Legends of Katapesh - Legacy of Fire

Game Master justaworm

Date: Arodus 26th
In the bowels of Bayt Al-bazan
Ymeri's breath found.
Shazzathared and Iavesk friendly.
Karambagya friendly, as much as his sworn service will allow.
3 days to recover Impossible Eye before the Vizier orders party's death
Aliya friendly, currently with party

Loot Spreadsheet: Link
Xotani Tales: Tale 1, Tale 2, Tale 3,
Jahavhul Tales:Argbadh's Tale, Shazzathared's Tale,
Impossible Eye lore: Post
Wish Spell usage: Shazz post

Player Files: Maps and art


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CG male half-elf inquisitor of Sarenrae 8

With the avian fleeing, Daumari turns toward the gnolls that have joined the fight. He vaults over and across the twisting undergrowth, bringing his hammer to bear against one of the humanoids.

OOC:
Daumari move adjacent to gnoll four and attacks, still maintaining fortress-style.

Move Action reposition adjacent to gnoll
Standard Action melee attack, fortress-style meteor hammer

  • Attack: 1d20 + 9 ⇒ (16) + 9 = 25
  • Damage: 1d8 + 7 ⇒ (7) + 7 = 14

  • Turning his attention to the gnolls to provide more than just insults, Daumari vaults through the heavy growth to make his way next to one of the entangled but alert gnolls. With a quick swing of his hammers, he strikes the gnoll and knocks him out cold. Meanwhile, Bahir (NPC'd) watches as the avian beast gains altitude and suddenly turn west instead of heading north.

    Being unsuccessful with his whip, Paellat (NPC'd) moves in close to the only remaining active gnoll and strikes with his rapier, dealing 6 points of damage. Hazreem moves down closer and releases another burst of fire from his hands at the same gnoll, striking it and dealing 6 points of fire damage. The foul creature cries out in pain before collapsing at Paellat's feet.

    Mah'ysa, watching the avian escape, takes a shot at it with her Sling Glove. She strikes the creature but it doesn't seem to have any effect.

    Out of initiative order. Gnolls #1 and #2 are currently unconscious but will be waking up in a few rounds, then will be blinded and stunned for several more rounds. Gnoll #1 is also injured. Gnolls #3 and #4 are down and bleeding. All four are entangled by the overgrowth. The avian beast is slowly flying away and appears to be having difficulty doing that. It seems to be heading straight for the battle market.

    Daumari:
    Calculating your attack bonus. (BAB +2) + (Str +2) + (Favored Enemy +2) + (Gnoll Killer +1) + (Inspire Courage +1) = 8. I'm missing where the 9th point came from. But didn't matter, you hit easily.

    Hazreem:
    Slightly confused. You casted Produce Flame last round and you would be using your second attack with that spell this round. You stated "releases the flames in his hand" which implies the Produce Flame spell. But you specified non-lethal damage and a -2 at attack next round. But that is for your storm burst spell. I'm assuming you would be using your second attack with Produce Flame which deals the same 1d6+3 damage, but lethal.


    Sardaukar wrote:
    ** spoiler omitted **...

    oops, I forgot which spell I was using in the middle of typing. My bad. I was using the second attack with my Produce Flame.

    Hazreem walks over to the nearest gnoll and slits its throat with his dagger.


    CG male half-elf inquisitor of Sarenrae 8

    Sardaukar:
    Sardaukar wrote:
    Calculating your attack bonus. (BAB +2) + (Str +2) + (Favored Enemy +2) + (Gnoll Killer +1) + (Inspire Courage +1) = 8. I'm missing where the 9th point came from. But didn't matter, you hit easily.

    The trait bonus from Gnoll Killer actually increases to +2 if you're a ranger with gnolls as a favored enemy.


    Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

    "Is anyone injured? We should probably move quickly, those... creatures will have friends."

    Scarab Sages

    Watching the flying creature as it flees, "Can any of you hit it from here. I dislike the thought of it harassing us later. Though it appears that it is not effected by most of our weapons."


    Daumari:
    Daumari wrote:
    The trait bonus from Gnoll Killer actually increases to +2 if you're a ranger with gnolls as a favored enemy.

    Looking in Player's Guide... Ah, yes. It does state that. Thanks.

    Bahir:
    While you smiting your evil foe with two critical hits, you experienced a strange flash of a desire to do the same thing with this weapon to someone named Jhavhul. You seem to be experiencing memories that don't belong to you, but you can't place it at this time. Gain +1 to all Int-based skill checks.

    Scarab Sages

    Bahir seems to be deep in contemplation for awhile after the avian demon disappears still looking off into the night after it.


    Post-Battle Injury Report:


    • Daumari: 17/19
    • Efreat: 17/18
    • Hazreem: 24/25
    • Mah'ysa: 14/15
    • Bahir: 17/18
    • Paellat: 16/16
    Most are down by just 1 or 2 points.

    Scarab Sages

    Male Halfling Rogue 11

    Pae sinks his rapier into the back of his opponents neck ensuring he will never rise again.

    "I agree let's put space between us and this carrion"


    Male Human (Keleshite) Sorc (Efreeti) 14 l AC 20(ff15/t17) l F9 l R10 l W12 l HP(117) 117 I Percep +0 l Stealth +3 l

    Efreat plunges his blade into the other gnolls. "I agree we should move on."


    Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

    Mah'ysa herds her teammates together, then prays over her ankh holy symbol. It blazes forth a wave of positive energy.
    Channel Positive Energy: 1d6 ⇒ 3 points healing.


    Bahir yells out, "Can any of you hit it from here?". But his query appears to fall on deaf ears and the majority of the party is too busy making pin-cushions out of the gnolls to ensure that they are dead dead. Meanwhile, Mah'ysa makes her way around the group to determine the state of everyone's injuries.

    As the bird creature flies away and goes out of visual range due to the building to the immediate west, Bahir continues to stare off in that direction as if in internal contemplation. Others begin indicating their desire to move on before the friends of these carrion show up. But first, Mah'ysa herds everyone together, holds up her holy symbol, and prays to Sarenrae. You feel a wave of healing wash over you as you are brought back to full health.

    All four gnolls are definitely dead. The bird beast is no longer visible. What is your next move?

    Scarab Sages

    Still looking off into the darkness, "Daumari...how went your scouting, did you find anything before you were attacked?"


    As you stand among the ruined buildings of Kelmarane during the wee hours of the morning with the moon light creating strange shadows, the silence around you becomes oppressive. But the silence is soon broken as you are able to faintly hear someone or something cry out off in the distance. You think it came from west of your position.


    CG male half-elf inquisitor of Sarenrae 8

    The ranger shakes his head in response to Bahir's question. "That creature was in the mill, and noticed my approach; I didn't have the opportunity to explore the area before it attacked."

    Daumari pauses as he hears the cry in the distance before continuing. "I did overhear a patrol of the beast men, discussing a recent fight involving a female human. Apparently she defeated her opponent with ease. Now, they are likely to begin searching for us; might I recommend we find a location to wait out our pursuers. Or, perhaps, prepare an ambush instead?" It's obvious to all that the ranger prefers the latter course of action.

    Sorry for my absence; I've been ill the last few days, in addition to suffering difficulties with my internet connection. I hope things on the tech side of things will be fixed soon, and I'm in much better health, but if I disappear again one of these will likely be the reason.


    Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

    "Who was that who cried out? We should see if they need help!"


    "I may be mistaken, but aren't we out here to scout and not rescue people."

    Scarab Sages

    Hazreem Bel'Shakar wrote:
    "I may be mistaken, but aren't we out here to scout and not rescue people."

    "We are scouting with the purpose of trying to rescue Felliped my friend." Looking around at everyone, "Seeing as we are all feeling well, I see no reason why we shouldn't continue our search. Sure, they are alerted to our presence but as long as we don't stay in one place they will have trouble finding us. Felliped may need immediate assistance."


    Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

    "Standing around dithering will only get us all killed. Let us proceed to find out who was screaming; perhaps we may lend a hand there."

    Scarab Sages

    Bahir's brilliant white smile can be seen clearly in the moonlit darkness he bows to Mah'ysa, "Of course, Radiant One." He begins to move off quickly towards where the cry came from.

    EDIT: changed my response a little as I am still knocking the rust off of having not been in character with Bahir for so long. Of course, I don't think it would effect Hazreem's response ;)


    Damn paladins," Hazreem mutters as he trots off after his companions.


    After much discussion on what to do next, your party heads out to scout out more of the town and hopefully find out who it was that was screaming and to see if they could help them. Heading up and around the bend, you can make six fairly intact buildings. It is hard to make out much detail in this dim light, but you have seen these buildings in the daylight over the past few days where you were observing from a distance. (Labeled on the map as 1 through 6)

    1. It appears as if fire claimed much of this building ages ago, leaving behind only a partially collapsed shell. An old ruined sign bearing the legend "AVE MARKET" hangs above the gaping entrance on the north side of the building. The sign appears off-center to the right as if there is something missing at the beginning of the name.

    2. This building appears to have once served as an inn of Kelmarane. The building appears largely intact and undamaged.

    3. These stables are connected by a short hallway to the inn. They are also largely intact and undamaged.

    4. This large intact three story mansion appears to have large windows overlooking the docks and the buildings across the river.

    5. This is the mill that Daumari scouted out earlier and was attacked by the avian beast. From this distance, you can make out several large holes in the side walls. The water wheel on the mill is currently turning with the flow of the river.

    6. A fairly non-descript building lies adjacent to the mill on the other side of the river and across from the docks. This building appears to be in fairly good shape.

    Behind the buildings to the west is a steep cliff about as high as the mansion that would be fairly difficult to climb. To the left of the buildings is a path that leads upward at a slight incline. This path leads to the other building (marked with red dot) that you witnessed about a half dozen gnolls armed with swords and crossbows bringing large hunks of meat to about three times a day. You believe you were able to make out a large beast inside the building, but it was difficult to tell from the distance and shadows within the building. From previously observations, you know that the wall of this building is missing on the western side.

    Scarab Sages

    Male Halfling Rogue 11

    Link to map please

    Pae follows along behind as usual observing the proprieties of not falling over his feet in the dark


    Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

    I don't know if I'm in the lead or not, but my preferance is to head for building 4. It's got a nice arc of view.


    Paellat wrote:
    Link to map please

    Link here

    Scarab Sages

    So no better idea from which direction the scream came from? If not, than I am good with building 4.

    Scarab Sages

    Male Halfling Rogue 11

    I'll go with that


    Bahir wrote:
    So no better idea from which direction the scream came from?

    You heard it off in the distance from the west. It most likely it came from behind these buildings up above on the cliff. To get there, you would either need to climb the cliff or take the path to the left which works its way around to get up there.


    Male Human (Keleshite) Sorc (Efreeti) 14 l AC 20(ff15/t17) l F9 l R10 l W12 l HP(117) 117 I Percep +0 l Stealth +3 l

    What's behind door number 4?


    You carefully enter and explore the three-story mansion. Without adequate light coming in from the darkness outside, you cast light on several objects that you are carrying in order to see better. You find that the interior of this building has been left basically untouched. Going from room to room, you realize that this used to be the home of a rather wealthy person and his family, along with several servants or slaves. The place is well furnished, but most of the valuables that could of been easily carried away appear to have already been taken. With a little cleaning up, this would be a really nice place for those that like that sorta of thing. Based on some of the personal items still remaining, you are able to learn that this was the home of Kelmarane's former Wharfmaster. Apparently, the Wharfmaster did pretty well for himself.

    Due to the size of this place and the careful pace you take, it takes you about an hour to search all of the rooms and to ensure that you are alone here. Up on the third floor, you find an office with a large window overlooking the docks. From here you can see everything that goes on along the river. As you look out, you witness that avian creature you fought earlier fly overhead and then drop down on top of the mill. It disappears where it should have landed on a roof. Looking off to the left (building 6), you notice another building across the river where some faint flicking light is showing up against some of the brush along the back side of the building.

    Those in other parts of the building notice, while looking out some of the windows, that four gnolls are walking cautiously down the path and heading towards your position. They probably came down from the upper portions of Kelmarane. These gnolls are carrying crossbows in addition to spears and are looking all around, pointing their crossbows in the direction they are looking. They don't appear to realize that your group is inside the mansion. As the gnolls approach, those watching the gnolls catch quick but brief movement down below in the stables. But by the time you turn your attention to the stables, you can no longer make out anything but darkness.


    Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

    "Well my companions, befor those gnolls arrive we have decisions to make, and I humbly crave your opinions.
    "My heart would dearly like to rush to the aid of whoever screamed, but my head belives that may not be wise. If we are trapped with enemies on all sides we might all be killed or worss; and not help anyone.
    "Would it be better to carefully clear the outermost regions of the town first and work our way inward? We would have a clear line of retreat that way. And clearing the buildings across the river would give a nice barrier as well if we control the crossings. What do you all think?"

    Scarab Sages

    Bahir nods, "Running around blindly in the darkness will serve no-one." Glancing Daumari's way, "I suspect you wish to deal with these gnolls while they are out in the open. I would agree with this. Then we can see if that movement in the stables is possibly the person we seek. After which I would very much like to finish off that demon before it recovers."


    CG male half-elf inquisitor of Sarenrae 8

    Daumari nods in agreement with Bahir's words. "If we strike them quickly, we can move against the creature that attacked earlier, before the patrol's absence is noticed. Let us catch our prey by surprise."

    Can we see any locations along the gnolls' apparent path that might lend themselves naturally to an ambush?


    Daumari wrote:
    Can we see any locations along the gnolls' apparent path that might lend themselves naturally to an ambush?

    By the time you discuss this and get everyone down to the first floor, the gnolls will begin walking in front of the building you are in. Unless they notice your presence, you should be able to get a surprise round off. You wouldn't have time to prepare more of an ambush unless you let them go past and hope to catch them on a return trip. From what you've seen from outside, the stables appear to have many large openings against the street that would serve well for those hiding in the darkness. There is also a lot of rubble across the street you could hide in. This mansion just has a wide front door, which you probably left open, and a bunch of closed windows.


    CG male half-elf inquisitor of Sarenrae 8

    Once Daumari witnesses the gnoll's position he moves to strike them immediately, readying his hammer as he moves within melee range of his foes.

    OOC:
    Unless stopped before acting Daumari uses the surprise round to enter melee range with the gnolls, in the hopes of limiting their ability to utilize their crossbows, as well as force an AoO should they still attempt to fire the weapons.

    Initiative 1d20 + 1 ⇒ (1) + 1 = 2

    Move Action Move into melee, ready fortress-style meteor hammer.

    Guess I've little chance of catching them flat-footed beyond the surprise round...

    Scarab Sages

    Bahir comes out of the building and begins weaving a deadly wall of steel with his scimitar, "Surrender now and you will find Sarenrae's servants are merciful."

    Intimidate (dazzling display): 1d20 + 10 ⇒ (4) + 10 = 14
    Initiative: 1d20 + 1 ⇒ (10) + 1 = 11


    Male Human (Keleshite) Sorc (Efreeti) 14 l AC 20(ff15/t17) l F9 l R10 l W12 l HP(117) 117 I Percep +0 l Stealth +3 l

    Stepping out of the building Efreat chants, "Flear'zish"
    Cast Color Spray


    Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects; DR 10/adamantium, 83 pts left) for 120 min Male Human (Desert) Druid 15 HP 137/160 hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
    Resources:
    Heat Shimmer 10/10 | Wild Shape 5/7 |Rod x2 6/6

    This is Eric Swanson, I an now assuming the persona of Hazreem. Thanks for having me.

    Hazreem wields his sling ready to attack the outermost gnoll.

    Initiative 1d20 + 0 ⇒ (2) + 0 = 2
    Attack 1d20 + 1 ⇒ (8) + 1 = 9, damage 1d4 + 2 ⇒ (4) + 2 = 6

    Scarab Sages

    Welcome Eric. Nice rolling ;)


    Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects; DR 10/adamantium, 83 pts left) for 120 min Male Human (Desert) Druid 15 HP 137/160 hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
    Resources:
    Heat Shimmer 10/10 | Wild Shape 5/7 |Rod x2 6/6
    Bahir al-Asim Abdul Shihab wrote:
    Welcome Eric. Nice rolling ;)

    Thanks, par for the course, he he.


    Initative Order:

    • Paellat (1d20 + 4 = (15) + 4 = 19)
    • Efreat
    • Bahir
    • Gnolls
    • Mah'ysa (1d20 + 2 = (7) + 2 = 9)
    • Daumari
    • Hazreem

    After a brief discussion, it was decided that you'd quickly take out the gnolls. Heading downstairs to the main entrance, you hide in the darkness on both sides of the open door. As the gnolls walk about about 20 feet from the door, Pae (NPC'd) steps out and lashes at the first gnoll (Gnoll #5) with his scorpion whip (1d20 + 2 = (12) + 2 = 14) which slaps loudly against the gnoll's armor but doesn't to hurt him.

    Efreat, seeing the gnolls are not currently in range for his spell, moves through the door to find a better position. Bahir steps into the doorway, begins weaving his scimitar in a spectacular display, and demands that they surrender now. This display appears to freak out all four gnolls. Mah'ysa (NPC'd) uses her sling glove and shoots at the first gnoll (Gnoll #5) between Pae and Bahir standing in the doorway (1d20 + 2 = (19) + 2 = 21) striking the creature for 6 points of damage.

    Daumari runs directly out to engage the gnolls in melee and begins swinging his meteor hammers threateningly. Hazreem stays back in the doorway besides Mah'ysa and takes a shot with his sling but the shot goes wide.

    End of Surprise Round. Pae (NPC'd) moves up and out of the way of his comrades and takes another strike with his whip on the already injured gnoll (Gnoll #5) (1d20 + 2 = (13) + 2 = 15) lashing the gnoll for 4 points of damage. Efreat, now in a good position, yells "Flear'zish" and sends a cone of vivid colors from his hand. Two of the gnolls suddenly cover their eyes and then fall to the ground (Gnolls #5 and #7) while the other two seem unaffected.

    I'll stop here. Next in init order is Bahir. Two gnolls (#5 and #7) are unconscious while gnolls #6 and #8 are frightened. Map has been updated and the 5-foot grid map is back up showing your relative positions.

    Scarab Sages

    Seeing the two remaining opponents are still caught off guard Bahir moves swiftly into a flanking position with Daumari and lets his blade flicker out to slash across the gnolls chest. Thinking to himself, We must diable these opponents quickly before they can raise an alarm...

    To hit: 1d20 + 8 ⇒ (12) + 8 = 20
    Damage: 1d6 + 3 ⇒ (1) + 3 = 4

    As a side-note they should be shaken, not frightened. I realize you could just be flowery in your description but thought I would clarify just in case.


    Fem Half-Elven Cleric L13+Bard L1 | HP 99/107 | AC (26) 23 T17F18 CMD27 | Saves F11R13W18 | Percep +14 | Channels: 7/7 | Bard Perform 6/6 | Endure Elements | Status: OK | Grace (+2 saves)

    Attacks Gnoll #6 with the sling glove.
    Attack: 1d20 + 2 ⇒ (12) + 2 = 14
    Damage: 1d6 ⇒ 2


    CG male half-elf inquisitor of Sarenrae 8

    Noting the attacks of Bahir and Mah'ysa on the first of the two still-standing gnolls, Daumari shifts his hammers and brings both around in a strike on the other.

    OOC:
    Daumari makes a five-foot step to move adjacent to gnoll 8, switching to meteor-storm style as he does so, and attacks.

    Full-Round Action full attack, meteor storm-style meteor hammers

  • Attack 1: 1d20 + 6 ⇒ (10) + 6 = 16
  • Damage: 1d8 + 6 ⇒ (8) + 6 = 14
  • Attack 2: 1d20 + 6 ⇒ (7) + 6 = 13
  • Damage: 1d8 + 4 ⇒ (1) + 4 = 5

  • Bahir quickly moves into flanking position on one of the two standing gnolls (Gnoll #6) and slashes him for 4 points of damage. The two gnolls, seeing their comrades fall and witnessing this sudden attack and the holy warrior's dazzling display, step away from the approaching attack and fire their crossbows that they had at the ready at their nearest targets. The first fires a Bahir and the second fires a Paellat, but both miss. Bahir takes his attack of opportunity (1d20 + 10 = (4) + 10 = 14) by slashing at the gnoll that just tried to attack him at point blank range, but just missed.

    Mah'ysa takes another shot with her sling glove, but the gnoll turned just as she fired and her shot just misses as well.

    Bahir:
    Bahir wrote:
    As a side-note they should be shaken, not frightened. I realize you could just be flowery in your description but thought I would clarify just in case.

    It was long day yesterday, I meant shaken. Don't know why I was thinking frightened.

    Next in init order is Daumari.


    CG male half-elf inquisitor of Sarenrae 8
    Sardaukar wrote:
    Next in init order is Daumari.

    You must have been composing your response when I posted. Given the new positioning Daumari will move to prevent the gnolls from retreating further, and utilize fortress-style to attack with one hammer rather than two. Still attacking gnoll 8, his newly-calculated attack is an 18, inflicting an unchanged 14 damage.

    Scarab Sages

    Pressing the attack Bahir slashes again at his opponent but in the darkness he cuts down a gnoll shaped cactus instead.

    To hit: 1d20 + 8 ⇒ (1) + 8 = 9 Ooooo, that's a miss and a bad one too.

    Scarab Sages

    Male Halfling Rogue 11

    Pae takes a shot with his hand crossbow at the lead Gnoll.

    1d20 + 5 ⇒ (9) + 5 = 14

    Damage1d3 + 1d6 ⇒ (1) + (3) = 4


    Current form: Huge Air Elemental; +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects; DR 10/adamantium, 83 pts left) for 120 min Male Human (Desert) Druid 15 HP 137/160 hp | AC 23 , T 13, FF 20 | F: +13, R: +9, W: +18 | CMD 21 | Perc. +23 | Init. +0 | Stealth +4
    Resources:
    Heat Shimmer 10/10 | Wild Shape 5/7 |Rod x2 6/6

    Hazreem moves to get a clear shot at the far gnoll at the rear gnoll. Gnoll#8

    Attack 1d20 + 1 ⇒ (1) + 1 = 2, damage 1d4 + 2 ⇒ (4) + 2 = 6

    Hmm, I think I see where this is going...

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