Grymp's Way of the Wicked Campaign (Inactive)

Game Master Zahir ibn Mahmoud ibn Jothan

Cardinal Adrastus Thorn * Thiadora * Grumplejack * Silken veil * Talingarde * Lower Caverns * Main Levels

Party Loot Spreadsheet

no combat:

Combat!!

Round: 1

Malleck: UP!!
Xeram: UP!!
Meinhard:
Aleksand:
Gertrart:
Donnagin:
Mordecai:

Summary of Important Posts:
I wanted to take a quick timeout to link back to a couple important posts that have info in them that you are still working on.

First are the three large posts that describe the vast majority of the Horn

Lower Caverns

Levels 1 and 2

Much of level 3

Next is Cardinal Thorn’s post where he described the mission, which is essentially to get the Tears of Achlys from Vetra-Kali.

And then you had info on the ritual and the rebuilding of the alchemical golem.

The Ritual

The alchemical golem

Also recall the oozes that you were going to get back to.

You've still missed some rooms on level 3, although I think you've covered levels 1 and 2.


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Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

We've had devils, but not on the scale of deities. Interesting.
Xeram nods and asks his questions.

"
#1 How did lord Asmodeus came to power?
#2 Aside from the Mitran zealots, does he have any other enemies or rivals whose followers be worth keeping an eye out for?
#3 In my lands, gods had influence in parts of society. Like gods of the moon, sun, arcane, the elements. Domains, if you will, what domain does Asmodeus represent?"

Xeram will patiently and attentively listen to Mordecai, not interrupting him in the least.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Vosil has spent the last few days enjoying the company of Shade, exulting in the strengthening of their bond. Being able to see through her eyes and feel what she feels has been weird, but ... pleasurable, in an odd way.

Fetchlings are odd. But so are eidolons.

Shade, for her part, has been experimenting with solidity. Gone is the being of soundless wisp and shadow from Branderscar prison; instead she is now bulky, muscled, solid. She has been having fun teasing the servants: they leave her room unmarked, but with a slightly wild look around their eyes and a haunted expression. None speak of their experiences.

Now, with the prospect of further adventure, the two form a contrast: Shade is happy and eager, Vosil a little more reserved and morose. He does not like the idea of tests - or rather, of being tested. He is perfectly happy to do the testing...


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Trying to catch Thiadora out of earshot of the twins or others he asks, "These others, the ones not from Brandescar, are they also of the our Knot? Did they sign the contract as we did?"
...let no one stand in your way... the rogue remembers.


"No, they are a different Knot."


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary
Grymp wrote:
During your three days at the manor, you never see the Cardinal, but you do spy several others beyond Thiadora and the slaves. By asking about you find their names are: Elise Zadaria, a beautiful female human witch, Dostan Alfson male half-elf barbarian, Tallus “Trak” Rackburn male human ranger, Titus “Trik” Rackburn, male human cleric. Trik and Trak are identical twins.

Oops, completely missed this!

Vosil will have taken time out from playing with Shade to introduce himself with a bow to the strangers. "I take it you are fellow contractors of our lord Cardinal?"

Diplomacy: 1d20 + 11 ⇒ (7) + 11 = 18


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

While having little education, Mordecai answers Xeram's questions as known to him by his infernal visions.

"Lord Asmodeus did not come to power, he is the power. Before Him there was nothing. It is His will that formed the creation from primordial chaos. He is the law-maker, the creator. Only by the betrayal of His brother, He left the world above, and created Hell."

"He will be opposed by do-gooders and anarchists, anyone who is against strict rule and order."

"Lord Asmodeus is the Dark Prince, the Prince of Law, the Ruler of Hell. He governs over Fire and Law, Magic and Evil."


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Xeram smiles.

"Oh those are some fine things indeed. I like those principles and those topics."

Not too bad a devil deity indeed.


@ Vosil

When approached, the others are somewhat protective of Elise, although it is she that responds briefly, "Contractors? Well, of a sort I suppose. Loyal devotees is more like it, as you are I see," and she points to your holy symbol and iron circlet, which you notice they too posess. "Best that you scurry back to your friends and prepare, you never know what the Master will need you to deliver or poach next. In the mean time, we'll be off fighting the fight from the front."


Let me know when it's time to storm the basement!


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

im ready

-Posted with Wayfinder


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

ready


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Ready.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Ready


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Ready


A set of stone stairs leads down, through an archway and into an unfurnished chamber beyond. Inscribed upon the archway in the common tongue is: “Deception is a tool. Self-deception is death. Deceive always thy enemy but never thyself.” The room beyond is 15'x15' and lit by a small oil lantern hanging from the center of the chamber.

The steps enter the room from the center of the west wall. There is a door in the middle of the east wall.


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

"...not self-self..." Solomon mumbles to himself behind his mask, as he creeps down the stairs and into the cramped room. "But who's my enemy here..."

The obvious course is the eastern door, but with talk of deception Solomon can't help but search the room. Before heading to the east door he walks along the outer wall, running his clawed hand along the bricks and stones. He supposes that the deception has more to do with the circlets they all wear than something "off" in the room, but as a scientist he pursues diligence.

Perception Check: 1d20 + 7 ⇒ (13) + 7 = 20


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Mallexk will casually wait. His task is combat and defending against attacks. So searching a room? Let the vermin take care of it

-Posted with Wayfinder


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Is Grumblejack with us?

"Well I guess this is where we begin our training. Gertrart and Xeram, lend me an ear a moment." he says with a whisper as he points to the rogue and sorcerer and loops a piece of copper over his ear.

Cast Message on Gertrart and Xeram, 20 minute duration

He will then cast Detect Magic, just to see what is occuring in the room, if anything.

---------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Detect Magic


As Solomon slides along the north wall, in the middle of the north wall, he discovers a secret door.


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

The white rat turns to the others, raising his claws to motion towards the hidden passage. "There seems to be another way." He shares, muffled by the mask. "Should I scout it? Or should we stick together?"


[ooc]@Taeral, I see no reason why Grumplejack would be with you. Nobody asked him to tag along, so he's probably sleeping[/oc]

Nothing magic noted in the room.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

The half orc steps into the room... dressed as a cleric if Mitrani. "I think we should stick together, but I see no reason not to follow the path you have discovered, thank the Prince of Law." Gertrart will try to open the secret door.


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

Ha, that seems like a smart idea! Creative!


The secret door in the north wall conceals a small niche. Inside that niche is a small pedestal that holds a jewel that glows with pale blue light. It is cold to the touch.

There is another inscription on the back of the alcove: "Thou hast seen through deception to uncover a useful tool.”

Appraise check:

DC 15:
This ‘jewel’ is a cleverly crafted bit of sealed quartz. Inside the quartz is alchemist’s ice. If thrown the jewel breaks and explodes exactly as alchemist’s fire but instead inflicts cold damage.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

"That seems promising, but I am a little leery of something so clearly valuable." Gertrart checks the pedestal and jewel for any hidden dangers.
Perception: 1d20 + 4 ⇒ (2) + 4 = 6 +1 more for magical traps, Appraise: 1d20 + 6 ⇒ (1) + 6 = 7


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

"Clever..." Vosil is glad to have useful partners who can do things he cannot.

Appraise: 1d20 + 2 ⇒ (13) + 2 = 15

"Hmm - looks like alchemist ice inside quartz: throw the gem and it releases the ice. Could be useful."


What's the plan villains?


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

With that found, Solomon will return to the eastern door from the first, cramped room. "Then it seems we have no other choice" he says as he inspects the door. If everything seems standard with the door, he'll open the passage but step to the side...

He has no idea what is on the other side, but would rather not be the first to face it.


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

Oh, and he grabs the quartz. If it's something to be thrown, that's right in his wheel-house.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Taeral will position himself so he is about 10-15 feet from the front (or in this case from the door), and look in with his Detect Magic spell.

Taeral will recast the spell every couple of minutes as they move through the rooms, so he can give warning to the front line people.

---------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Detect Magic


To keep things moving, I'll make a roll for Solomon.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Alrighty then, so as Solomon moves towards the door on the east wall, he detects a pit trap in the floor in front of it.


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

Phew, that was generous of you, as I could understand you taking me literally with only inspecting the door!

Inches from sliding in, Solomon suddenly realizes the peril he's about to introduce upon himself and stops hastily. He raises both arms to stop the others, scuttling backwards.

"There's a large pit trap before the door... that must be the 'don't deceive yourselves' component. "

Setting his pack carefully beside him, he rifles around for the thieves' tools from Branderscar. "Gifts of Asmodeus" he snickers. Then, with a look of uncertainty masked from the others, he lays prostrate before the false floor and tries to disable the trigger.

Disable Device, take 10: 20


Solomon manages to spring and stabilize the pit trap.

Carved upon the wall of the pit near the bottom is the phrase, "Thou wert deceived. Pain is thy reward."


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

The white rat scrambles up from where he lay, stretching out the new kink in his neck. Then with tentative steps makes sure the floor is stabilized. "Fascinating. he mutters. "Mechinations seem so crude compared with the subtleties of chemicles and flesh, but that contraption is wonderful."

Then, still lost in thought he steps forward and tries to open the door to the next room.


And he finds a false door into the stone wall.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

"Nicely done Bone-White." Odd, thinks Gertrart. Then he checks the south wall for another exit.
1d20 + 4 ⇒ (16) + 4 = 20


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

"A false door that leads nowhere in the east, a secret room in north. Is there anything to the south?" As he speaks, the tiefling moves to inspect the southern wall.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Malleck sighs. This was not his strong point. So he merely waits

-Posted with Wayfinder


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Vosil mentally pens another chapter in a soon - to - be bestseller, The Joy of Minions, while he waits for the lab rat to finish performing. How appropriate that it's white, he idly thinks to himself.


So let's recap this room:

With a roll of 20 Solomon discovers the DC 20 niche

With a roll of 15 Vosil appraised the DC 15 crystal

With a roll of 25 Solomon avoids the DC 25 pit trap

With a roll of 20 Solomon disables the DC 20 put trap

And now with a roll of 20 Gertrart finds the second DC 20 secret door

No overachieving, but you aced the room, haha.

I'll post about the south door ASAP.


The short passage from the north ends in a wooden door with another inscription: “Following the herd is for fools. Fear not their icy derision. Instead, fear only thy Infernal Lord.”


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

"True words, true words.", as he rubs his chin.

Those zealots are a herd too, a herd following some high powered ass.


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

Solomon ponders for a moment, "I tend to like big packs," he mumbles, "less likely to be singled out."

As he approaches the lone wooden door he recommends that the others fall back a bit. "We may want to spread out," he advises, squeaking back at the others. "I love when people clump together if I'm throwing explosives, but they probably like it less. So we'd best leave some room I'm thinking."

He examines the door for a bit, cautious from the last near miss.

Perception: 1d20 + 7 ⇒ (15) + 7 = 22

Then, if things look clear, he'll swing open the door to the next room, hoping the others have stepped clear rather than leaving a large 'herd'.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Taeral steps back and gives Solomon all the room he may desire.


The door appears safe.


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

"Looks clear..." the white-rat calls out, a bit more timidly than he'd like. "So clear the hallway..."

After giving everyone the chance to either clear the hall, or boldly make their stand behind him, he opens the door.

Not sure when you'd want to resolve this, but as far as Solomon's part, the door is opening and he'll take whatever comes first, hoping his suspicion/interpretation is accurate.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Gertrart boldy stands 15' back from Solomon. If that gives him a corner all the better.
I have never played with evasion before, I may be tempting fate with a 9 Dex, but
"Why not?!"


Inside this 15x15 stone chamber, there are four doors – each facing a cardinal direction. You entered from the north. The entire chamber seems strangely cold. The ground is dirty and dusty.

Perception or Survival

DC 10:
You can tell that at least a dozen individuals have walked towards the southern and the eastern doors. No one seems to have approached the western door, which is covered in a strange pulsating violet mold.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Survival: 1d20 ⇒ 4

-Posted with Wayfinder


Malleck of Alerion wrote:

[dice=Survival]1d20

-Posted with Wayfinder

I promise there will be a room or two more suited to your strengths.

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