Gestalt Silver Mount Collection (Inactive)

Game Master Just a Mort

Blackros Museum Lv 1

Blackros Museum Lv 2


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Strange Aeons Grp 2 |

The blob stops moving. Basil starts shooting at a stationary blob, making the blob look like a bulls eye target.

back to Valda


'Hhhmmm, I think it's dead, now for the finishing touch.' Valda smiling rests her axe on her shoulder and with her other hand she pulls out her fourth acid flask and pours it on the ooze. Turning to Basil she points out, "Shall we take a quick look around? Oh, and watch out for the acid with all this goo, We don't want anyone slipping in it!" Watching her footing she starts to look around.

fourth acid flask, are the stairs to the south going up or down?


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Basil wrinkles his nose in distaste.

"I can honestly say, those things are probably one of the most disgusting types of creature that I have ever had to put down. I wonder where they came from? I doubt they were part of the standard exhibit..."

He then moves to carefully explore the room, skirting the remaining goo and acid as much as possible.


oops I forgot I need to heal Valda from the plant Also, Basil she has a quiver full of blunt arrows you can use.

While Valda is looking around she casually pulls out her wand and starts to heal the damage from the singing plant. 'I wonder how basil is doing on arrows.' Then turning to Basil she asks: "How are you doing on arrows? I realize mine probably aren't as nice as what and expert would use, but I do have some blunt arrows if you need any." After putting away her wand she reaches over her shoulder and pulls out a quiver-full of blunt, store bought generic arrows.

clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (2) + 1 = 3
clw: 1d8 + 1 ⇒ (6) + 1 = 7
clw: 1d8 + 1 ⇒ (5) + 1 = 6


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

"Most of my arrows are elven-crafted, and built to last. Sadly, my blunt arrows were made by humans, and, well... the craftsmanship is just not the same..."

He gratefully accepts the quiver.


Strange Aeons Grp 2 |

Both of you decide that since the Goo will be just around about 1 min, both of you wait for Goo to evaporate(with an awful stench), then step into the Hall of Legendary Beasts. While you're both waiting, a sudden thought occurs to Basil, that those formless blobs...seemed a bit of an amalgamation of many animals as opposed to being formless blobs. And there were whole bunch of taxidermined beasts being torn apart...

Basil spots secret doors B16 and B17. Both of you see the door to another room to the western most side of the Hall of Legendary Beasts.

B16:

Its an elevator shaft down.

B17:

This is a storage room and it stores supplies for maintaining the hall’s various taxidermy beasts, as well as a well-loved pesh pipe hidden in a box labeled “spare eyes.”

B18:

This is a small, well-stocked research library exists for donors and visiting scholars to use. Nearly a third of the shelf space is dedicated to cataloging the museum’s collection.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Basil shudders when he realises where the creatures came from.

"What manner of creature was it that turned dead flesh into a horrible parody of life!?"

Searching the rooms, he chuckles when he finds the pesh pipe, but wordlessly leaves it where he found it.

He then nods in appreciation at the contents of the library, before stopping at the door at the southern end of the room, which he carefully opens (after searching for traps).

I assume the stairs go up?


'Basil is finding a lot of hidden doorways, I wonder what the point is to all the hidden closets.' Walking around the room looking at the taxidermy animals, Valda heads to the south east corner of the room watching as Basil searches the door for traps, she waits patiently, axe in hand, in case something horrible hops out.


Strange Aeons Grp 2 |

Oh yeah!


Strange Aeons Grp 2 |

Basil doesn't get any strange things popping out of the room to eat him. There's only the stairs up that remains unexplored.


Well, I am the one wearing plate armor' Valda moves forward toward the open door, "May as well let me go first Basil, I am wearing the heavy armor." Smiling she moves past her teammate and move up the stairs, being as quiet as she can.

stealth: 1d20 - 3 ⇒ (16) - 3 = 13


Strange Aeons Grp 2 |

Valda moves upwards without too much sound, just a few soft thuds of her boots against the spiral stairs, and then she runs into a wooden oak door.


'That's what I get for being a human shield.' going back down the steps, Valda tells Basil, "Oak door at the top, After that bomb you disarmed I figured it might me smart to let you deal with it."


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

With a nod, Basil carefully inspects the door for traps.

If he finds none, he will use Remote Viewing to see what is on the other side.


Strange Aeons Grp 2 |

Door is not trapped.

Basil:

A mosaic of the night sky and winter constellations covers the domed ceiling of this circular chamber. Rich embellishments fill the walls, and a plush carpet covers the floor. Heavy antique furniture has been overturned or broken, much of it incorporated into a series of sparking devices. You see the back of a humanoid figure that once might have been an elf (looking at the pointy ears), working feverishly over the sparking devices. Where his skin and clothing should have covered him up, there is only a musculature of a humanoid. A turquoise glow emits from where his hair and bones bones should have been, and you can see streams of turqoise nanites dangling like wires from his arms, legs and shoulders. His ankles and knees are bent in positions unthinkable in a normal human being.


'may as well be ready' Valda slowly, carefully follows Basil up the stairs, waiting patiently as he checks the door and 'views' the room.

stealth: climbing the stairs: 1d20 - 3 ⇒ (14) - 3 = 11


Strange Aeons Grp 2 |

Valda's ascent is a little noisier this time, and some clanking can be heard.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Basil's expression sours.

"The roof of the room inside is decorated to look a bit like the night sky. I think we have found our remaining missing member of the museum staff... or at least what is left of him; it looks like his skin has been removed, and his body is infested with some sort of nanites."

I am essentially thinking something like a Husk out of Mass Effect...

Basil will have definitely 'Marked' the thing, as well...

"We should be ready for anything."

So saying, Basil starts buffing.

Shield of Faith on each of us, Invisibility on each of us, then Divine Favor on myself, then Crafter's Wrath on Valda's weapon (in case this thing counts as a construct) again, followed by Fire Strike on each of our weapons (so they do an additional 1d4 fire damage on a hit.

Following all of that, he will motion for Valda to open the door.


Nodding in agreement with Basil, Valda says a prayer for strength and then opens the door and enters the room.

cast bulls strength, Basil beat me to shield of faith and sun metal, don't think I want to loose the AC for enlarge :(


Strange Aeons Grp 2 |

Kinda, you know, I'm just describing the picture I see in the module. Its a bit like Body worlds exhibits


changed my mind on the enlarge, but the hall is small, can she cast enlarge as she enters, without giving up the invisiblity?

EDIT: Basil would it help you do be larger or do you not want to give up the dex?


Strange Aeons Grp 2 |

A mosaic of the night sky and winter constellations covers the domed ceiling of this circular chamber. Rich embellishments fill the walls, and a plush carpet covers the floor. Heavy antique furniture has been overturned or broken, much of it incorporated into a series of sparking devices. Both of you see the back of a humanoid figure that once might have been an elf (looking at the pointy ears), working feverishly over the sparking devices. Where his skin and clothing should have covered him up, there is only a musculature of a humanoid. A turquoise glow emits from where his hair and bones bones should have been, and you can see streams of turquoise nanites dangling like wires from his arms, legs and shoulders. His ankles and knees are bent in positions unthinkable in a normal human being.

Both of you see one of those robots you have fought on the first floor next to him, its red eyes blinking ominously, but just standing as a silent sentry...for now.


Strange Aeons Grp 2 |

Now both of you are in the room, both of you can see that despite the fact he seems to be fully concentrating on his "work", his turquoise nanite filled eyes are wide with horror and his mouth is opened in a silent scream.

Sense motive DC 10:

You think that part of him is still there, horrified by the abberation that he's become


Strange Aeons Grp 2 |

Basil's knowledge Arcana: 1d20 + 11 + 7 ⇒ (4) + 11 + 7 = 22

Basil:

You identify it as an empowered cyber plasm.
As a standard action, a cyberplasm can attempt to inhabit a Large or smaller corporeal creature. The cyberplasm must move into the target’s space, and the target must succeed at a DC 18 Fortitude save to avoid being infested.

An infested creature retains its physical ability scores, hit points, natural and special attacks, and natural abilities, while the cyberplasm uses its own mental ability scores, base attack bonus, base save bonuses, alignment, and mental abilities. The host is considered unconscious while infested, and can’t take actions or control any of its own abilities as long as the cyberplasm inhabits it.

While infesting a host, a cyberplasm can’t access its host’s thoughts, skills, or mental abilities, and it loses its swarm traits (including immunity to weapon damage) and use of its extraordinary abilities. Any damaging attacks or effects affecting the host deals half of the damage to the host and half of the damage to the cyberplasm.

Any electricity damage dealt to the host deals full damage to the host and the cyberplasm (and the cyberplasm is still subject to its vulnerability to electricity).

A cyberplasm deals 1 point of Constitution damage every hour it is inside a host. If the cyberplasm reduces its host’s Constitution score to 0 in this way, the host’s body dissolves into gray dust and is destroyed (similar to a disintegrate effect).

A cyberplasm can end its infestation as a move action, appearing in any space adjacent to the infested creature.

If the host is slain, the cyberplasm is immediately ejected and is dazed for 1 round. A remove disease spell has a 50% chance to force a cyberplasm from a host, but the creature receives a saving throw against this effect. Anytime a creature infested with a cyberplasm is subjected to electricity damage, it can attempt another DC 18 Fortitude save to eject the cyberplasm.


sense motive: 1d20 + 8 ⇒ (17) + 8 = 25 to bad she isn't psychic guess she will tell Basil when the combat starts


'Need to eliminate the robot before we try and save the elf.' Valda moves quietly over to the robot, pausing for a moment she lifts her axe and swings it in a figure eight pattern attempting to remove the Robot from the equation, in celestial "Basil the Half-Elf is still alive, can we save him?"

moves first round, attacks second. AC 27, Full Attack: + 1 Great Axe, bulls strength, enlarged, fire strike
attack: 1d20 + 15 + 2 + 2 ⇒ (13) + 15 + 2 + 2 = 32 for damage: 2d6 + 20 + 4 + 4 ⇒ (5, 4) + 20 + 4 + 4 = 37 + fire strike: 1d4 ⇒ 1
attack: 1d20 + 8 + 2 + 2 ⇒ (15) + 8 + 2 + 2 = 27 for damage: 2d6 + 20 + 4 + 4 ⇒ (6, 3) + 20 + 4 + 4 = 37 + fire strike: 1d4 ⇒ 4

init: 1d20 + 4 ⇒ (4) + 4 = 8


Strange Aeons Grp 2 |

elf init: 1d20 + 1 ⇒ (15) + 1 = 16
Robot init: 1d20 + 4 ⇒ (18) + 4 = 22
Basil Init: 1d20 + 9 ⇒ (14) + 9 = 23


Strange Aeons Grp 2 |

The elf looks up, and a string of incomprehensible syllabus spills from his open mouth,"01000111 01100101 01110100 00100000 01101111 01110101 01110100 "

Sorry, just wanted, you know, to do that?

Surprise round for Basil, then Basil, Robot, Elf, Valsa

The robot is thoroughly shocked by your sudden attack, and you put a very large dent into it, but it does not go down. "Intruders detected. Termination Protocols activated."


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

"He is currently infested by a type of swarm called an 'Empowered Cyberplasm', which will eventually kill him if it isn't removed, as it slowly drains its host's vitality over the course of about half a day. Electricity has a chance to eject it from its host, as does a Remove Disease spell. We will need to be careful - once removed from its host, it will probably try to infest one of us..."

Surprise Round:

Basil declares Bane on the infested creature, and then shoots a blunt arrow at it, trying to knock it out.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 10 + 2 + 1 + 2 + 2 + 2 + 2 - 4 ⇒ (9) + 10 + 2 + 1 + 2 + 2 + 2 + 2 - 4 = 26, for 1d8 + 7 + 2 + 1 + 2 + 2 + 2d6 ⇒ (2) + 7 + 2 + 1 + 2 + 2 + (3, 1) = 20 damage, +1d6 ⇒ 5 Electricity damage, +1d4 ⇒ 1 Fire damage.

Round 1:

He then tries to finish the job.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 1 + 2 + 2 + 2 - 4 ⇒ (13) + 8 + 2 + 1 + 2 + 2 + 2 - 4 = 26, for 2d8 + 14 + 4 + 2 + 4 + 4 + 4d6 ⇒ (5, 3) + 14 + 4 + 2 + 4 + 4 + (3, 4, 1, 4) = 48 damage, +2d6 ⇒ (5, 2) = 7 Electricity damage, +2d4 ⇒ (2, 3) = 5 Fire damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 1 + 2 + 2 + 2 - 4 ⇒ (14) + 8 + 2 + 1 + 2 + 2 + 2 - 4 = 27, for 1d8 + 7 + 2 + 1 + 2 + 2 + 2d6 ⇒ (1) + 7 + 2 + 1 + 2 + 2 + (6, 4) = 25 damage, +1d6 ⇒ 1 Electricity damage, +1d4 ⇒ 4 Fire damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 3 + 2 + 1 + 2 + 2 + 2 - 4 ⇒ (10) + 3 + 2 + 1 + 2 + 2 + 2 - 4 = 18, for 1d8 + 7 + 2 + 1 + 2 + 2 + 2d6 ⇒ (3) + 7 + 2 + 1 + 2 + 2 + (2, 5) = 24 damage, +1d6 ⇒ 5 Electricity damage, +1d4 ⇒ 1 Fire damage.

Caveats:

If he still counts as 'human' whilst infested, there is an additional +2 to hit and damage on all of these rolls.

If at any point he drops, and the swarm pops out (or it just pops out without him going down), I will stop doing non-lethal (which means the attacks will be at an additional +4 to hit), spend a swift action to bane the swarm (so I don't lose the bonus from that), but I *will* lose my 'mark', so I will be at a -2 to hit and damage, and target the swarm with my remaining attacks (which I can do, thanks to my swarmbane clasp).


Strange Aeons Grp 2 |

Fort: 1d20 + 4 ⇒ (1) + 4 = 5

Fort: 1d20 + 4 ⇒ (7) + 4 = 11

The first shot hits his shoulders, but yet the elf does not gasp, the other hits him squarely in the head, and he collapses on the ground. Yet you do not see anything coming out of him.

Do you want to continue shooting while he's down, even though the swarm did not come out of him? You can, but there may be consequences. Or skip the last 2 attacks?


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

No, I will redirect my remaining attacks into the robot.


Strange Aeons Grp 2 |

The remaining shot hits the robot in the head and it blows up next to Valda. Both you and Valda see those turquoise nanites flow out from the elf's ears and they attempt to slither into Valda.

Valda, give me a DC 18 Fort save and a DC 16 Fort save. Failing which...I suppose you know what happens :)

Failure of DC 18 Fort save:

I get to control your character. Mwahahha!

Failure of DC 16 Fort save:

You're nauseated for 1 round.

Dmg to Valda: 3d6 ⇒ (4, 5, 3) = 12

Also, Valda, you're up


Strange Aeons Grp 2 |

Secret Roll, don't look!:

Mmph: 1d20 - 6 ⇒ (15) - 6 = 9
17/74

As the turquoise nanites flow out of the elf, he regains his normal colour, and could almost be said to be sleeping except for the unnatural angle of his shoulder and the deep dent on his forehead. And the fact that he's naked.


fort: 1d20 + 9 ⇒ (6) + 9 = 15 oh crap
fort: 1d20 + 9 ⇒ (13) + 9 = 22 so can I knock a few points off of this one to add to the other?


Strange Aeons Grp 2 |

I did give you rerolls during character creation for a reason. I could count that 22 as a reroll...

GM Mort wrote:
Each character may reroll a single d20 once in the scenario - this is to make up for swinginess of encounters with only 2 players.You may not transfer rerolls, nor use them on anything other then your PC.


that would work ;) I will use my one reroll now! Take the 22 for the first roll and this for the nauseated
fort: 1d20 + 9 ⇒ (1) + 9 = 10

Uuuuggggghhhhh Valda starts to projectile vomit all over the nanite cloud as she tries to back away from it.


Strange Aeons Grp 2 |

Basil, you're up


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Throwing a worried glance in Valda's direction, Basil focuses all of his attention on dissipating the swarm.

Declaring Bane on the swarm.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 1 + 2 + 2 ⇒ (14) + 8 + 2 + 1 + 2 + 2 = 29, for 2d8 + 14 + 4 + 2 + 4 + 4d6 ⇒ (8, 1) + 14 + 4 + 2 + 4 + (3, 3, 3, 6) = 48 damage, +2d6 ⇒ (3, 2) = 5 Electricity damage, +2d4 ⇒ (4, 1) = 5 Fire damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 8 + 2 + 1 + 2 + 2 ⇒ (4) + 8 + 2 + 1 + 2 + 2 = 19, for 1d8 + 7 + 2 + 1 + 2 + 2d6 ⇒ (2) + 7 + 2 + 1 + 2 + (5, 1) = 20 damage, +1d6 ⇒ 6 Electricity damage, +1d4 ⇒ 2 Fire damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: 1d20 + 3 + 2 + 1 + 2 + 2 ⇒ (1) + 3 + 2 + 1 + 2 + 2 = 11, for 1d8 + 7 + 2 + 1 + 2 + 2d6 ⇒ (7) + 7 + 2 + 1 + 2 + (1, 6) = 26 damage, +1d6 ⇒ 4 Electricity damage, +1d4 ⇒ 3 Fire damage.


Strange Aeons Grp 2 |

Basil's first shot hits the centre of the swarm and blasts it apart. Both of you are now standing in the wrecked gallery.

Don't look:

Mmph: 1d20 - 7 ⇒ (17) - 7 = 10

Init over


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Breathing a sigh of relief, Basil moves over to check on the Elf, attempting to restore him to consciousness.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2.

Frowning when his wand doesn't appear to be as effective as he would have liked, he tries again.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9.


'Uck that's awful, need to check on the half-elf.' Valda wipes the vomit off of her chin, seeing that Basil has dispersed the cloud, she calls over to him, "Good shooting! Is that thing dead? We should check on the half-elf." Going over to the unconscious half elf, Naomi, keeping her axe in one hand, pulls out her wand and uses it to heal the man, a little, As the man regains consciousness she asks "Are you Pendleton, is that thing totally out of your system?"

clw: 1d8 + 1 ⇒ (5) + 1 = 6
clw: 1d8 + 1 ⇒ (5) + 1 = 6


Strange Aeons Grp 2 |

The elf slowly stirs to consciousness, and he opens his eyes, tries to focus, and squints at the light. You notice that his pupils are of uneven size."M' ead hurts. Shulder too."He slurs."Wat 'append?" He looks at you, disorientated and confused.


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

"Careful... you might have a subdural haematoma. Just a second..."

Basil pumps some more healing into the elf.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.

"Well, it looks like you got infested by some sort of intelligent swarm, which was using your body as a meat suit to manipulate its environment. Fortunately, we were able to see the blighter off..."


Strange Aeons Grp 2 |

As Valda taps on him a few more times with the wand, he becomes more lucid. " Im Pendelton.Oh my god. I'm in the museum. The attack. Then those nanites going into me..." He turns pale and starts shaking."Are they all gone?" He looks at both of you desperately.


'What happened, why's he asking us?' Valda smiles, "We were hoping you could tell us, we were sent by Venture Captain Drandle Dreng to bail out his buddy Nigel Aldain, who asked us to rescue you. Isn't there anything you remember?" Valda listens carefully, trying to discern if there is any dishonesty.

sense motive: 1d20 + 8 ⇒ (8) + 8 = 16


Male Elf Magus (Eldritch Archer/Hexcrafter) 1 (HP 9/9) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +2) (Init +6) (Perception +6)

Basil nods.

"They are definitely gone. Thoroughly destroyed."

Sense Motive: 1d20 + 6 ⇒ (19) + 6 = 25.


Strange Aeons Grp 2 |

Valda AND Basil:
He's telling the truth. And he doesn't really want to talk about it. Unless you wanted to diplo some stuff out?

"Oh thank god...I'm saved." He looks relieved. He looks almost about to embrace Basil, then decides against it. He pauses, then looks at you."Did the rest of the staff manage to get out?"

He looks down on the floor,"I don't really want to talk about it. I'll be having nightmares for the rest of my life." He shudders, then starts breaking out into cold sweat.

"Can you get me out of this hellhole, now?" He insists firmly.


show off

'oh hey, now that we have a minute.' Remembering what she put in her backpack, Valda sets her axe and pack on the ground, pulling out the 'snipers' pistol, waving it around she asks Basil. "Hey Basil, you know about technical stuff, can you show me how to shoot this?" then looking from Basil to Pendelton she adds "You didn't see this, what the venture captain doesn't know won't hurt him." Looking back at Basil, "Speaking of Dreng should we let him know how this went?"

Edit
Valda shrugs her shoulders at the Elf, picking up her pack and axe she nods to the two gentlemen, "Sure we can leave, I'm ready when you two are!"


Strange Aeons Grp 2 |

"Yes yes, I didn't see anything." The elf is all too happy to agree.

All of you return triumphantly to the Pathfinder Society. Drandle Dreng is pleased with the way you have dealt with the matter, and is glad to be free of Nigel's debt. The Blakros family thanks you later with a grand dinner, of which you both walk off with stuffed stomachs.

The following day, a delivery boy passes you a letter,"I am grateful for your assistance in rescuing my nephew and my staff, but couldn't you have not pathfinderized the museum? The whole incident caused me 1,000 gp in repairs cleaning up the blasted parts, vegetative matter, goo and all. You're both banned from the museum until you've both paid your dues.- Yours truly, Nigel"

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