Rise of a Regent Campaign Thread

Game Master Illydth

A prince sent into exile returns to his homeland to take back his throne, save the region, and maybe even the world.

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Female Human Sorcerer (favored) 4 / Witch 1

As she follows the others, Selena muses aloud to herself. "I think we are dealing now with something enchanted. Something that used to be a mirror, but isn't any longer, or perhaps never was to begin with, but just disguised as one."

Male Human Fighter 5

For the new guys: our standard marching order has been: Lash (upfront), followed by Dirk, Selena, Thantos, Armand, and Mird (watching the rear).

Sounds good. Let's move on to the next room.

Male Human Ranger 5

Good for me

Hope everyone had a good Labor Day weekend.

The room search turns up little more of use. Dirk covers the mirror shard (and magically created leaves) that is left behind in the room with a heavy piece of clothing as the rest of the party files out into the hallway, heading south west toward the next door (counter clockwise).

Finding the hallway empty, each of the party falls into standard marching order and proceeds down toward the door in the corner(Room 2.7)


Stealth Roll 1d20 + 11 ⇒ (4) + 11 = 15

I need Perception checks from the party, other than Lash and Mird who have one in play.

Perception: 1d20 + 10 ⇒ (7) + 10 = 17

Female Human Sorcerer (favored) 4 / Witch 1

1d20 + 2 ⇒ (13) + 2 = 15

Male Human Fighter 5

Perception: 1d20 + 7 ⇒ (19) + 7 = 26

Might as well give me an Initiative roll as well. :)

F Human Rogue 5

Init1d20 + 9 ⇒ (1) + 9 = 10

Initiative: 1d20 + 9 ⇒ (6) + 9 = 15

Male Human Ranger 5

Init 1d20 + 4 ⇒ (4) + 4 = 8

Male Human Fighter 5

Init 1d20 + 6 ⇒ (18) + 6 = 24

Female Human Sorcerer (favored) 4 / Witch 1

1d20 + 2 ⇒ (15) + 2 = 17

Male Human Cleric (4), Fighter (1)

Perception Check: 1d20 + 4 ⇒ (13) + 4 = 17
Initative Check: 1d20 + 5 ⇒ (17) + 5 = 22

Fiend Initiative: 1d20 + 4 ⇒ (18) + 4 = 22


Initiative Order (Surprise Round)
There is no surprise round here, every one of you heard your assailant coming.

Dirk: 24
Fiend: 22
Armand: 22
Selena: 17
Thantos: 15
Lash: 9
Mird: 8

Keep in mind that the hallway is 10' wide, this means that only 2 of you can fight abrest of each other unless one or more of you have reach weapons or if one or more of you wants to be party to an AOO.

Each square on the map has 4 logical squares within it based upon a 10' x 10' square. Given the "Diamond" configuration of each square on the map, each 10x10' square has a North, South, East and West Sub-Square of 5x5'.

If you number the hallway 10x10 squares starting at the door you're going into (2.7) as #1 back to the doorway you came from (2.8) as #4 there are 4 squares (40').

Square 1 has Lash and Dirk, 2 has Selena and Thantos, 3 has Armand and Mird.

If you so choose I could see it that Square 1 has Lash (at the door, West Sub-Square), Dirk (North Sub-Square), Selena (South Sub-Square), And Thantos (East Sub-Square) putting Armand in Square 2 (West Sub-Square) with Mird (North Sub-Square).

The Fiend is standing in Square #4 in the "western" Sub-Square just at the 2.8 doorway when you first encounter him.

The six of you move down the hallway toward the next door on your trek around this level of the tower. As usual you stop in your standard configuration as Lash begins to check the door for traps and triggers before Dirk steps forward to open it.

Senses alert for danger due to the previous attacks, you are each startled into action as a loud Creak sounds from behind each of you, the sound of a loose floorboard being stepped on by a very heavy creature.

Heads snapping around as one the huge black baboon creature is standing just outside the doorway of the room you just left, arms raised. For a split second the six of you stare in awe at his horrid black form while it stares at you, mouth wide and teeth showing, drool slowly leaking from a corner of it's mouth, and dagger like claws extended from raised hands.

The moment broken the creature screeches it's hatred of you and begins forward.

I believe you can move through a friendly occupied square without problems so Dirk will have first action / movement if he so chooses.

Actions and attacks in if you so wish Ladies and Gents.

Male Human Ranger 5

So the fiend is basically in front of Armand and I?

I was corrected on something I have missed. Each square on the internal map is already identified by Key as 5' not 10', thus each square does NOT have 4 subsquares, each square is a single occupiable entity within the map. That changes the starting scenario so let me update the tactical section a second.

First to answer your question Mird: The fiend is actually directly BEHIND YOU as the last member of the party marching order, given the new identification of map size, you and Armand would be the first to be able to reach it as you are at the back of the party.


An update on locations: Again numbering the map squares starting at the door you're going into (2.7) and back to the door you came out of (2.8) you have 4 squares. The difference here is that each square is a single occupiable entity IN COMBAT.

Here's where I need to digress a bit. With 6 party members, one in each square, that's 30' of occupied space as you move through the tower. I find it EXCEPTIONALLY hard to believe that 6 people require 30' of space to move. I'm reading the "one being per 5' square" requirement as distance within which to fight and have enough room to swing weapons and move to dodge without running into others. That I can believe, I do not, however, believe that you are maintaining a 2.5' radius of personal space everywhere you go. While I've not identified this yet, and I don't believe the rule book has anything this specific (correct me if it does), from here out I'm going to assume that when not in combat, the 6 of you are occupying 15' of space (2 people / 5' square) in a line or clumped together unless otherwise identified. If/when combat starts I am assuming that the group will initially spread out into a "1 per 5' square" configuration before round 1 of combat...this is an automatic assumption and I will not require anyone to identify it. In cases, such as this, where there isn't enough ROOM to spread out to that configuration, I will start the combat off by asking each player in initiative order where they want to position. Any players occupying a square with another player at the start of combat (after jockying for position before combat start within an area) will be unable to attack without moving. Note a 5' step can be taken as a free action within combat so if you can make a 5' step OUT of an already occupied square during your turn you've lost nothing. Also note that, in reverse, I am OK with fitting up to 4 people in a single 5' square if tactics demand some members of a party squish into a single square to give room to others.

If this seems unfair to anyone please speak up. I hate springing things on players, but the concept of needing 30' down a hall for 6 people to travel seems a bit ridiculous. Comments appreciated.

If everyone then agrees to my dissertation above, that would put Lash/Dirk in Square 1, Thantos/Selena in Square 2, and Mird/Armand in Square 3 and would put the Fiend in Square 4. If you do not agree that will change where the occurrence of the fiend is...please let me know whether the assumptions I make above are OK with everyone.

If they are, Dirk will have first opportunity to move to a better position in combat with Armand moving Second, etc.

Male Human Fighter 5

DM: I have no problem with your distinction.

Male Human Fighter 5

The hairs on Dirk's neck stand-up just before he hears the sound of the approaching fiend. Taking a quick assessment of the situation he concludes that Armand and Mird are forming a protective barrier for Thantos and Selena. Satisfied that they are protected, Dirk decides to take a circuitous route to the beast.

"I'm going around!"

Dirk will spend the entire round running around the hallway to obtain a flanking position on the fiend. My calculations show that he has enough full-round movement to cover the distance. So, using your numbering of the squares, Dirk would end up on square #5.

Female Human Sorcerer (favored) 4 / Witch 1

Selena shifts the witch's ward from Lash to Dirk.

(+2 AC and +2 saves until struck in combat or fails a save).

FYI I'll have a post up today at some point. Work is bogging me down right now or it'd already be done. That said, keep checking, I'll have it up late this afternoon/evening sometime.

Thantos steps back into a clear space and begins chanting, trusting to Dirk's word that he will be in range in time.

Thantos is casting enlarge person on Dirk. It should take effect at the beginning of next round, hopefully in time for Dirk to make use of it. Size large means weapon dice increase by one step, 10' reach, +2 size bonus to strength, -2 size penalty to Dex, so +1 to damage, -2 to AC, -1 reflex, +2 CMB, +1 CMD.

enlarge person

Male Human Ranger 5

Knowledge Arcana 1d20 + 8 ⇒ (11) + 8 = 19
Knowledge Nature 1d20 + 12 ⇒ (11) + 12 = 23

Dirk takes off south, his echoing footsteps and clanking armor running around fading into the distance as he tries to circle the hall and flank the fiend.

As the sounds of Dirk's footsteps come back into audible range as he approaches the corner, the fiend lets out a hiss like a huge cat. Seeing Armand, mace drawn, approaching, Mird raising his bow with arrow knocked, and Dirk at a dead run quickly approaching from it's back the creature takes a step back out of sight, into the room and slams the door closed. (Free Action: 5' step back, Free Action: Close Door)

Mird, we'll take your Knowledge checks in a few posts, unless you're looking for something specifically? (I've got some general information those checks can apply to but not till after we complete the combat).

We'll call this Round 1...Actions?

Male Human Ranger 5

Works for me, I was just posting the rolls for when the time came.

Mird's arrow dips slightly as he watches the thing step into the room and the door slam closed.

"That...was unexpected. I do not believe we want to open this door in a normal fashion, allowing the thing to attack us with whatever it has prepared. Is there anyway we can burst the door open or open it from a distance?" His voice a low hiss, audible to those in his near vicinity.

Does the door open into the room or into the hallway? Is it latched? With Dirk being enlarged, can he open it from a distance with his reach? Does anyone have a tanglefoot bag?

Thantos shoots Mird a look as he holds his finger to his lips, then chants softly before whispering under his breath, although his words are surprisingly clear in everyone's ears.

There, now we don't need to announce our plans to the beast.

Cast the message cantrip, including everyone.

Male Human Fighter 5

Dirks shock is complete as Thantos's spell causes him to grow to 12' 6" with a weight of over 1500 pounds! That, coupled with Selena's spell, causes Dirk to feel nearly invincible.

With a wicked grin and a deadly look in his eye, Dirk leans out with his 10' reach, grabs the door handle and pushes (pulls?) the door open.

It's a push, all doors in this hallway open inward, not outward.

Message delivered to everyone in sight which is everyone. No problems.

Dirk can reach the room from 10' away by leaning in to touch the door.

Dirk: I think you're having to hunch over a bit due to the size being larger than the ceilings (did I say 10' or 15' ceilings? I forget what I posted with the original description of the tower). That won't affect you much but you're going to take extra time squeezing through doorways and such.

Dirk immediately puts his hand on the door and pushes it open, causing the door to swing back violently and slam, hard, against the wall of the room.

Other than the previous contents you just encountered while in the room, it's completely clear...the creature is no where in sight.

From the other end of the hallway Lash shrieks as the door she is standing at springs open, with the creature standing in the doorway...raising it's arms, the creature attacks.

Fiend Attack Lash (Claw/Claw): Attack 1:1d20 + 8 ⇒ (14) + 8 = 22, Attack 2: 1d20 + 3 ⇒ (7) + 3 = 10; Damage: 1d4 + 3 ⇒ (1) + 3 = 4, 1d4 + 3 ⇒ (3) + 3 = 6

Acrobatics Through Lash's Square, Half Movement Speed: 1d12 + 14 ⇒ (2) + 14 = 16 (Difficulty 23)

Check failed, Lash, will take 4 damage from the first claw attack, dodging the second one. She will then get an AOO at the Fiend as he moves through and past Lash. (Go ahead and make roll).

The fiend uses it's first hand to bat Lash across the face, forcing her to duck away from the blow, exposing her left side to the monster which it takes full advantage of...it's second hand raking down her exposed left arm. Yet, intent on moving, it's attack doesn't dig deep. Leaping past Lash, the fiend starts moving down the hallway away from her.

Ignoring the pain, Lash spins on the spot and stabs with her rapier at the quickly fleeing baboon like creature.

(At the end of this segment, the fiend will be right in front of the door to 2.5, only being able to move half the normal distance.)

Continue with initiative order, Armand, Selena, Thantos, Lash, Mird

Having been moving toward the other door with Dirk, Armand will continue around past Dirk and around the corridor, ending up about half way between 2.6 and 2.4.

Female Human Sorcerer (favored) 4 / Witch 1

In a small gasping shriek of surprise, Selena gathers up heavenly fire to her hand and releases it as two pulses of mystical light projectiles at the fiend.

magic missile
2d4 + 2 ⇒ (2, 4) + 2 = 8 force damage

F Human Rogue 5

AoO 1d20 + 9 ⇒ (15) + 9 = 24
1d6 + 3 ⇒ (1) + 3 = 4

Thantos pokes his head around the corner and conjures up a slimy film under the ape creature, hoping to slow it down, and possibly put it on its back.

Cast grease on the square under the creature, and the next square away from us. DC 18 reflex save to avoid dropping prone. DC 10 acrobatics check to move at half speed if it stays upright. I guess the grease will also cover the walls a bit since it's supposed to affect a 10x10 square.


School conjuration (creation); Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (butter)
Range close (25 ft. + 5 ft./2 levels)
Target one object or 10-ft. square
Duration 1 min./level (D)
Save see text; SR no

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

Male Human Ranger 5

Focused Shot 1d20 + 11 ⇒ (6) + 11 = 17
Focused Shot Dam 1d8 + 2 + 3 ⇒ (6) + 2 + 3 = 11

Mird swiftly turns around and focuses his gaze at a point on the creature, a slight downward curl to his mouth. He unleashes the arrow nocked and tries to put himself in between the thing and Father Armand.

Things have gotten a bit screwed up here, I'm trying to figure out what should be going with what. Give me a bit, i'm working on clearing things up. Reminder we are still in Round 1.

Ok, so we are still in round 1. Unfortunately due to the break in combat and the re-location of the fiend (along with my stupidly asking for continuation of actions for the round) it's felt like 2 separate rounds. I'm going to perform the most "beneficial" actions for the party based upon what's been identified in the posts above.

Round 1 Actions I am processing for the party are:
Dirk: Moving from in front of Door to 2.7 to in front of door at 2.8 using a "full move/run" action. The opening of the door at 2.8 to attempt to catch the fiend is a free action.
Armand: Moves from "Square 3" (just to the left of the door to 2.8) to the door at 2.8 then with a second move action to half way between 2.6 and 2.4 once the fiend is found in 2.7.
Selena: Magic Missile on Fiend.
Thantos: Enlarge on Dirk (I am also allowing the "message" to go through even though it should require a round action), I'm NOT processing the Greese as it would cause Mird not to attack.
Lash: Gets an AOO for the Fiend moving through her square but should probably also get a real attack for the round. As I don't see another attack listed prior to the AOO entry, I'll go ahead and roll out an additional attack on the Fiend.
Mird: As we're working in a compressed area, Mird will have to move to fire. He'll move past the rest of everyone to the square south of room 2.7 (half way between 2.7 and 2.5, 5' from where the fiend Ends up), and Fires his bow.
Fiend: And here's where the confusion came in. Prior to the start of combat, the fiend took a 5' step out into the hallway, this is not part of normal actions as it was pre-combat. It then took a 5' step back into the room (free action), Closed the Door (Free Action), Opened the door to 2.7 (Free Action), Attacked Lash (attack action), and attempted to Acrobatics Move through Lash's square (move action).

Ok, now with all of the actions out of the way, I've story boarded everything up to Selena's action, so we'll continue from there.

(Please make a new perception roll for this, you can include it with your round 2 actions, don't make separate posts for a perception check.)

Perception 15:

The fiend that entered 2.8 is definitely the same fiend that exited 2.7, given the wound locations and identifying features, there is no doubt in your mind that it was the same baboon-like creature.

As the fiend attempts to dart past Lash, she slashes her rapier crosswise at the fiend in a wicked draw cut across it's back. The rapier bites into the fiend's back, slicing through hair and skin to draw a red line along it's tough skin. (The creature takes 4 damage from Lash's AOO)

Calling the silvery fire to hand, Selena releases the flame as two small darts which leap from her hands, perform a physics defying 90 degree turn around the corner, and slam with a "clap/clap" sound into the fleeing creature, causing it to hiss in pain. (Fiend takes 8 damage from the magic missiles).

At the same time, Thantos's spell chant fades away as Dirk almost doubles in size and weight, now standing over 12' tall and having to duck slightly not to smack his also much larger head into the overhead rafters.

Getting ready to move forward toward the fiend, Lash hurriedly steps back as Mird comes flying past toward the corner's end, rounding the corner and moving slightly past Lash for room, Mird quick draws an arrow on his bow, takes aim at the creature and fires, his arrow biting deep into it's left shoulder. (Creature takes 11 damage from Mird's bowshot)

OK! Whew! Sorry for the confusion. That brings us to Round 2. I'll get a map posted up sometime this afternoon / weekend to make sure everyone knows where we're at. Remember, each 5' of space must be occupied by only a single combatant to properly attack. At this point everyone is properly spread out but only Mird and Lash have line of sight with the creature.

NOW! Round 2 actions in please. :)

Female Human Sorcerer (favored) 4 / Witch 1

Yeah, mildly confusing. I thought there was a surprise round, and then we went to round 1. Which is what happened. I guess some of the characters posted more actions than were allowed. Didn't notice that.

On to Round 2

Selena follows the combatants, hoping to get the creature in sight again. If she can do so, she casts forth another pair of magic missiles at the fiend.

2d4 + 2 ⇒ (4, 4) + 2 = 10 force damage.

1d20 + 2 ⇒ (6) + 2 = 8

Male Human Ranger 5

Perception 1d20 + 8 ⇒ (8) + 8 = 16

I was going to ask about a map! I lost the link and can't seem to find it again on the previous posts (eyes must be getting bad)

Ok, the enlarge person would go off at the start of round 2, then the message, then Dirk opens the door, then Lasch's AoO and Mird's attack, so I don't think Thantos gets any more actions until round 3. Sorry for any confusion that I've caused. Anyway, I think I've still got a move action.

Perception: 1d20 + 10 ⇒ (12) + 10 = 22

Thantos quickly takes stock of the bottleneck at the corner and circles round the other direction.

Dirk, he whispers, let's try to flank it.

Male Human Fighter 5

Mird, here's the link to the Campaign info. See "Player's Map of Tower".

For anyone who'd like to see the current battle layout for the start of Round 2: Second Floor Battle Map R2

Thantos: If you want to keep the greese in, you can and we'll use that for your second round actions. I'm ignoring the "extra" message on the first round, we'll call it even for the confusion I caused with the break in battle action. :)

We're all starting round 2 fresh no actions in...if you want to change the Greese call, go for it, otherwise I'll let it stand and we'll carry that into the next round.

Male Human Fighter 5

Dirk growls in frustration at the sight of the empty room, then again as the fiend appears at the other end of the hallway and disappears around the corner.

Dirk nods at Thantos's suggestion and he immediately begins back-tracking his route around the hallway.

Another full round trip around the hallway.

Ooh, nice map Illydth. That helps a ton! Thanks so much. I am ok with just doing the message spell and following Armand around the other side of the stairs. Too many people over there right now. That should put me on square number 4.

Male Human Fighter 5
Thantos the Mage wrote:
Ooh, nice map Illydth. That helps a ton! Thanks so much. ...

/glare DM

*whistles* actually most of the maps I post up will be Dirk's maps. I've recruited him this Act to help me out getting maps handled so I don't have to spend all of my time on the campaign. :)

You can thank Dirk for the expanded Floor 2 map. :)


Thanks Dirk!

Sorry folks, production work problems over the last 2 days have caused me to forget about you guys. :) Lets get back to it.

The 12' tall Dirk takes off in a lumbering half crouch run, keeping his head from banging against the ceiling. As ungainly as it looks his longer strides eat up the distance as he takes off at a sprint back around the corner and around the tower's hallway.

As Dirk comes back into view from behind the fiend, it lets out another hiss, whether of pain or anger you're not sure. Looking at Mird then turning to look at the quickly approaching Dirk the fiend reaches out with it's very clawed hand and opens the door to it's side, avoiding Mird's attack it takes a step into the room and slams the door closed, stepping behind it. (Open Door: Free Action, Withdraw from Combat - Full Round Action, Close Door: Free Action)

So I'm trying NOT to play fast and loose with rules here, I THINK the creature can perform each of those actions during it's turn since it's standing at the door. I've been calling opening and closing a door a free action, does anyone know differently? I doubt the pathfinder rules are that detailed, but I'm no expert...please correct me if I'm wrong. Would it make more sense to have an open OR a close be a free action but only one a round? (i.e. It could either open or close a door in a round as a free action but not both?) Would it, instead, be considered a move action?

I'll give everyone an opportunity to react to the withdraw action of the fiend at this point. Anyone with actions left in the turn (That's everyone but Dirk) and with visibility of the creature (or with an ability to affect the Fiend without visible range) can still do something here. The action will happen prior to the door closing.

Looks like I'm incorrect on the "free action" for Opening/Closing doors. That modifies the round a bit. Ignore the above and lets do it right! :)

The 12' tall Dirk takes off in a lumbering half crouch run, keeping his head from banging against the ceiling. As ungainly as it looks his longer strides eat up the distance as he takes off at a sprint back around the corner and around the tower's hallway.

As Dirk comes back into view from behind the fiend, it lets out another hiss, whether of pain or anger you're not sure. Looking at Mird then turning to look at the quickly approaching Dirk, it turns back to Mird and attempts to rake him with his claws!

Fiend Attack, Mird (Claw/Claw): 1d20 + 8 ⇒ (19) + 8 = 27, 1d20 + 3 ⇒ (4) + 3 = 7; Damage: 1d4 + 3 ⇒ (3) + 3 = 6, 1d4 + 3 ⇒ (1) + 3 = 4
Uses Move Action to Open the door behind him (2.5)

Batting Mird's hastily raised defense aside with it's left hand, the other hand rakes across Mird's exposed arm, gouging 3 bloody lines across his forearm as the creature's claws connect. (Mird takes 6 points of damage from the claw attack)

Reaching back, the creature throws open the door behind him while Mird is recovering.

Dropping her Shortsword, Lash yanks her crossbow out, knocks a bolt and fires at the Fiend, past Mird.

Lash, Shoots Fiend 1d20 + 6 ⇒ (14) + 6 = 20, Damage: 1d8 ⇒ 5

The crossbow bolt flies straight and true, slamming into the fiend's shoulder, burring itself deep. (Fiend takes 5 Damage from Lash's attack.)

Thantos and Armand come streaking around the far corner, Armand positioning himself behind Dirk and Thantos behind Armand, preparing to attack.

Selena steps behind Lash, through the open door at 2.7, coming into view of the fiend and hastily chants out another spell, two more globes of force leaping from her hand to unerringly bury themselves in the Fiend's hide.

(Selena's Magic Missiles do 10 damage to the Fiend)

Finally Mird recovers from the blow given him by the Fiend. He drops his bow and draws his Longsword from behind his back, bringing it down in a viscous cut across at the fiend.

Mird Attack Fiend: 1d20 + 7 ⇒ (19) + 7 = 26, Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Mird Confirm Critical Fiend: 1d20 + 7 ⇒ (20) + 7 = 27, Damage 1d8 + 1 ⇒ (4) + 1 = 5

(The hell is going on with these numbers?!?!?!)

The sword bites deep into the creature cutting a deep line across it's chest just above it's abdomen, the crack of bone clearly audible as the sword shatters one of the fiend's ribs and the fiend lets off an ear piercing shriek at the pain of the cut.

(The creature takes 14 damage from Mird's Critical Sword Strike.)

Round 3! Actions in please.

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