JZ's Carrion Crown - COMPLETE! (Inactive)

Game Master JamZilla

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Liberty's Edge

Eventually thats going to come up 1


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

Old school rules dude, rough with the smooth!


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

It's too intense for me.


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

Ok again i'll be keeping track of loot/money if it's what you all want, since this is our first loot have at it.

(A) 15 arrows (+1)
(B) 6 arrows (+1 ghost touch)
(C) 3 arrows (+1 undead bane)
(D) 7 vials (cure light wounds)
(E) 3 potions (lesser restoration)
(F) 2 scrolls (detect undead)
(G) 3 scrolls (hide from undead)
(H) 2 scrolls (protection from evil)
(I) Some kind of game board (spirit board and brass planchette)
(J) 5 iron and glass vials containing tiny, churning wisps of vapour (haunt siphon)

Arrow's i think only cara can use them so if she wants them she can, but remember you can use them as a dagger if needs be. Not sure how you want to split up the potions/vials im thinking one each one for party and the lesser restorations in party too. If no one else can use the scrolls i'll take them if they can we'll split them up and then these iron and glass vials give to casters/none melee guys? maybe as it will be easier for us to take them out?(Do we know how they work?)

Liberty's Edge

Once you've identified an area as a haunt a standard action to twist the cap off and suck it in. These are basically Ghostbusters traps.


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

If there are 7 CLW then one each I suppose. Also there were flasks of holy water weren't there? I'll be front-line and unarmed so may be better placed to use than others. Can I take two of them?


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

18 silver arrows
A masterwork silver dagger
6 sun rods
8 flasks of holy water

These also sorry forgot to edit these in, i'll be splitting them up. Guess i'll give each person a holy water too. Ghostbusters traps will be in party but i'll keep them on myself, and i'm also taking all the scrolls.

Also given Jon and sebastian two CLW's potions.

Liberty's Edge

Dan can you post a link to the spreadsheet on google drive when its done? Would be useful for me to see who is carrying what at times


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

Yes sir.

Loot Speadsheet

Liberty's Edge

Dan, thinking about it, its probably worth adding a column to each to show the weight of all these items. I don't want to get really bogged down in carrying capacity but it is important. That wooden box weighs 20lbs for example and the spirit board weighs 5


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

Good call J. For the record I am only carrying 42.5 lb of stuff and my light load us up to 76lbs. I can lug another 33.5 lbs of kit before I start getting encumbered. We also have a Dwarf though and he won't be encumbered by his armour, so can carry a lot more.


HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Attacks:
+1 adamantine earth breaker +19/+11/+6 (2d6+9) masterwork cold iron light hammer +15/+7 (1d4+11) masterwork silver light hammer +15/+7 (1d4+11)masterwork composite longbow +13/+8 (1d8+4/×3) all based on power attack
Skills:
Acrobatics+10|Appraise+2|Heal+4|Know(dung) +7| Know(Eng)+12|Perception+4|Sense Motive+4|Survival+4|Swim+9|

Only not encumbered for purposes of movement the dex and armour check penalties still apply which is no big deal atm but when I have my armour training I won't want to be over loaded so we will have to buy a magic bag or a donkey and cart in the future


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

BACK! And slowly catching up ;)

Liberty's Edge

Good to see you back and hope you had a good time :)


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

Loot considerations:

- Caradwen could take a sample from each scroll, but none of the spells are in the Bard list, so would have to activate them with UMD -> I don't think it is worth it. Better if they stay with Markus, I guess;

- Yep, she is able to use bows, though she doesn't own one, nor does she have any feats to use them. She can keep the arrows for the time being, and even buy a bow in town though, with her Dex, she should be half decent using it - I think those arrows are too good for us to pass on them.

- Would also like to take a sunrod or two.

- Now... The Masterwork Silver dagger is nice to have for anyone, but it could also be sold for some hard cash - I think we should be pondering investing in a CLW wand ;)


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

Good to see you back. I likr your thinking on the bow. Definitely worth getting one. I would but its not a Monk weapon so would be at -4 th. On the dagger, I think the Dwarf should have it just in case we come up against something with DR. Jon has abilities and I can trip or grapple or just run interference.

I think with the potions CLW we have and Markus abilities we may be ok for healing (for now at least) but wand CLW a good idea for the future.


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

I agree with you Cara, thats the reason i waited for you to come back.

The scrolls im happy to split but the fact it's not on anyone elses list made me just give them all to myself if you want to split just say.

I'll put it down that your carrying them all, i did take one for a dagger if needed...

Two sunrods are yours, no one else has asked for them so we're getting use out of them.

And the dagger no one called for it so it's in the party loot so again its just waiting for someone.

Wand will be the first thing we buy as a party but i hope right now i can cover us tell things start to get really bad.


HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Attacks:
+1 adamantine earth breaker +19/+11/+6 (2d6+9) masterwork cold iron light hammer +15/+7 (1d4+11) masterwork silver light hammer +15/+7 (1d4+11)masterwork composite longbow +13/+8 (1d8+4/×3) all based on power attack
Skills:
Acrobatics+10|Appraise+2|Heal+4|Know(dung) +7| Know(Eng)+12|Perception+4|Sense Motive+4|Survival+4|Swim+9|

I would like a silver weapon but I was thinking of getting an hand axe so how much money will we have from selling stuff if there is not enough ill take the dagger for now just because hitting things in front of me is what I'm best at, also welcome back looking forward to you posting again


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

Well, I have been reading through the 91 new gameplay posts that went up during my vacations and... Wow! It is amazing to actually take the time to read through the story we are building here. Actually reading it as if it was a book is really amazing!

Thank you Jam and everyone for keeping Caradwen always present in the story, I am sorry I could not roleplay her in the town meeting (damn, I missed so many important moments...) but I was happy she did so well against the fire.

Guys, I'm gonna say it again - it was a real pleasure watching all your characters in action. And Jam, I have to say that your GMing owns BIG time. I am truly happy to be in this game ;)


HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Attacks:
+1 adamantine earth breaker +19/+11/+6 (2d6+9) masterwork cold iron light hammer +15/+7 (1d4+11) masterwork silver light hammer +15/+7 (1d4+11)masterwork composite longbow +13/+8 (1d8+4/×3) all based on power attack
Skills:
Acrobatics+10|Appraise+2|Heal+4|Know(dung) +7| Know(Eng)+12|Perception+4|Sense Motive+4|Survival+4|Swim+9|

I agree I am really enjoying Jamie's DMing plus the prisons still to come cara that should be a lot of fun

Liberty's Edge

I'm really pleased with how it's going so far and I'm glad everyone is enjoying it. I wanted to DM this adventure for a while because I love the atmosphere and characters and thought it was perfect for pbp.

I've tried to make the town and npcs seem 'real' and I was particularly pleased with the Gibs/Jon rivalry.

Oh, by the way, if anyone wants me to do more or less of something just let me know. I'm always open to feedback.


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

Ok. I want you to GM Wrath of the Righteous :D

Liberty's Edge

This is going to take a year or more.

Wrath of the Righteous will be next maybe :)


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

Yes Jam you are a really good GM, i'm really having a lot of fun and can't wait to see what you have planned, and really getting into this spookiness.

Liberty's Edge

Thanks mate. If people are having nightmares about a burning prison I know I'm doing a good job.


Male Human oracle 15 Init +2, pcpt +14,Fort +13,Ref +12,Will +15,Ac 27,FF 24,touch 17,Hp 152,Skills history +6 planes +10,diplomacy +15,survival +14,religion +7,intimidate +12,fly +15

thanks for the info post j. Awsome.


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

Very helpful, i don't need to read all the waay back now.


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

If there are no objections I would like to take two +1 arrows and two of the undead bane arrows please. I can't use a bow, but can use them as improvised daggers. What do you think guys?

I could flurry with the undead bane arrows (-4 for improvisation) but overall +3 to hit after adjustment and could really do some damage (overall 3d6 +3 per successful hit and two attacks in a full round action = 6d6+6 all told).

J. Question: Are the undead bane arrows single use items?

If they are, I'd keep them in reserve in case we met something particularly nasty.


HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Attacks:
+1 adamantine earth breaker +19/+11/+6 (2d6+9) masterwork cold iron light hammer +15/+7 (1d4+11) masterwork silver light hammer +15/+7 (1d4+11)masterwork composite longbow +13/+8 (1d8+4/×3) all based on power attack
Skills:
Acrobatics+10|Appraise+2|Heal+4|Know(dung) +7| Know(Eng)+12|Perception+4|Sense Motive+4|Survival+4|Swim+9|

How do arrows as daggers work? Do they break because they are arrows or are they fragile so they break on 1 because if they don't it seems sensible to use them as dagger because you can use them over and over

Liberty's Edge

Arrows are still ammunition even when used as daggers. So they automatically break on a successful hit.

Also, the damage they deal is 1d4 when used as a dagger so Sebastian the damage would be 1d4+1+3+(2d6) for you using the undead bane.

Also wouldn't you be +0/+0 when flurrying? Bab=1, str=3, magic=1, improv=-4, flurry=-1.


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

I'll mark it down as you having them.


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

Guys, just wanted to let you know that my classes are back in session [no I am not a Uni guy, just decided to get back to school at a venerable age :D] - My classes run from 06:30pm to 11:00pm (Greenwich time), so my posting will be scarce during those periods.

Liberty's Edge

No worries Cara. I may dm PC you if I need to move a combat along but as long as you can continue to contribute regularly, I'm happy :)


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

Loving this adventure J: it's like the Seven Samurai in a Lovecraft story! Haunted houses rule.

Liberty's Edge

Glad you're enjoying. This whole adventure path is very lovecraftian. Thats why I wanted to run it so much.

The haunts definitely seem to be escalating.


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

I'm gonna multiclass Caradwen -> Bard/Rogue/PALADIN :D


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

Interesting, i'd like to see how that works out :P


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

Apologies for the delay - yesterday was a mad day, and I just crashed on the couch like a sack of potatoes.


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

Sebastian i cast Big of luck on you, so every d20 you roll this round you can roll twice and take the best out come.


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

Are these skulls using ranged attacks? If not then wouldn't they be adjacent to whoever they just attacked? Unless they have something like spring attack or ride by attack type abilities. J if they are using ranged then fair enough I'll move then attack once.

Liberty's Edge

Yes they are spitting balls of fire at you from a range of thirty feet. The good new is because you weren't taking a penalty for flurry your first attack hit

Liberty's Edge

In light of the fact that you could be in the fight of your lives here and the fact that there is absolutely no rules on how to identify the abilities and method of destruction of a haunt, I am revamping the rukesa little which should work for all of us.

Identifying the traits, vulnerabilities and special qualities of a haunt will require a Knowledge Religion check.

Positive energy and possibly other actions will damage a haunt and render them dormant.

However, their methods of final destruction are almost always tied to their original reason for manifestation. Therefore, learning about this will require a second check, this time a Knowledge Local or History.

Happy to discuss these rules.


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

That ruling makes perfect sense to me - the Religion aspect seems logic, while the Knowledge Local for this case ties in very well with the basic premise of our adventures so far.

Actually, I think I am starting to understand much better the logic of the research in town - I will say it again, I have never read this AP, but something tells me that all the research about the prison, and its most notorious inhabitants, is meant to give us a fighting chance in here - the more we know about them, what ghastly deeds they carried out, and how they died in the end will probably give us leads to defeat stuff like this furnace - dunno I am just rambling here :D

Today I will be having another chaotic day, so for now I am going to roll the Knowledges on the gameplay thread, but I intend to read back on what we discovered about the prison and prisoners, for additional leads.


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

J. Don't know why you were blocked. I think I've sorted it now.

Liberty's Edge

Good job everyone!

Background to the Ember Maw haunt;

The enormous furnace in this chamber once heated Harrowstone. Old Ember Maw is more than an ominous piece of machinery. It has become infused with the evil spirits of the place - linked to the fire that claimed so many lives, partially due to the fear of being burned alive that some of the prisoners developed over the years, but mostly from the lingering horror and anger of the one prisoner who was executed by the guards here.


Male Human oracle 15 Init +2, pcpt +14,Fort +13,Ref +12,Will +15,Ac 27,FF 24,touch 17,Hp 152,Skills history +6 planes +10,diplomacy +15,survival +14,religion +7,intimidate +12,fly +15

Nice. These haunts are going to prove to be tricky bastards.
Nice job by Sebastian though.
Those rules seem fine to me j .


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

Ha ha. I didn't realise the fire was still burning or I wouldn't have done that! Still it worked out in the end. Lol.


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

Guys, to be honest I don't know if we can afford the scrolls of Knock and the Holy Water... The first running at 150gp a pop, while the second at 25 is kinda steep for the cash we have been able to amass so far.

If you guys want to sell some of the slaying arrows, they may fetch us some cash, though Caradwen has been doing half decently with a straightforward Short Bow.

In any case, she has 40gp on her, and can contribute to the shopping list.


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

Yah that's exactly what I was thinking we have no money so I don't see it happening right now hopefully we can get through a little more and get some loot or money.


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

Agree. We can try to clear the ground floor and see what happens. Besides the Sheriff may have some keys - you never know.

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