spiked club, razor club, 9 cp, 23 sp,
orc archer - short bow, 15 sp, 2 cp, gold nose ring 3 gp, 13 arrows.

Bodies out cold - female catfolk, tattooed human, small ratfolk.

Magical Items come and pick two that you would like, Swiftstab and Claptrap get last pick:

-Ring of sustenance (saves you a lot of provisions and water)*Claimed
-Belt of sustenance, cure moderate wounds 1/day
-Eternal Wand of Cure Light Wounds, 3/day, CL 1
-Handy Haversack (With 5 doses of Sovereign glue, 5 sunrods, 5 doses of universal solvent, two legnths of silvery rope 100 feet and 50 feet the shorter has knots, a silvery mesh net)
-Hand of the Mage (making mid space repairs)
-Hand of the Mage (making mid space repairs)
-Ioun Torch
-Rope of Climbing (magic handhold in zero gravity)
-Slippers of spider climbing 3 charges per day 1 minute per use or 5 minutes if all charges used at once
-Another pair of slippers of spider climbing


Female HP 33/33|AC 22/TAC 15/FFAC 17|Fort 2|Ref 7|Will 6|CMD 12Init 1|Per 1, HP 51/512|AC 20/TAC 11/FF 19|Fort 8|Ref 5|Will 4|CMD 20Sheet

Searching through the crates, Elo nods in satisfaction as she pulls out four glowing bars of eridium. Noticing some glances, she grins and replies "My involuntary severance package... involuntary in that they didn't intend to give it to me, not that I did not want to leave." Carefully she stashes the bars at the bottom of her backpack, hiding them carefully.

Slippers of spider-climbing should be fun for an archer. Yes, please.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Balthe also grabs a slipper of spider climb


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

after putting on his magic shoes Balthe goes to find the schematics.

hey claptrap! Where are those plans!


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Ida focuses her energy, and, making sure that all who are damaged are in the collective, sends out a wave of healing energy, provided collective members are nearby. That should do everyone nicely, she says, returning her attention to the Eridian artifact in hand.

Channel Energy: 1d6 ⇒ 3 Spread across 8 people in the collective are 24 HP of healing, which can be redirected as needed, provided people allow me to redirect their 3 HPs of healing. Swiftstab can receive 8 to bring him up to full health, Claptrap can get 6 to return to full health, and the remaining 14 can be divided amongst targets, making sure that the unconscious beings each get at least one. The Tattooed Human can receive 2, bringing him to 3 nonlethal damage, the ratfolk can receive 4, bringing him to 6 nonlethal damage, and the catfolk can receive the remaining 8, getting rid of her nonlethal damage entirely and bringing her to 4 total lethal damage.

I don't see anything in the magic items section that would be terribly good or attractive for Ida. Eternal wands need the user to have levels in an Arcane casting class, IIRC, so is useless for her. The bag isn't too bad, though I don't know if she's the best one to take it.


Male Rogue 2 | Monk (of the Sacred Mountain) 2 gestalt
Vitals:
15/15 HP; initiative+6; Darkvision.60ft Perc.+9; SenseM.+9 AC.24/FF.12/T.23; F.3/R.10/W.7; CMB.+0 CMD.16; speed.30
skills:
Acrobatics+12; Appraise+7; Climb+5; Craft_[traps]+10; Disable_device+13; Esc.Artist+11; Kn[dungeon]+7; Perception+9; Ride+15; Sense_Motive+9; Sleight_of_Hand+12; Stealth+22; Survival+5; Swim+5
Ida wrote:
The bag isn't too bad, though I don't know if she's the best one to take it.

If you want it, its yours, that simple.

Swfistab nods he understands when they tell him of the bandit attack. He picks up the hind legs of the table again as Johnny lifts the front.
"Eej Johnny, what's a turret?"
"A turret? Eh, not sure. I believe its some kind of stationary weapon. Like a ballista you know?"
Swiftstab ponders on it a little bit then answers. "Not really. Whats a ballista?"
"Huh? Oh eh, like a giant crossbow! You do know those right?"
"Ah, yes those I saw. Kobolds of the Blackwater-swap tribe made those." They lift the table into the wagon.
"Your sure we can take this?" Johnny asks once more
"Told you, owner is dead, nobody else home any more. Saw the blood pools myself. So giant eh? Could make a stand on the top to mount it. How heavy is giant crossbow turret?."
Johnny shrugs as he grabs a saw to cut off the table legs. "I dunno, have to see it first."


Claptrap escorts whoever wants to go find them to the sheriff's station.

Remember Ida, to heal ClapTrap it will take 2 points of healing to fix 1 point of damage. I don't remember how much he was down.

I have always run eternal wands just like normal wands, Ida you would be able to use it without a UMD check.


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

Back now sorry for absence.

Jack has been waiting patiently in the back as people discuss the share of the loot. He is fine with the share given to him, making no complaints. Jack mentally puts aside about half his funds to act as bribes to get the information or donations to the weak to get them stronger again.

While he doesn't believe just money will help people get stronger he believes if he gives the poor money and some motivation maybe they'll be better by the time he sees them next.

Jack says "I will be taking one of the hand of the mages and one of the spider climbing boots if no-one objects. If someone needs it before I then feel free to take them off me."


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

there are 10 items, and 9 of us. You had said each take 2 is that accurate?


Skills:
Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7
Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30

No I was not accurate, it looks like take any boon magic items you have selected and one magical item. Though if you have not taken anything else, feel free to claim two magic items, first come first served.

"Sorry Jack, the boots have all been claimed. But here is one of the hand of the mages." Five hands Jack the said item.


Skills:
Acrobatics +8; Autohypnosis +6; Craft (mech) +11; Disguise +18; Perception +8; Stealth +8; UMD +5; Knowledge (Psi) +11; Intimidate +11; Spellcraft +11
Vitals:
HP 32/36; Initiative +5; Darkvision 60ft; Perception +8; Fort+7/ Ref+3/ Will+3; AC 19 / T13 / FF 16; CMB +11; CMD 24; Speed 30ft; _PP_ 16/18 ; 8/14

"Don't worry, I have no desperate need for any of these items. I was just picking those that might be useful. I shall be happy to take whatever is left as long as I am capable of using it." Jack shrugs not fussed about it. His concern seems to lie with getting on with the job currently.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

Stop bothering Five! He is working on my weapon! Balthe calls over his shoulder as he follows Claptrap to the place where the schematics[/b]


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Ida takes the bag, as no-one has claimed it, and straps down her shoulder, looking inside the pockets and such. "Not a bad bag..." She says, dusting it off a bit and beginning on the task of moving her things to the new bag.

I took Claptrap's halved healing factor into account. By his vital spoiler, he was only missing 3 HP, so I spent 6 to heal him. As the healer, I figure it might be easy for me to keep track of how much I heal with it. Regarding the Eternal Wand, it'll probably be better for someone else to have as emergency healing, in the case that I go down, or can't take actions temporarily.

@Elo, you asked about shown tattoos. There are green lines running up Ida's neck and cheekbone, and you can see that they twist and wind down her arm as well, but only on the one side.


So Balthe is the only one who goes with Claptrap to find the schematics.

Ida took the bag, which has quite a few things in it already.
Jack took a mage hand.
Five took the ring of sustenance.
Balthe took a pair of slippers of spider climbing.
Elo took a pair of slippers of spider climbing.
Troas took his two items.
York doesn't want any magic items.

Well Johnny and Swiftstab are quite busy so they may claim something later.

Second round, though if not claimed they will be sold, and items left:
-Belt of sustenance, cure moderate wounds 1/day
-Eternal Wand of Cure Light Wounds, 3/day, CL 1
-Hand of the Mage
-Ioun Torch
-Rope of Climbing

Five continues to work on Balthe's weapon combination, but also explains the magical properties if anyone needs it.

Okay, thanks Ida.


Skills:
Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7
Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30

"Anything special any of you would like when I am selling all our loot? If it is over 500 gp you should leave me part of your dollars to help compensate for it." Five asks, "Hey York would you mind start loading up the equipment into my truck please, thank you."


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Claptrap leads the merry little band of followers to the Sheriffs office, making... Odd... comments as he goes.
"There is Candy, the store owner leaning up against the wall. I think he is trying to sell spears this time, odd way of demonstrating them! And over there is Ms McDonnal! And there, and over there, and even up there in the tree! It really is an amazing trick to be in so many places at once!" He is indicating the person staked to the wall of the shop and the body parts strewn around. Clearly something is wrong or he has yet to realize that they are dead. Finally you manage to make it to the sheriffs office and go inside.

Inside you find a couple of work desks, a water cooler in the corner, a holding pen in the corner and 3 doors, one marked SHERIFFS OFFICE, another marked DUNGEON and the last one marked broom closet.

"The safe should be in the Sheriffs office! I hope he dosent mind us going in there and rooting through his belongings! We only want the blueprints, Honest!!"


Balthe ClapTrap takes you to the sheriff's office. Inside is in complete disarray, luckily no bodies but many pools of blood, weapons are embedded in the walls and floors, one even hit the ceiling. Claptrap just rolls by on his wheel, then he gets to the safe.
"Hmmm... I can't tell you the combination, and I can only access the safe in an emergency. So go ahead and try to plug in a few combinations." Claptrap says.

Well since you don't have disable device, just try 3 different combinations, of a 5 digit code.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

yes I do. +13

Balthe checks it carefully for traps 1d20 + 7 ⇒ (3) + 7 = 10 then he tries to disable it 1d20 + 13 ⇒ (11) + 13 = 24


Female HP 33/33|AC 22/TAC 15/FFAC 17|Fort 2|Ref 7|Will 6|CMD 12Init 1|Per 1, HP 51/512|AC 20/TAC 11/FF 19|Fort 8|Ref 5|Will 4|CMD 20Sheet

Elo raises an eyebrow, raises her hand and shoots three arrows of psychic energy into the safe's lock. "I never completed the stealth infiltration training... not that you'd notice."

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