The New World

Game Master Sai Ling

A new continent is discovered, and players take the lead in exploring and colonizing it.


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male Dwarf barbarian 3

People are probably going to die, better for it to happen clearing out nearby hexes for foraging than due to people starving to death.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

True but by sending Septimus to patch people up we can probably hold off both for a little while longer.

Though we can probably hold off on setting out until tomorrow. Give the Harpy group time to finish with the less eventful sailing stretch of their trip. They will likely be busy enough coming up that a little exploration won't hold us up.


N female Human (Ulfen) Cavalier (Castellen/Courtly Knight) 1 / Magus (Hexblade/Bladebound) 5 | HP 41/41 | AC 2618 (13 Tch, 16 Ff) | CMB +7, CMD 19 | F+8 R+4 W+5 | Init +4 | Perc +6 (+2 when holding Eitleán), SM +10 (+2 when holding Eitleán) | Speed 30 ft | Arcane Pool: 7/7 Rhimeblade Pool: 2/2 Fly: 3/5| Active conditions: ioun stone +2 perception, shield 10/10, total defense

So, are we (or some NPCs) going exploring today?


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

It sounds like Septimus is against the plan, what does Istiel think? It's a good chance to get away from the noisy humans? most of them at least :P


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Istiel will definitely want to go and I see the merits, but I'm waiting to hear from Nerk whether he wants to deal with us splitting us splitting into yet another group, even if it's only 2 auxiliary characters and a few npcs.


Male Human Incanter 3

Septimus himself in game is in favor, I just don't want to slow down the campaign with 3 different things happening at once. Plus it seems kind of gaming the system to use characters we were given control of so we could be involved in both the colony and outside missions to send that second set on another outside mission. Just send some NPCs.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Indeed it's kind of a pain. If we do send NPC's then we will probably want to make a proper party of it : a soldier, an elf or maybe two, an adept pulled from the survivors and an expert with some nature based knowledge skills.

The danger to this group is fairly high as they are going alone into an uncharted hex, we'll want them to be as competent as possible.


Male Human Incanter 3

Agreed, we don't want to just pick random people for a mission that important.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

You probably won't get the elves to split up, honestly. I suggest Hassan asking for volunteers and Nerk can say who in the colony actually wants to go?


N female Human (Ulfen) Cavalier (Castellen/Courtly Knight) 1 / Magus (Hexblade/Bladebound) 5 | HP 41/41 | AC 2618 (13 Tch, 16 Ff) | CMB +7, CMD 19 | F+8 R+4 W+5 | Init +4 | Perc +6 (+2 when holding Eitleán), SM +10 (+2 when holding Eitleán) | Speed 30 ft | Arcane Pool: 7/7 Rhimeblade Pool: 2/2 Fly: 3/5| Active conditions: ioun stone +2 perception, shield 10/10, total defense
Vallen Silverclasp wrote:
You probably won't get the elves to split up, honestly. I suggest Hassan asking for volunteers and Nerk can say who in the colony actually wants to go?

Maybe someone with a good diplomacy mod should ask for skilled peeps to go scouting? Sandra, if she can be convinced (I don't think any of our NPCs have dip, correct?)?


Male Human (Keleshite) Warrior 1 | HP 7 / 7 | (Mage Armor Inc.) AC 17; Touch 11; Flat Footed 16 | CMD 15 | Fort +3; Ref +1; Will +1 | Init +3 | Perception +2

Istiel agreed to come with me when we explored the Newspring hex? And if that's the problem, hell we could send all four of the elves:P

Still, I imagine volunteers might not be a bad idea. I'm fine asking but I too would like to wait to get some feedback from Nerk on this kind of undertaking.


Indubitably Never 3d6

I certainly wouldn't tell you that you can't send sacrifices into the forest. A few good bluff rolls and off they'll go, "exploring," never to be seen aga ... er .. to see what they can discover about the area.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

As amusing Nerk's response is, we -do- have a population to food issue... If we were evil this would certainly be an easier problem to solve! We could eat Ingwe, for one, he's probably worth a lot of food.

Anyway. Well Istiel and the elves + 1/2 (Sorala) can certainly go explore a nearby hex if Nerk doesn't care. I believe it would be more efficient (campaign wise) to send npcs on a "scouting mission". Glory to Newspring.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I'd still favor You three NPC's and the elves for this mission but since I'm not going either way I leave it to you guys to decide.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

With Nerk's permission, Sorala will go exploring.


Indubitably Never 3d6

I can't stop you doing as you wish.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

But you can tell us if you don't want to deal with the extra work. You've got enough to do with us being prolific posters and talkers!

All right. Day 12, scouting mission, who is all going? Istiel and the elves, Sorala?


Male Human Incanter 3

Septimus, he might keep someone alive if things go sideways away from Newspring.


Male Human (Keleshite) Warrior 1 | HP 7 / 7 | (Mage Armor Inc.) AC 17; Touch 11; Flat Footed 16 | CMD 15 | Fort +3; Ref +1; Will +1 | Init +3 | Perception +2

Beautiful, with luck the couple days will pass without too much trouble. If you run into something really big, you can always come back.


Indubitably Never 3d6
DM Nerk wrote:

I have been thinking (I know, I know, the doctor warned me about that...) and if the party is going to persist in splitting itself up, we're going to end up with situations similar to this, where one group is twiddling it's thumbs for several days of real time while issues with the other group are resolved. This kind of campaign makes that almost inevitable, but it's something I'd prefer to avoid when possible.

What I'm thinking is that each of you should be given an NPC - those of you who are more likely to be out scouting should take one who's probably going to stay in town, and vice versa. In the general run of things, they'll just go about their business, but when a situation (like the skin-stealer or the shark-pig) arises, you (the player) are able to take an active role, even if your character is miles away.

The point of adding NPCs/secondary PCs was to allow everyone to participate in the scene if the group was divided. If the group divides further I'll either keep giving you more characters (unlikely), start throwing punitively hard encounters at you (more likely) or crumble like a sandcastle when the tide comes in as the difficulty of keeping track of everything spirals out of control (most likely).


male Dwarf barbarian 3

so lets keep it simple and send a team of useful NPCs to do the scouting.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Which is exactly why we wanted to check with you Nerk! That's fine with me, there's just so damn much to do!


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Kal'Tos wrote:
so lets keep it simple and send a team of useful NPCs to do the scouting.
Gair wrote:
Which is exactly why we wanted to check with you Nerk! That's fine with me, there's just so damn much to do!

Totally! We don't want you crumbling, Nerk! Or killing us, no matter how much of a smartass one of us may or may not be (but probably is). I vote for NPCs as well.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

The land hungers for blooood. I hope they find something cool.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Personally, I hope they find some trees and maybe a few berry bushes:P Boring hexes would be good right now...


male Dwarf barbarian 3

excitement can be incredibly overrated


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Gair Hearthseeker wrote:
Personally, I hope they find some trees and maybe a few berry bushes:P Boring hexes would be good right now...

While we're hoping, how about everlasting goodberry bushes tended by high-level friendly nature oracles who have only taken Create Food and Water as every spell known?

Nah, that'd probably make things pretty boring. But a nice boring hex would be great, I agree...


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Speaking of boring hexes, I think I'd suggest we begin with 15C. Move away from both the water and the where we think the shark-teeth are likely to be?


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

I think that is smart - it is away from the (probable) bugbears as well.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

I believe there are hills that way? I think that's what the H's are for, anyway. Giant's territory, probably. Maybe a goblin tribe or twenty.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Or iron and gold!


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

So, if we're waiting out the storm, do you all want to do a little exploring in the rain, if possible? Seems a shame to waste a day...


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Will we make it to our destination before the storm hits? I'd rather make it to the wreck site at least.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

I dunno - I think I shaved about 1/2 a day off the trip with good rolls last time, but with two people making rolls I don't want to put my faith in the dice. If I understand it correctly we would make the beach near the wreck by nightfall? I think the storm is coming in sooner than that (and Walton is not getting on a boat at this point either).

But - I don't know how much a torrential rain is going to slow down exploration and/or increase the chance of us getting lost either.

If we have to hunker down for the day, Cueta's got her sculpture/carpentry project to work on, and she'll ask Vallen for help on the finer details, since his oar-work is so darn pretty!


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

What's the storm like at Newspring? Windy but generally ok? How long did raising and lowering the boats take? how much progress was Gair able to make on the bow?


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Gair Hearthseeker wrote:
What's the storm like at Newspring? Windy but generally ok? How long did raising and lowering the boats take? how much progress was Gair able to make on the bow?

About the storm at Newspring:

DM Nerk wrote:
The day passes uneventfully in Newspring. The storm hits the village around noon and lasts until evening, stripping a few people of their sailcloth tents and making everyone wet and cold, but causing little serious harm.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Well that's one answered. Thanks Ceuta:) My search foo failed me this time.


Indubitably Never 3d6

@ Gair ... I'm not tracking your crafting. I thought you were. The boats took a few hours to raise and lower. Probably Knowledge: Engineering if you want to roll something.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Nope, I most certainly am making the rolls, just wanted to make sure I was able to get a full day's progress in, that's all. Thanks


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Ok, I'm looking at this and we definitely missed a day here.

Day 11, Ghozran 12 isn't described here but on the other thread you posted in the morning that there were a few more waves than the day before but nothing too serious. That's the day we sent out our exploring party.

That means Day 12 Ghozran 13 was the storm and the cool spring day is actually Day 13, Ghozran 14, no?


Male Human Incanter 3

Would septimus be able to make heal checks towards generating Influence? the rules only mention craft and profession checks. But I figure that helping people with minor medical problems would generate favours over time that he could use to get things done.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Actually, Heal is totally listed as an applicable skill for earning influence in skilled work section Septimus. Go hard!


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Gair Hearthseeker wrote:

Ok, I'm looking at this and we definitely missed a day here.

Day 11, Ghozran 12 isn't described here but on the other thread you posted in the morning that there were a few more waves than the day before but nothing too serious. That's the day we sent out our exploring party.

That means Day 12 Ghozran 13 was the storm and the cool spring day is actually Day 13, Ghozran 14, no?

I think we set out day 9 and traveled the full day, traveled without issue day 10, storm came in day 11 and we lost the day. Now, day 12 we travel to the cave again, and should get there around nightfall. The Adventure tracker was off a couple of days, because I think the wrong column was read (the numbers on the autogenerated column if read by mistake would read as us starting on day 11, which would put us at Harpy Beach on day 13). EDIT: Day 13 if there are no delays.

Day 11 as posted in the other thread is day 3 of the journey, which lines up with the Population log.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I think that's correct, somewhere there were a couple wires crossed, flavor text wrong in a couple places but I think that sorts it out. Thanks.

Nerk, could you put day headers when you roll us over to another day in the gameplay thread as well? Should help keep people on the same page.


Indubitably Never 3d6

I can, but I'm pretty sure every day was touched on. Some just went by in the wink of a "Nothing happened"


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

How many days will it take for Kal'Tos to finish each of the two hide shirts he's making from the bear pelt?

Oh, and how much exp did we get from the shark-tooth attack earlier? Do our NPC's continue to get half of that as well? It would make sense since we share theirs.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

I was just about to ask those questions Gair, you beat me to it!

I don't believe Nerk has rolled for Kal'tos making the shirts yet, but for reference two days have passed since we asked him to do so.


Indubitably Never 3d6

XP is noted in the XP tab on the resource spreadsheet. :P Your NPCs will get half, purely in the interests of keeping the bookkeeping from driving me insane. It's an abstract system, so I'm not worried about realism.

Kal'Tos can't make anything of the bear pelt unless he can teleport back to Newspring to fetch it. :P :P :P

Horn'Tos, on the other hand... (You only get a -2 for crafting without tools. Go headbutting blacksmith!)

1d20 ⇒ 7
1d20 ⇒ 14

And on the second day.... The first shirt is finished, and looks spectacular, with the bear's head as a hood, in traditional savage warleader fashion.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

My apologies to noble Horn'Tos!

Thanks Nerk!


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Oops. I blame Gair for faking me out. First hide shirt to Hassan, who will look fabulous.

So 4 sharkteeth at 600 xp each, I'm assuming Jaws 2 (lol) was the Kuru leader at 700 xp, which is 3100 xp. How is this split up?

There are 5 of us. If the pcs and their magically-linked npcs are the only ones getting xp that's 620 for pcs 310 for auxiliary npcs. We have 7 other npcs with us though, which would cut down the xp to 258 each.

My question is- are we counting the supporting npcs on the adventure with us for purpose of experience splitting?

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