Takin' the Spire Higher! (Inactive)

Game Master Tangaroa

Ate!


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Grand Lodge

Male Human Sorcerer 7 (HP 50/51) | AC 13 (16 MA) Touch 11 FF 12 | Saves F +5 R +5 W +8 | Resist Acid 5

"Yeah, he was quite mad." Damien reiterates from behind his companions.

Silver Crusade

Dwarf Ftr1/Inq 7, HP:69/69, AC:27, Touch:11, Flat Footed:26, F:+12, R:+5, W:+9 (+2 vs. psn, spells, and spl abilities; +2 res vs. evil), Init:+3, Perc:+13

.


RoW Combat map

The Pathfinders take one of the recovered from Klarkosh's body and free the emaciated Jharun. After a bit of water and food, he is at least strong enough to take a spire token back to the surface.

"I will wait for you on the surface, my saviors. I'm sorry, I cannot help you as I am - please, be safe, and keep looking for Tiawask - she must be somewhere in the lower levels."

Only two rooms seem to remain - one hidden behind a secret door which proves to be a richly appointed bedroom. Within the personal belongings of the room are several items of note, including an ioun stone in the shape of a fiver pointed star which seems to allow magical disguise of ones seeming.

The last room seems to be a throne room of sorts for this kingdom in miniature. A quick glance inside the room reveals a large emblem made from hammered brass hanging on a intricate wall behind the chair, depicting an automation’s head between interlocking gears. The remaining walls are draped with bluecolored tapestries, except in the northeast corner, where a curving wall of green crystal intrudes into the chamber—the Emerald Spire. On the northern wall is a control panel with one black lever.

A pair of seven-foot tall automatons armed with polearms stand guard in the chamber. Eerie green light flickers in the joints of their armor.

The automatons only seem to move when you step inside the chamber; stepping back out, they halt immediately. In effect, you can take any preparations you want before entering the room - or ignore it altogether!

arcana 20:
These are probably creations unique to the spire - constructs, albeit minor ones. Their skin looks tough and the weapons they wield seem fearsome - but otherwise the don't seem to have any obvious strengths. They might be vulnerable to things that disrupt magic, given their origin. Perhaps dispel magic or the like...

The Exchange

HP 39/39; AC:20, T:13, FF:17; Fort:+5 Ref:+10 Will:+6; CMD 16; Init+11; Perc+15; Darkvision;

1d20 + 10 ⇒ (7) + 10 = 17

"Those look like trouble - some sort of construct, I think?"

The Exchange

Male Lawbringer 10 (HP 83/83; AC:(29)21:, T:12, FF:20; Fort:+13 Ref:+8 Will:+14; Init+1; Perception+22 (Effects:Barkskin)

"Guardians they are, but we must deal with them. Luckily we can prepare to face them."

Barkskin, Shield of Faith, and Wand of Divine Favor on myself before we go in. If anyone wants a Shield of Faith, I have an extra.

Liberty's Edge

Male Human Fighter 7 | HP 58/58 | AC 21 | T 15 | FF 16 | CMD 25 | Fort +7 | Ref +8 | Will +7 | Init +5 | Perc +12 | SM +1 | Effects:

James rubs his nose.

"I guess if one of you has anything to make my aim better, that would be good." hrm, should maybe get a wand of gravity bow or something.

The Exchange

HP 39/39; AC:20, T:13, FF:17; Fort:+5 Ref:+10 Will:+6; CMD 16; Init+11; Perc+15; Darkvision;

You have to be able to cast it yourself though :) You would need something like a level of ranger to do that. Multiclassing has its own drawbacks though

Nuria shrugs and looks at the others. "Here dears... I can make you invisible for a little bit! That's about it."

Vanish for everyone!


RoW Combat map


Buffs inspire courage: +2 hit/dmg.
Nuria, James and Damien are up! Everyone can take a free attack/choose their initial positioning on account of invisibility.
Nuria
James
Damien
Automaton
Torque
Xenon

Spoiler:

D: 1d20 + 1 ⇒ (15) + 1 = 16
J: 1d20 + 2 ⇒ (14) + 2 = 16
N: 1d20 + 11 ⇒ (18) + 11 = 29
T: 1d20 + 1 ⇒ (8) + 1 = 9
X: 1d20 + 5 ⇒ (3) + 5 = 8
A: 1d20 + 1 ⇒ (10) + 1 = 11

The Exchange

HP 39/39; AC:20, T:13, FF:17; Fort:+5 Ref:+10 Will:+6; CMD 16; Init+11; Perc+15; Darkvision;

Nuria begins a song.

"When you fight what does not live;
an ugly thing which does not feel,
give it all, flash your steel,
beat them with a little zeal!"

Inspire courage +2

Liberty's Edge

Male Human Fighter 7 | HP 58/58 | AC 21 | T 15 | FF 16 | CMD 25 | Fort +7 | Ref +8 | Will +7 | Init +5 | Perc +12 | SM +1 | Effects:

James delays until the close in types move in, so as to not block their way.

Grand Lodge

Male Human Sorcerer 7 (HP 50/51) | AC 13 (16 MA) Touch 11 FF 12 | Saves F +5 R +5 W +8 | Resist Acid 5

Is there a map somewhere that I am missing?
KN (Arcana) 1d20 + 7 ⇒ (3) + 7 = 10


RoW Combat map

Ah, good point; getting ahead of myself here. Updated Tektite's map (top of page) to reflect the current reality.

Liberty's Edge

Male Human Fighter 7 | HP 58/58 | AC 21 | T 15 | FF 16 | CMD 25 | Fort +7 | Ref +8 | Will +7 | Init +5 | Perc +12 | SM +1 | Effects:

Changing my delay because there's a place for me to move.

James moves into the room, staying back and moving to a corner that provides lanes for firing but allows the others to move in.


RoW Combat map

Given you're invisible, you can both move in and take a free shot before the constructs can act - hence the surprise attack.

Liberty's Edge

Male Human Fighter 7 | HP 58/58 | AC 21 | T 15 | FF 16 | CMD 25 | Fort +7 | Ref +8 | Will +7 | Init +5 | Perc +12 | SM +1 | Effects:

James fires two arrows at the northernmost constructs.

Attack, PBS, RS, DA, IC: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29 Damage, if hits: 1d8 + 12 + 2 ⇒ (8) + 12 + 2 = 22
Attack, PBS, RS, DA, IC: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29 Damage, if hits: 1d8 + 12 + 2 ⇒ (6) + 12 + 2 = 20

Grand Lodge

Male Human Sorcerer 7 (HP 50/51) | AC 13 (16 MA) Touch 11 FF 12 | Saves F +5 R +5 W +8 | Resist Acid 5

Damien moves to the corner and sends a beam of fire at the nearest automaton.
Scorching Ray 1d20 + 3 ⇒ (3) + 3 = 6 (Touch)
Damage 4d6 ⇒ (4, 4, 3, 4) = 15

Grand Lodge

Female Halfling Cleric of Shelyn 6 | HP 39/39 | AC 18 T 13 FF 16 | CMD 14 | F+7 R+5 W+8 (+2 fear) | Init +2 | Perc +4 | channel 3d6 (DC 16): 5/8 | luck: 3/5 | arc: 4/5

I'm-not-really-here-dot.


RoW Combat map

Don't forget, on account of plentiful vanishes you can all take a surprise round action before normal initiative begins.

The Exchange

Male Lawbringer 10 (HP 83/83; AC:(29)21:, T:12, FF:20; Fort:+13 Ref:+8 Will:+14; Init+1; Perception+22 (Effects:Barkskin)

Torque will use the advantage to move up to them before striking.


RoW Combat map

James arrow solidy thwacks the creation of emerald and magic, but Damien's three scorching rays merely burn into the hanging tapestry behind the automatons. The arrow seems to do less damage then it would to a man - the emerald shells of the creations are tough indeed.

The creatures move to intercept the intruders. The begin to move past Torque, bu stop to focus on the holy half-once he strikes.

Torque: You can take an AOO

James: you only get a single action in a surprise round. Rapid fire is a full round. I can use your 2nd roll for your first attack this round though :)

Damien: you can add inspire courage to "ray" spell to hits and damage.


Buffs inspire courage: +2 hit/dmg.
Party up!
Nuria
James 3 pts
Damien
Automaton
Torque
Xenon

The Exchange

Male Lawbringer 10 (HP 83/83; AC:(29)21:, T:12, FF:20; Fort:+13 Ref:+8 Will:+14; Init+1; Perception+22 (Effects:Barkskin)

AOO, Divine Favor, Inspire: 1d20 + 8 + 2 + 2 ⇒ (4) + 8 + 2 + 2 = 16
1d12 + 7 + 2 + 2 ⇒ (3) + 7 + 2 + 2 = 14

After taking an opportunistic swing, Torque swings again at his target.

Divine Favor, Inspire, PA: 1d20 + 8 + 2 + 2 - 1 ⇒ (4) + 8 + 2 + 2 - 1 = 15
1d12 + 7 + 2 + 2 + 3 ⇒ (8) + 7 + 2 + 2 + 3 = 22

Grand Lodge

Male Human Sorcerer 7 (HP 50/51) | AC 13 (16 MA) Touch 11 FF 12 | Saves F +5 R +5 W +8 | Resist Acid 5

Damien attempts to repeat his spell with better results this time.
Scorching Ray 1d20 + 5 ⇒ (9) + 5 = 14 (inspired, touch)
Damage 4d6 + 2 ⇒ (3, 2, 6, 5) + 2 = 18 (inspired)
Yeah I missed the inspire bonus before, thanks for the catch.


RoW Combat map

Whoops, bad guys forgot to take their attacks. That's what I get for posting when sleepy

The two constructs swing swords at the half-orc, as well as using their very body as a weapon. All of their attacks miss the well-armored orcs, however.

One of Torques strikes lands, his invisibility giving him an edge. The second swing, however, misses.

Damien's scorching ray burns away at the emerald skin of the automatons. Strange tubes and gears hand from the heavily damaged construct - and it begins sparking deadly electricity around it.

Anyone next to the construct is at risk of being hurt. Roll a DC 12 reflex or take 1d10 electricity, a save negates. I rolled for Torque this round, and he dodged.


Buffs inspire courage: +2 hit/dmg.
James is up!
Nuria
James 3 pts
Damien
Automaton 1: 44 (the one to the west of Torque)
Torque (flanked)
Xenon

longsword: 1d20 + 10 + 2 - 2 ⇒ (12) + 10 + 2 - 2 = 22
sword: 1d8 + 5 + 4 ⇒ (7) + 5 + 4 = 16
slam: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11
slam: 1d4 + 4 ⇒ (4) + 4 = 8
longsword: 1d20 + 10 + 2 - 2 ⇒ (8) + 10 + 2 - 2 = 18
sword: 1d8 + 5 + 4 ⇒ (8) + 5 + 4 = 17
1d20 + 6 ⇒ (13) + 6 = 19

The Exchange

HP 39/39; AC:20, T:13, FF:17; Fort:+5 Ref:+10 Will:+6; CMD 16; Init+11; Perc+15; Darkvision;

Nuria hurries up to rend aid to Torque, making a desperate stab at one of the creatures harassing him.

1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
1d6 - 1 + 2 ⇒ (3) - 1 + 2 = 4

Her weak physique does her no favors, though, and she fails to pierce the creatures emerald armor.

Liberty's Edge

Male Human Fighter 7 | HP 58/58 | AC 21 | T 15 | FF 16 | CMD 25 | Fort +7 | Ref +8 | Will +7 | Init +5 | Perc +12 | SM +1 | Effects:

No use wasting a good roll...second arrow listed below.

Attack, PBS, RS, DA, IC: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12 Damage, if hits: 1d8 + 12 + 2 ⇒ (2) + 12 + 2 = 16


RoW Combat map

the previous arrow hits then

With a crash one of the constructs explodes in a shower of sparks!

The one to the east of torques, lets say

Sovereign Court

Stats:
  • 41/47 HP
  • AC: 18, FF: 14, T: 14
  • F: +7, R +9, W+1
  • Per: +9 (+4 vs underground, animals), SM: +1
  • Init +6
  • Current temp mods:
  • Human (Chelish) Ranger(Dungeon Rover) 4 / Slayer (Bounty Hunter) 1

    Despite the danger, Xenon goes in for the flanking attack with his pick!

    pick: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 221d6 + 3 ⇒ (1) + 3 = 4
    ref if needed: 1d20 + 9 ⇒ (2) + 9 = 11

    -Posted with Wayfinder

    Liberty's Edge

    Male Human Fighter 7 | HP 58/58 | AC 21 | T 15 | FF 16 | CMD 25 | Fort +7 | Ref +8 | Will +7 | Init +5 | Perc +12 | SM +1 | Effects:

    Okay we'll say that...;)


    RoW Combat map

    Back from vacation! Not quite caught up on sleep.

    Xenon's strike is just as able as Nuria's - and just as ineffective, failing to penetrate the emerald cladding of the creation.

    With single-minded determination, the remaining automaton lashes out at Torque, striking with body and then stepping back to continue its assault with the guisarm. The guisarm catches the half orc in the throat and leaves him weezing, but misses the major arteries. 19 pts to torque


    Buffs inspire courage: +2 hit/dmg.
    Party up!
    Nuria
    James 3 pts
    Damien
    Automaton[/b] 2: no damage
    Torque 19 pts
    Xenon

    Spoiler:

    1d20 + 8 ⇒ (20) + 8 = 28
    2d4 + 13 ⇒ (2, 4) + 13 = 19
    1d20 + 3 ⇒ (4) + 3 = 7
    1d4 + 5 ⇒ (2) + 5 = 7
    Confirm
    1d20 + 8 ⇒ (14) + 8 = 22
    2d4 + 13 ⇒ (3, 3) + 13 = 19

    The Exchange

    Male Lawbringer 10 (HP 83/83; AC:(29)21:, T:12, FF:20; Fort:+13 Ref:+8 Will:+14; Init+1; Perception+22 (Effects:Barkskin)

    Torque keeps trying take down the automaton.

    PA, Divine, Inspire: 1d20 + 11 ⇒ (20) + 11 = 31
    Confirming: 1d20 + 11 ⇒ (17) + 11 = 28
    3d12 + 42 ⇒ (4, 5, 10) + 42 = 61

    Liberty's Edge

    Male Human Fighter 7 | HP 58/58 | AC 21 | T 15 | FF 16 | CMD 25 | Fort +7 | Ref +8 | Will +7 | Init +5 | Perc +12 | SM +1 | Effects:

    James looses another pair of arrows at the remaining automaton.

    Attack, PBS, RS, DA, Inspire: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27 Damage, if hits: 1d8 + 12 + 2 ⇒ (5) + 12 + 2 = 19
    Attack, PBS, RS, DA, Inspire: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25 Damage, if hits: 1d8 + 12 + 2 ⇒ (4) + 12 + 2 = 18


    RoW Combat map

    With a mighty smash and two deft arrows the last of the dangers of the Clockwork Maze are eliminated!

    With poor Jharun still in poor health, it is a slow process returning to Fort Inevitable through the many waterways and winding paths that dot the River Kingdoms. It takes several days to reach your destination.

    However, Iliara Starcloak of the Goldenfire wizards is quite grateful upon the groups return. She summons adepts to care for the wizard. "I assure you that your efforts here have not gone unnoticed" the commanding woman notes, a blonde haired dressed in a white wizard's grab with her namesake Starcloak. "We are considering allowing your Society lodgings here while they continue your explorations. I would only ask that you keep an eye out for our other missing wizard Tiawask, an illusionist of some moderate skill. Nethys only knows why she chose to continue down into the spire instead of waiting for rescue!"

    I'll try and get chronicles out Saturday. Feel free to day job in the discussion thread and repost your PFS numbers. Let me know if you're going half.

    The Exchange

    HP 39/39; AC:20, T:13, FF:17; Fort:+5 Ref:+10 Will:+6; CMD 16; Init+11; Perc+15; Darkvision;

    Nuria delivers some mixed news after meeting with Starcloak. She shares it over some wine at the local in - buying a round for all present first.

    "Well, it has been fun friends, but it turns out my particular skills are needed by another team. I hear the Grand Lodge is sending out two folk to replace me - Morrolan de'Morcaine, a dwarf of some renown, and Melody Flaxseed from that famous clan of halflings! It will be wonderful! You'll have to tell me all about the rest of your adventures when you get back."

    The Exchange

    Male Lawbringer 10 (HP 83/83; AC:(29)21:, T:12, FF:20; Fort:+13 Ref:+8 Will:+14; Init+1; Perception+22 (Effects:Barkskin)

    "You will be missed."


    RoW Combat map

    The next day a river barge makes its way up the West Sellen and pauses outside of Fort Inevitable to disgorge its cargo. Into the austere fortress come the next batch of hopefuls, exiles, and adventure-seekers from the outside world. With the dangers of the Echo Woods, some of them are doomed to never find their way home again from the wilds of the River Kingdoms.

    Among the crowd are two Pathfinders. One is a wide-eyed, smiling halfling bearing a wooden holy symbol with a brightly colored songbird. The other is a dwarf, another holy man but of much sterner composure; he bears the symbol of a wing crossed with a sword upon his breast.

    The Exchange

    Male Lawbringer 10 (HP 83/83; AC:(29)21:, T:12, FF:20; Fort:+13 Ref:+8 Will:+14; Init+1; Perception+22 (Effects:Barkskin)

    "Hail and well met fellow agents. Are you both set to enter the Spire?"

    Grand Lodge

    Female Halfling Cleric of Shelyn 6 | HP 39/39 | AC 18 T 13 FF 16 | CMD 14 | F+7 R+5 W+8 (+2 fear) | Init +2 | Perc +4 | channel 3d6 (DC 16): 5/8 | luck: 3/5 | arc: 4/5

    The young halfling girl hops through the crowd to find her fellow Pathfinders. "Hello and yes! Nice to meet you! I've actually been to the Spire before, although I haven't seen the most recent developments of the Society's work there. My name is Melody Flaxseed, by the way, daughter of Cassomir's Venture-Captain Trotter Flaxseed. Perhaps you've heard of him? Well, never mind."

    Melody starts nervously checking the many scroll tubes on the belt holding up her light blue robe. "Yes, yes, I think I've got everything. I always try to think of every contingency. My father always says an ill-prepared adventurer never lives to an old age. Wise words, I say!"

    The Exchange

    Male Lawbringer 10 (HP 83/83; AC:(29)21:, T:12, FF:20; Fort:+13 Ref:+8 Will:+14; Init+1; Perception+22 (Effects:Barkskin)

    "No I have not heard of him. But he is right. Where is the rest of your group? You seem to be missing a few. Regulations call for a minimum of three agents you know. I am Torque, Bringer of Law."

    Liberty's Edge

    Male Human Fighter 7 | HP 58/58 | AC 21 | T 15 | FF 16 | CMD 25 | Fort +7 | Ref +8 | Will +7 | Init +5 | Perc +12 | SM +1 | Effects:

    James chuckles at Torque's comment and then says, "James Shieldworn, Fighter, and yes, I know, I am not carrying a shield.Family name and all, I took up the bow." he grins.

    Or, we had so many melee folks it got too crowded.

    Silver Crusade

    Dwarf Ftr1/Inq 7, HP:69/69, AC:27, Touch:11, Flat Footed:26, F:+12, R:+5, W:+9 (+2 vs. psn, spells, and spl abilities; +2 res vs. evil), Init:+3, Perc:+13

    A grizzled dwarf approaches. With Ragathiel's favor I have arrived. I am given to understand Heroes are needed. I am called to help all to become the Hero within by word, by deed, and by example.
    Then he stomps off to gather the rest of his gear.

    Silver Crusade

    Dwarf Ftr1/Inq 7, HP:69/69, AC:27, Touch:11, Flat Footed:26, F:+12, R:+5, W:+9 (+2 vs. psn, spells, and spl abilities; +2 res vs. evil), Init:+3, Perc:+13

    Morrolan stomp back carrying even more gear. Situation update. What has been the most troubling? Common types of opponents? Ghosts? Dragons? Assassins? Traps?

    Basically he is trying to determine if he needs to buy any further special equipment or anythings special he needs to do to get ready.

    The Exchange

    Male Lawbringer 10 (HP 83/83; AC:(29)21:, T:12, FF:20; Fort:+13 Ref:+8 Will:+14; Init+1; Perception+22 (Effects:Barkskin)

    "It seems every level has a different type of opponent. Our last trip was full of automatons. Before that was full of water and sea-creatures."

    Grand Lodge

    Male Human Sorcerer 7 (HP 50/51) | AC 13 (16 MA) Touch 11 FF 12 | Saves F +5 R +5 W +8 | Resist Acid 5

    "It has been quite random up until this point. I am Damien by the way." The human sorcerer adds when noticing the newcomers.

    Grand Lodge

    Female Halfling Cleric of Shelyn 6 | HP 39/39 | AC 18 T 13 FF 16 | CMD 14 | F+7 R+5 W+8 (+2 fear) | Init +2 | Perc +4 | channel 3d6 (DC 16): 5/8 | luck: 3/5 | arc: 4/5

    "Hmm, well I suppose my philosophy of trying to be prepared for almost every situation might come in handy then. At least I hope so. Let's get going then, I'm anxious to leap back in! It's been ever so long since I've been to the Spire!"

    The Exchange

    Male Lawbringer 10 (HP 83/83; AC:(29)21:, T:12, FF:20; Fort:+13 Ref:+8 Will:+14; Init+1; Perception+22 (Effects:Barkskin)

    "I suppose we do need recruits. Welcome!"


    RoW Combat map

    The Pathfinders return to the depths of the spire - to the seventh level. The scene that greets them as they enter is not encouraging.

    Signs of battle—most commonly dried blood, scorch marks, and smashed bones—appear along the stairway down. The stairs end in the northeast corner of a small, brightly lit room with a door on the west wall. In the center of the room are two large iron racks holding numerous burning candles. The iron candleholders are crafted so that each candle appears to be held in the jaws of a serpent. A phrase is written on each rack
    in Undercommon.

    Undercommon or DC 20 linguistics:
    “Offer prayer to Kro’akoth the Awakener, scaled brethren, and be welcome here.”

    A passage leads west from this room - an exotic design, it is noticeable for having rounded walls with a solid looking wooden door.

    Grand Lodge

    Female Halfling Cleric of Shelyn 6 | HP 39/39 | AC 18 T 13 FF 16 | CMD 14 | F+7 R+5 W+8 (+2 fear) | Init +2 | Perc +4 | channel 3d6 (DC 16): 5/8 | luck: 3/5 | arc: 4/5

    Melody takes a look at the ugly writing and takes out a wand to cast on herself. (wand of comprehend languages.) She then reads out, "It says Offer prayer to Kro’akoth the Awakener, scaled brethren, and be welcome here. I don't recognize the name immediately, but it must be the god of demigod of one of the serpent races. Hopefully they're friendly...."

    Knowledge (religion): 1d20 + 10 ⇒ (4) + 10 = 14


    RoW Combat map

    The name is too obscure for Melody, but doesn't sound like something from draconic or undercommon

    The Exchange

    Male Lawbringer 10 (HP 83/83; AC:(29)21:, T:12, FF:20; Fort:+13 Ref:+8 Will:+14; Init+1; Perception+22 (Effects:Barkskin)

    "I would like to think so too. We shall see."

    Silver Crusade

    Dwarf Ftr1/Inq 7, HP:69/69, AC:27, Touch:11, Flat Footed:26, F:+12, R:+5, W:+9 (+2 vs. psn, spells, and spl abilities; +2 res vs. evil), Init:+3, Perc:+13

    Hmm... Most of the serpent races and their gods are rather unpleasant. Let us see if this is one of the others.
    knowledge religion: 1d20 + 7 ⇒ (12) + 7 = 19
    knowledge local: 1d20 + 6 ⇒ (13) + 6 = 19

    I don't mind taking point, but I'm about as quiet as a farm tractor. If we have a scout type, they may want to lead.

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