Shisumo's Skull & Shackles (Inactive)

Game Master Shisumo


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CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

Come now, Chum! I shan't be assailing the Wormwood without you! Haul that line in and have another go! Together for one! Each for the other!

Aid another: 1d20 + 6 ⇒ (7) + 6 = 13


Male Half-elf Storm Druid 3; 21/24 hp

Grinning despite himself, Chum does so, throwing the grapple hook at the ship.

Mechanics:
Grapple toss: 1d20 + 3 - 6 ⇒ (19) + 3 - 6 = 16 Not counting aid

To his surprise and delight, the hook flies far enough and settles into position with a solid thunk. "Poisson, you have a gift. Let's take that ship."


Krine can't seem to decide whether she approves of Artevious' actions or not, so she merely glowers at him and Chum alike as they prepare to start climbing.

Climb checks for each of you, then.


Male Half-elf Storm Druid 3; 21/24 hp

With a long and deliberate exhale, Chum nods to his ally and attempt the climb.

Mechanics:
He will take his time, trying to concentrate on the task of hand over hand and not the distant goal.

Climb: 1d20 + 4 ⇒ (19) + 4 = 23 Move action
Climb: 1d20 + 4 ⇒ (2) + 4 = 6 Move action

After a good start, he risks a glance at the ship and completely loses his grip on the rope, falling into the sea. Drat!

Returning to the jolly boat, he prepares to throw again.

I just realized this, but it seems like climbing slower should make the DC a little more attainable. There's really no benefit from taking your time, is there?


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

I think you can make a full-round action, which moves you 15 feet along the rope.

Climb: 1d20 + 1 ⇒ (15) + 1 = 16 I was prepared to make a go of it. My mind whirled, thinking of the possibilities of daring-do in front of me. Alas, it seemed nothing presented itself except to go hand over hand up the rope. At least with Chum coming along with, we were two targets instead of one.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

We're bad at pirate.


Alamon Titus 'Chum' Seaborn wrote:
I just realized this, but it seems like climbing slower should make the DC a little more attainable. There's really no benefit from taking your time, is there?

Technically, the usual Climb check is "climbing slower" because climbing quickly takes a -10 penalty to the roll.

The pirates begin taking their shots at Chum and Artevious.

On Artevious:
Jack Scrimshaw: 1d20 - 4 ⇒ (19) - 4 = 15
Rattline Rattsberger: 1d20 - 2 ⇒ (5) - 2 = 3

On Chum:
Badger Medlaw: 1d20 - 4 ⇒ (20) - 4 = 16
Narwhal Tate: 1d20 - 4 ⇒ (13) - 4 = 9

Looks like one Ref save each.


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

Reflex: 1d20 + 4 ⇒ (11) + 4 = 15

I hung on the rope as a particularly wrinkled and warty potato thumped me in the thigh. Come on now Jack! I shouted. I thought I should at least rate a head of cabbage. Or perhaps a leek of some variety.


Male Half-elf Storm Druid 3; 21/24 hp

Mechanics:
Reflex: 1d20 + 2 ⇒ (10) + 2 = 12


Chum and Artevious both manage to hang on through the onslaught. They start creeping forward once more... and Chum's hand slips, causing him to drop into the ocean at last.

And Chum's blown roll finally kicks in. He'll spend this round swiming back to the jolly boat, meaning Art needs another Climb roll and will the sole target of the pirates this round, unless he falls as well.


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

Climb: 1d20 + 1 ⇒ (7) + 1 = 8

What the defenders aboard my prize failed to do, I managed to do myself, as the burning in my hands caused a slip. Suddenly, I found myself in the ocean along with Chum.

Together for one! I encouraged Chum as I surfaced. I paddled back to the Jolly and wrung myself out for another go.

>Grumble< This die roller is never going to give me three 14s or higher in a row.

Another grapple check? Or do we keep our lines and start again?

Climb: 1d20 + 1 ⇒ (11) + 1 = 12


Male Half-elf Storm Druid 3; 21/24 hp

Shaking his head at the man's apparent optimism, Chum grabs his line as well.

Mechanics:

Climb: 1d20 + 4 ⇒ (17) + 4 = 21

He works his way up the line, waiting for the onslaught to begin.

Mechanics:

Rolling all four in case they have only one target.
Reflex: 1d20 + 2 ⇒ (11) + 2 = 13
Reflex: 1d20 + 2 ⇒ (8) + 2 = 10
Reflex: 1d20 + 2 ⇒ (2) + 2 = 4
Reflex: 1d20 + 2 ⇒ (6) + 2 = 8


Artevious gets out onto the line, but doesn't really get much speed going as he starts his crossing. Chum, by contrast, does much better, making a solid start once more. And then the hurled missiles begin falling once more.

On Artevious:
Jack Scrimshaw: 1d20 - 4 ⇒ (20) - 4 = 16
Rattline Rattsberger: 1d20 - 2 ⇒ (20) - 2 = 18

On Chum:
Badger Medlaw: 1d20 - 4 ⇒ (4) - 4 = 0
Narwhal Tate: 1d20 - 4 ⇒ (20) - 4 = 16

Chum weathers the experience easily and keeps moving. Artevious, though, seems to have provoked his shipmates into the spirit of competition, and they nail him rather thoroughly, causing him to wobble badly.

Goodness. Three nat 20s in four rolls. Good thing there's no damage on this! Artevious needs to give me two Ref saves, please...


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

Reflex: 1d20 + 4 ⇒ (10) + 4 = 14
Reflex: 1d20 + 4 ⇒ (18) + 4 = 22
Climb: 1d20 + 1 ⇒ (10) + 1 = 11

I weathered the assault quite handily, but again the rope quite confounded me.


Chum? Your Climb check, my good man?


Male Half-elf Storm Druid 3; 21/24 hp

Mechanics:
Climb: 1d20 + 4 ⇒ (11) + 4 = 15

The slight half-elf keeps moving. He looks down at Artevious' splash, "C'mon, Storyteller! Don't make me do this alone!"

Mechanics:

Reflex: 1d20 + 2 ⇒ (1) + 2 = 3 Looks like the first hit knocks me down...


Although Artevious doesn't manage to get any closer to the ship, the fact he doesn't manage to fall either means he's still a target for the sailors on the ship. Chum, meanwhile, is almost close enough to the Wormwood to reach out and touch it - but that means he's almost in the faces of the two pirates throwing things at him as well.

On Artevious:
Jack Scrimshaw: 1d20 - 4 ⇒ (14) - 4 = 10
Rattline Rattsberger: 1d20 - 2 ⇒ (16) - 2 = 14

On Chum:
Badger Medlaw: 1d20 ⇒ 12
Narwhal Tate: 1d20 ⇒ 5

Unfortunately, Badger Medlaw's aim is a bit too good, and Chum's arms a bit too weak from the climb - within reach of his goal, he loses his grip and plummets into the sea, chased down by Narwhal and Badger's laughter and Krine's curses.

Two Ref saves for Artevious again. If he makes them, he can try another Climb check.


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

Reflex: 1d20 + 4 ⇒ (18) + 4 = 22

Reflex: 1d20 + 4 ⇒ (13) + 4 = 17

Climb: 1d20 + 1 ⇒ (4) + 1 = 5

Indeed not, Mister Chum! I'll be there forthwith!

And then, just as I maintained my grip as I was pummeled again by an array of rancid vegetables, my own efforts to move along the rope cost me dearly.

As Chum also was knocked off his perch, I waited for him to get back into the jolly so we could make our third and hopefully final attempt.

Climb: 1d20 + 1 ⇒ (20) + 1 = 21


Male Half-elf Storm Druid 3; 21/24 hp

"Good show, Poisson! I'll be right up!"

Mechanics:

Climb: 1d20 + 4 ⇒ (3) + 4 = 7

Reflex: 1d20 + 2 ⇒ (11) + 2 = 13
Reflex: 1d20 + 2 ⇒ (20) + 2 = 22

Trying again after a short swim...

Climb: 1d20 + 4 ⇒ (10) + 4 = 14

Reflex: 1d20 + 2 ⇒ (14) + 2 = 16
Reflex: 1d20 + 2 ⇒ (12) + 2 = 14

Alas, the half-elf's arm seem to be wearying and he makes no progress if he can even keep hold of the rope at all.


Actually, when Chum falls a third time, Krine prevents Chum from trying again. It's all up to Artevious now.

When Chum falls, there is only the cavalier to act as a target for the sailors.

Jack Scrimshaw: 1d20 - 4 ⇒ (1) - 4 = -3
Rattline Rattsberger: 1d20 - 2 ⇒ (4) - 2 = 2
Badger Medlaw: 1d20 - 4 ⇒ (11) - 4 = 7
Narwhal Tate: 1d20 - 4 ⇒ (14) - 4 = 10

One Ref save.


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

Reflex: 1d20 + 4 ⇒ (9) + 4 = 13

Climb: 1d20 + 1 ⇒ (19) + 1 = 20

Gritting my teeth and pressing onward, I shook off the one rotted cucumber that managed to peg my shoulder. I moved steady and deliberately, hand-over-hand. It's up to me, now.


Artevious, like Chum before him, finds that he is almost close enough to touch the Wormwood - but the sailors are right there, almost close enough to touch as well. (Although that thought is almost enough to make one want to fall in the ocean, just for the bath...)

Jack Scrimshaw: 1d20 ⇒ 3
Rattline Rattsberger: 1d20 + 2 ⇒ (11) + 2 = 13
Badger Medlaw: 1d20 ⇒ 4
Narwhal Tate: 1d20 ⇒ 5

Just one save, and if you make it, one Climb check will be enough to get you back on board...


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

Reflex: 1d20 + 4 ⇒ (10) + 4 = 14

Climb: 1d20 + 1 ⇒ (5) + 1 = 6

I shook off the foul turnip that caromed off my hip. I was almost there. I was ... in the water? That confounded rope failed me again.

I shook my head as I surfaced amidst all the flotsam of the practice battle, and pondered. While I had not once been knocked off my perch by the slings and potatoes of the defenders, I myself was my own worst enemy. I pulled myself back into the jolly, prepared to receive a scathing rebuke by the teacher.

So close!


Krine's torrent of abuse once the group returns to the ship is actually so violent, loud and relentless it fades into a kind of tempestuous howl, each insult more like a drop of water in a waterfall's cascade. Several of the other sailors turn to watch in frank admiration, and Rosie Cusswell seems to be repeating some of the better phrases to herself for most of the rest of the day.

No XP for anyone, sadly.

Okay, next fast forward lasts three days. Let me know if you want to do anything in that time.


Male Half-elf Storm Druid 3; 21/24 hp

Chum, when not otherwise occupied with assigned tasks, practices climbing the rigging. If possible, he will spell the lookout in the crow's nest from time to time, enjoying the breeze.


Anyone else?


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

Things got back to pretty much normal for us on the Wormwood. Chum seemed quite interested in learning the trade of the rigger, climbing up and down and occasionally all the way to the crow's nest whenever he had a spare moment. He especially seemed keen on doing so when the weather was particularly rough, though we didn't get anything like the storm a week ago.

I myself slipped into Grok's supply store to procure that oil of enchanted weapon I had much earlier inquired about. The substance depleted my coin reserve, but the mystical substance would enable my pistol's shot to fly more accurately and penetrate the hide of certain mystical creatures. I felt it a worthy trade-off, knowing I would be prepared for the worst.

I also felt it necessary to show young Master Scrimshaw that I bore him no ill-will for his efforts of defending the Wormwood from our ultimately futile attempt to board her. The lad had a talent for the arts, and he certainly afforded us the opportunity to serve the crew by so skillfully discovering the unusually-sized rodents in the bilges. So I met with him and discussed his vegetable-throwing technique, and basically extended the right hand of comradely fellowship.

Diplomacy: 1d20 + 8 ⇒ (16) + 8 = 24


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
DM Shisumo wrote:
Anyone else?

I take the opportunity to try and get to know some of my fellow swabs, particularly Badger and Shivikah, a little better. I also take a few moments to compliment Ratline Rattsberger on his aim.

Mechanics:
Using Arch's Luck: 1d20 + 8 ⇒ (2) + 8 = 101d20 + 8 ⇒ (14) + 8 = 221d20 + 8 ⇒ (10) + 8 = 18


Evril:
Shivikah was one of the people who rousted you out on the very first morning, and was therefore also one of the ones who beat you and Eleuterio down. I just wanted to make sure you remembered that about her before I went forward with your roll.

Artevious:
Jack's already helpful, which is as good as he can get. Are you sure you want to spend the time on him? You can certainly roleplay through talking to the boy or at least making note of the conversation, but he doesn't need a Diplomacy check.


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

Shisumo:
Gah! I should have checked, but I assumed that since he was one of our fruitful assailants, that he still needed to be brought around. Looking at the crew, it appears that Badger Medlar might be the better target. Thanks for checking!


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21

As I approach Shivikah, I get a sudden flashback to my first day aboard the Wormwood, and the furious beating Lieu and I received at the hands of this woman and her cohorts. Rather than risking another brawl, I turn my attentions to Narwhal Tate.


Badger Medlar greets Evril's initial attempts at friendliness with an unamused rebuff, but Artevious has more success at reaching out to her the next day, and with his usual charm quickly has the rough-edged woman all but eating out of his hand in no time. Badger is helpful, thanks to that roll, and each of you gains 50 XP for it.

On the other hand, Evril does find his outreach to Rattline Rattsberger bears more fruit. The halfling rigger reveals himself to be an isolated soul, unwilling to throw his lot in with the toadies and cutthroats surrounding Scourge and Plugg, but until Evril's attempt also seeing no sign that the "resistance" wanted anything to do with him either. He seems almost relieved that Evril has allowed him to choose a side and pledges his aid to the Andoren and his friends should any be needed. Rattline is now friendly.

Unfortunately, Rattline's plainspoken approach to discussing the social divide on the ship comes a day too late to stop Evril from approaching Narwhal Tate. The broken-nosed dwarf eyes Evril with a deadpan expression when he attempts to start up a conversation, and only after a few moments of silence does he speak. "Listen close and listen good, swabbie," Narwhal says, showing his yellowed and rotting teeth. "Scourge and I go way back, and we've known ye and those others we 'ganged are trouble since ye first stepped aboard. Best look lively, stay out a my way and cause no trouble or ye might find ye've tripped and fallen on my cutlass some night in the dark. Do ye get me, swabbie?" He places a hand on the hilt of his weapon and stares up at Evril with violent intent.

Eleuterio can still take some actions, if he likes.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Seeing that the Andoran has made some headway with Rattline, Eleuterio heads over to finish what the other man had started.

Mechanics:

Taking 10 with the Diplomacy nets me a 16...


And that is enough to move Rattline all the way to helpful as well, earning you all an additional 50 XP.

Can I get a Sense Motive check from everyone, please?


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
DM Shisumo wrote:
Can I get a Sense Motive check from everyone, please?

Sense Motive: 1d20 ⇒ 8


Male Half-elf Storm Druid 3; 21/24 hp

Mechanics:
Sense Motive: 1d20 + 3 ⇒ (2) + 3 = 5


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

sense motive: 1d20 - 1 ⇒ (14) - 1 = 13


Still need a roll from Eleuterio. Preferably one that is better than a 15... ;)


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Sense Motive: 1d20 + 5 ⇒ (1) + 5 = 6
Eh, why start rolling well now?


sigh...

On the morning of the third day after your abysmal performance at "boarding school," Mr Plugg surprises Eleuterio and Fishguts by appearing in the galley shortly after the start of the day watch. "Mr Kroop," the sneering first mate says to the cook, "I think our stores of sea turtle meat are dangerously low. I'd like to see your cook's mate set to hunting. Every day." He smiles nastily. "Until our stores are replenished, at least. See to it, then." He turns and leaves, but not before sending a sharp glare at Eleuterio on his way out.

Above, Artevious finds that he has been given orders to work in the tops, while Chum is set to run orders around the ship and Evril is sent to the bilges. The exact same orders are given on the next day, and the next. Artevious, still only an uneven hand at scrambling up through the rigging, has several near-falls, while Chum and Evril both find themselves worn out at the end of their shifts (Evril with the additional benefit of also being attacked several times by bilge spiders as well). Eleuterio wrestles, as he has each time before, with the unfamiliar fishing equipment while his time spent studying cooking with Fishguts goes to waste - fortunately, though, Fishguts remains sober enough to stay on top of things during that period, even though he begins complaining under the breath about "wha'm shposed t'do with alla theesh tur'l meat anyhoo..."

During those three days, Eleuterio and Artevious can try ship actions, but Chum and Evril are too tired.


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
DM Shisumo wrote:
(Evril with the additional benefit of also being attacked several times by bilge spiders as well)

I'm actually training them. They are already better at boarding actions than I am. Soon, my army of spider-pirates will bring fear to the hearts of every ship's captain on Golarion!


Male Half-elf Storm Druid 3; 21/24 hp

Huzzah!


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Ah, but will they have the proportional strength of a pirate?

Who's left on the relationship hunt? Anyone that hasn't tried to beat the crap out of us?


F: +2 R: +6 W: +3 Per: +10 Init: +3 HP: 18/21
Eleuterio Reis wrote:
Who's left on the relationship hunt? Anyone that hasn't tried to beat the crap out of us?

Tilly could use a bit of a nudge all the way to helpful.


Your lack of Sense Motive-ness is making it hard to figure out what the social situation is at this point, unfortunately.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1
Evril Cooper wrote:
Eleuterio Reis wrote:
Who's left on the relationship hunt? Anyone that hasn't tried to beat the crap out of us?
Tilly could use a bit of a nudge all the way to helpful.

Well, in that case - *nudge* - taking 10 gives me a 16.


CG Male Human Swashbuckler 4 | HP: 32/42| AC: 19 (15 Tch, 14 Ff) | CMB: +5, CMD: 20 | F: +3, R: +9, W: +0 | Init: +7 | Perc: +6, SM: -1 | Speed 30ft | Panache: 4/4 | Active conditions: None

I seemed to have quite the run of chores up in the highest rigging. I wondered idly about why my name seemed to come up for such tasks so commonly, but really didn't see much point to voicing a concern. Clearly, the job needed doing. And it was just the thing for me to practice my hand at staying upon the ropes should the next mission occur. While I can't rightly say I got much better at it, at least my tasks within the rigging were not being performed whilst being pelted by rotted vegetables.

The days began to bleed together, and though I continued to entertain my crewmates with tales of my father's legendary adventures, I couldn't help but think that something new was about to come upon the horizon. Indeed, my presence up in the rigging during the waking hours caught me staring at the passing islands, wondering when we would come upon an opportunity to do something piratey.


Tilly is now helpful. 50 more XP.

Unexpectedly, the fourth day's chores see a change in two of the assignments - Evril is set to scrubbing the deck with the scraping stone, while Scourge and Plugg both come down to the galley. "I need him in the bilges today," Plugg snaps to Fishguts, pointing at Eleuterio. Fishguts looks like he wants to protest, but deflates before he can do much besides move his lips a few times. As the two men drag Eleu out of the galley, they stop for a moment and search him thoroughly, removing all his weapons. "Ye won't be needin' these, paladin," Scourge sneers. "Not fer a good honest day's work as a pirate." Barking a laugh, the two men shove Eleu toward the ladder down to the bilges and wait to see him descend before turning away.

Below, Eleuterio discovers there are two other pirates - the broken-nosed dwarf named "Narwhal" Tate and "Slippery" Syl Lonegan - working the bilges with him. Both give him hostile glares as he joins them in the blast-furnace heat of the bilge.

Perception, DC 12 (Eleuterio only):
Although neither appears at first glance to be armed, they both carry hidden daggers.


HP 18/28, AC 18/11/17, F +6, R +3, W +5, Init +1, Per +1

Perception: 1d20 + 1 ⇒ (8) + 1 = 9

Eleuterio maintains a sharp glare as Scourge removes his weapons. "An honest day's work as a pirate, eh, Scourge?", he says, his voice dripping with derision. "That shan't take long then. Fishguts, I'll be back in a few minutes." He descends belowdecks and heads to the bilges, noting Tate and Lonegan there already. "Gentelmen," he nods in greeting to both, and gets to work.


Despite Eleuterio's diligence, a few minutes after he joins the other two, Narwhal and Syl exchange glances, then Syl approaches him. "'Ey! You! You're slackin' off, leaving more work for us!" she says, shoving his shoulder. "Me an' Tate, we've decided we're not goin' ta carry your dead weight - 'less it's actually dead!" The two produce knives, and lethal intent is clear in their eyes.

I need initiative please, Eleu.

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