The Sorcerer's Island (Inactive)

Game Master Michael Riter

Roll 20 Map is Here


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Sczarni

8d10 ⇒ (3, 7, 7, 3, 4, 7, 8, 10) = 49


2d8 + 6d6 ⇒ (4, 4) + (6, 4, 2, 2, 1, 6) = 29


Gotta pick out gear still but otherwise done:)

Is there a limit to how much I can spend on a single item?


All done!

I am happy to make any necessary changes.


Song of Chiroptera here...finally done! I've finished the fluff and crunch and incorporated it here. (Ahhh, new avatar smell!)

I'd love to hear your thoughts on what I've got and welcome criticism or possible changes.

Finished Personality:

Marcum is a man of singular focus. When seeing a point of interest his periphery is shadow as solutions compile in his mind. In those times his humor is sharp and acidic while his patience dwindles.

For the most part, however, Marcum's demeanor is a pleasant one. His years overseas amid varying cultures has taught him the value of diplomacy. And if that fails, he's managed to extricate himself from a bad situation or two when a smile wasn't enough.

For those around him, find ship is fast from their perspective, but Marcum rarely feels that deeply beneath the surface. His true friends are few and as varied as his past. His associates are legion, for the book of his life was not to be written on an island.

Finished History:
Marcum Xavier Aldridge was born and raised in Absalom. His parents, Ralius and Feila Aldridge, served in the Forae Logos as researchers and instilled an inquisitive nature in their son. Though their work revolved around the library, it was "the world outside that filled those volumes." as his father would say frequently.

His formative years in their care directed his path to one of academics and seeing the lands beyond Absalom. What good being the City at the Center of the World if you spent your life in the hub. Marcum was exposed to the varied cultures of the Inner Sea; Magnimar to study ancient runes, Almas to reunite a family tome with its rightful owners, following rumors of strange happenings at a school in south Taldor.

Their worldly life changed when his mother fell ill. Ralius dedicated his life to caring for Feila. Marcum dedicated his to finding a cure for her malady. A young and unproven researcher, the son ventured forth into a world made all the larger by the absence of his parents. Marcum followed the trail of an alchemist from Mwangi, journeying into the Expanse to find a cure for his mother.

A year in the belly of the jungle and Marcum was no closer. Disease and the cursed natives blocked him at every turn. Frustrated and ill in his own right, Marcum returned home only to find his mother had passed in his absence. He and his father bonded further in their shared loss, but Marcum was never the same.

During his time following the clues within the alchemist's journal, Marcum had been drawn to alchemy and its connection to the body's innate magics. His mother's death a livid wound, he poured himself into study and research. Anything to take his mind away and in a small fashion, make up for not saving his mother.

Marcum spent his adult years in the employ of a wide range of entities as an investigator. His early years in research and a fascination with puzzles guided his destiny. Reputation and success found his services in demand. The Gray Cloaks enlisted him in ascertaining the source of a rare poison. The Temple of Iomedae sought him out in uncovering a spy on their ranks.

His travels have seen him sailing the Shackles and researching the ruins of a Qadiran temple. But for all his wanderings, Marcum's heart ultimately lead back to Absalom and his father.

Most recently he's returned from a lengthy investigation involving the Skinsaw cult in Absalom. The solutions ultimately led him to Katapesh and a mad oracle named Pan-el Tahb, a murderer using the villainous servants of Norberger in Absalom to fulfill his bloodlust.

It's not long after his return that Marcum receives a letter from Lorre at the Pathfinder Lodge. Something is brewing in the south...the phrase "the sands have shifted" causes him to frown. "Burning realms, I've only just returned..."

Finished Crunch:

Marcum Xavier Aldridge
  ☩ Male Human (Absalom)
  ☩ Investigator 9
  ☩ NG Medium humanoid (human)
  ☩ Init +7; Senses Perception +13
  ☩ Favored Class Bonus +1 to Skill Points (Levels 1-9)

♜  ♜    ♜    ♜    ♜    ♜

Defense
  ☩ AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  ☩ hp 58 (6d8+9)
  ☩ Fort +4, Ref +9, Will +7

♞    ♞    ♞    ♞    ♞  ♞

Offense
  ☩ Speed 30 ft.
  ☩ Melee
        ➣ Mwk Sword Cane +10/+5 (1d6/x2)
        ➣ Wooden Stake +9/+4 (1d4/x2)
        ➣ Mwk Rapier +10/+5 (1d6/18-20 x2)

  ☩ Ranged
        ➣ Throwing Daggers
        ➣ Short Bow +9/+4 (1d6/x3)

  ☩ Special Attacks
        ➣ Studied Strike +3d6
        ➣

♟    ♟    ♟    ♟    ♟    ♟

Investigator Abilities

  ☩ Extracts (formulae book)
        ➣ Level 3 (3/day)
                Fly
                Gaseous Firm
                Remove Curse

        ➣ Level 2 (4/day)
                Alter Self
                Blistering Invective (DC 16)
                Cat's Grace
                Cure Moderate Wounds
                Darkvision
                Fire Breath (DC 16)
                Invisibly

        ➣ Level 1 (5/day)
                Comprehend Languages
                Cure Light Wounds
                Detect Secret Doors
                Detect Undead
                Disguise Self
                Endure Elements
                Expeditious Retreat
                Firebelly (DC 15)
                Illusion of Calm (DC 15)
                Jump
                Keen Senses
                Reduce Person
                See Alignment
                Shield
                True Strike

♚    ♚    ♚    ♚    ♚    ♚

Statistics
  ☩ Str 11 (+0)
  ☩ Dex 16 (+3)
  ☩ Con 12 (+1)
  ☩ Int 18 (+4)
  ☩ Wis 13 (+1)
  ☩ Cha 14 (+2)

  ☩ Base Atk +6/+1; CMB +6; CMD 19

Feats
  ☩ Weapon Finesse
  ☩ Extra Inspiration (Inspired Intelligence)
  ☩ Fearless Curiosity
  ☩ Improved Initiative
  ☩ Two-weapon Fighting
  ☩ Two-weapon Defense

Traits
  ☩ Rich Parents
  ☩ Scholar of Ruins (dungeoneering)

Skills
  ☩ Acrobatics +11
  ☩ Appraise +13
  ☩ Bluff +13
  ☩ Climb +6
  ☩ Craft (alchemy) +13
  ☩ Diplomacy +8
  ☩ Disable Device +15
  ☩ Disguise +8
  ☩ Escape Artist +9
  ☩ Heal +10
  ☩ Intimidate +8
  ☩ Knowledge (planes) +9
  ☩ Knowledge (arcana) +9
  ☩ Knowledge (history) +10
  ☩ Knowledge (geography) +10
  ☩ Knowledge (dungeoneering) +10
  ☩ Knowledge (local) +10
  ☩ Knowledge (nobility) +9
  ☩ Knowledge (religion) +9
  ☩ Linguistics +9
  ☩ Perception +13 (+9 ranks, +1 Wis, +3 Class)
  ☩ Perform (acting) +7
  ☩ Profession (Investigator) +5
  ☩ Sense Motive +10
  ☩ Sleight of Hand +11
  ☩ Spellcraft +10
  ☩ Stealth +10
  ☩ User Magical Device +8

Languages
  ☩ Common
  ☩ Dwarven
  ☩ Gnomish
  ☩ Necril (Osirian)
  ☩ Osiriani
  ☩ Celestial
  ☩ Infernal

SQ

Other Gear
       gp 461
       sp 3
       cp 5

♟    ♟    ♟    ♟    ♟    ♟

♞    ♞    ♞    ♞    ♞  ♞

Investigator Class
  Alchemy
  Inspiration
  Trapfinding
  Poison Lore
  Poison Resistance +6
  Swift Alchemy
  Investigator Talent (Amazing Inspiration)
  Investigator Talent (Underworld Inspiration)
  Investigator Talent (Combat Inspiration)
pppp  Investigator Talent (Inspired Intelligence)
  Keen Recollection
  Trap Sense +3
  Studied Combat
  Studied Strike +3d6

Contacts (Absalom)
Caleb Enbriar - Prominent librarian at the Forae Logos where a lot of Marcum's research is conducted. Caleb is a childhood friend of Marcum's father.

Sebastian "the Rook" - Underworld figure in Copperwood that supplies Marcum with tidbits of information from time to time. Marcum is one of the very few who kw the Rook is a dhampir.

Hemmish Thornboggle - Gnomish artificer, ex-student of the Clockwork Academy who after a drunken impropriety found himself forever locked out of the school. Marcum seeks his advice from time to time on particularly odd puzzles, owing to the gnome's skewed visit of the world.


Llaelian here,

I've put all the relevant informations in an alias. I still need to finish the equipment and review some skill allotments (most of it is done but I'll certainly make minor changes).

and here is for the HP 8d10 ⇒ (6, 4, 1, 9, 9, 2, 6, 9) = 46


I didn't see that someone else wanted to play a kineticist. In that case, I'll make a cleric. We'll need the healing.


I think I'm a little overcommitted at the moment, and it seems like there's plenty of interest anyway, so I'll step aside.


hp rolls

4d10 ⇒ (10, 1, 7, 6) = 24
4d8 ⇒ (7, 4, 3, 8) = 22

updated stats:

Alistair Cooper
Male human bard (archaeologist) 5/fighter (cad) 4
CG Medium humanoid (human)
Init +4; Senses Perception +19
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge)
hp 63 (9 HD; 5d8+4d10+9)
Fort +8, Ref +11, Will +9
Defensive Abilities trap sense +1, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee
. . +2 scimitar +10/+5 (1d6+3/18-20)
. . mwk scorpion whip +9/+4 (1d4+1)
. . unarmed strike +8/+3 (1d3+1 nonlethal)

Ranged
. . mwk double-barreled pistol +12/+7 (1d8/×4)
. . mwk double-barreled pistol +12/+7 (1d8/×4)

Special Attacks archaeologist's luck 7 rounds/day (+2)

Bard (Archaeologist) Spells Known (CL 5th; concentration +8)
. . 2nd (3/day)—cure moderate wounds, daze monster (DC 15), mirror image
. . 1st (5/day)—abundant ammunition, anticipate peril (DC 14), cure light wounds, windy escape
. . 0 (at will)—daze (DC 13), detect magic, know direction, light, open/close (DC 13), read magic
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 12, Int 16, Wis 14, Cha 17

Base Atk +7; CMB +8 (+9 dirty trick, +9 disarm, +9 steal); CMD 23 (24 vs. dirty trick, 24 vs. disarm, 24 vs. steal)

Feats Alertness, Amateur Gunslinger[UC], Catch Off-guard, Combat Expertise, Deadly Aim, Dodge, Exotic Weapon Proficiency (firearms)[UC], Gunsmithing[UC],

Point-blank Shot, Precise Shot

Traits antiquities smuggler (osirion), vagabond child (urban)

Skills Acrobatics +9, Appraise +9, Bluff +9, Climb +5, Craft (alchemy) +8, Craft (firearms) +6, Diplomacy +8, Disable Device +25, Escape Artist +16, Intimidate

+7, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (history) +11, Knowledge (local) +9, Knowledge (nobility) +10, Knowledge (planes) +9, Linguistics

+11, Perception +19 (+23 to hear the details of a conversation or to find concealed or secret objects (including doors and traps)), Perform (comedy) +7, Sense Motive

+12, Sleight of Hand +11, Spellcraft +11, Stealth +10, Survival +6 (+8 to avoid becoming lost), Use Magic Device +15

Languages Celestial, Common, Dwarven, Elven, Gnome, Osiriani, Osiriani, Ancient, Sphinx, Thassilonian

SQ bardic knowledge +2, clever explorer +2, lore master 1/day, rogue talent (canny observer)
Gear potion of cat's grace (3), vermin repellent (6), +1 glamered mithral chain shirt, +2 scimitar, alchemical cartridge (paper) (21), mwk

double-barreled pistol, mwk double-barreled pistol, mwk scorpion whip, beneficial bandolier, cloak of resistance +2, cracked dark blue rhomboid ioun

stone, headband of mental superiority +2, vest of escape, wayfinder, everburning torch, gunsmith's kit, masterwork thieves' tools, 161 gp

--------------------
Tracked Resources
--------------------
Alchemical cartridge (paper) - 0/21
Archaeologist's Luck +2 (7 rounds/day) (Ex) - 0/7
Grit Pool (2/day) - 0/2
Lore Master (1/day) (Ex) - 0/1
Potion of cat's grace - 0/3
Vermin repellent - 0/6

--------------------
Special Abilities
--------------------
Amateur Gunslinger Although you are not a gunslinger, you have and can use grit.
Antiquities Smuggler (Osirion, Appraise) +1 to Appraise checks, Appraise is always a class skill for you.
Archaeologist's Luck +2 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Beneficial bandolier (empty) Teleport bullet/powder into gun as swift action.
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Clever Explorer +2 (Ex) Half time to use disable device.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Gunslinger's Dodge (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With

a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus

on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants

you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself.

also in profile


On, right. Just in case, anyone,was thinking about it... I will not be allowing the trap spotter rogue talent... In a normal campaign, sure, but definitely not in this one.


What about purchase limit? is there a max on a single item?


Here's my character, Thule Aegrim:

Half-Orc Cleric 9

Attributes:

STR 13
DEX 12
CON 14
INT 10
WIS 20/24
CHA 14

Combat Info:

HP 72
AC 27 (11 armor, 5 shield, 1 dex) Touch 11 Flat-Footed 26
BAB 6
Initiative +1
Fort
Ref
Will

Speed 30'

Quarterstaff: +9/4 to hit; 1d6+4 damage; x2 crit

Skills:

Knowledge (Religion) r9 +12
Use Magic Device r9 +15

Feats:

Armor Proficiency (Heavy)
Extend Spell
Quarterstaff Mastery
Weapon Focus (Quarterstaff)
Weapon Specialization (Quarterstaff)

Class Features:

Archetype: Theologian
Channel Energy 5d6; DC: 16; 6/day
Domain: Defense Subdomain
Domain Secret: Barkskin (Extend)
Focused Domain

Gear:

Boots of Striding and Springing
Full Plate +2
Headband of Wisdom +4
Heavy Shield +3
Necklace of Adaptation
Quarterstaff of Entwined Serpents
Wand of Lesser Infernal Healing (50 Charges)

Backstory:

As a young man, Thule was left on the doorstep of a temple of Nethys, with a note that simply said "Teach him to fight evil, or he will become it." written in a feminine hand. After a hurried meeting (this temple had never had a child left at the doorstep, so it was an exciting time for the brothers) a meeting of the highest priests in the temple was convened and a decision was made: They would follow the cryptic advice in the note, and raise the child as a divine warrior of Nethys.

He seemed to take to the casting of divine magic with a facility that startled the heads of the temple: He had mastered the first level of prayers years ahead of schedule. He began to isolate himself from those around him, quickly outstripping his peers in knowledge of Nethys, particularly in his aspect as the master of defensive magic. by the age of 11, he had learned everything that the temple had to offer, and so left to spread the word of Nethys and continue his training.

The next half-decade passed in what seemed the blink of an eye: Thule seemed to have an ability to happen upon evil, almost like he was subconsciously hunting it: He battled priests of Rovagug who were in the middle of a ritual to summon one of Rovagug's fearsome spawn, while looking for an inn to stay at after arriving in town late at night; He fought a coven of hags that had cursed a town to suffer a waking dream, where their nightmares had come to life; and many more of these types of events.

Now a delay in the ship he was taking to the high temple of Nethys led to him being on the docks when the island appeared. Making his way to the mayor if the city he found himself in, he offered his services in assisting to explore the newly appeared island.


HP = 62
Cleric 5: 5d8 + 15 ⇒ (6, 1, 5, 3, 3) + 15 = 33
Harrower 4: 4d6 + 12 ⇒ (6, 5, 3, 3) + 12 = 29

16 CON. Might yet add toughness as a feat


On second thought, there is way too may good characters posted. I'm going to bow out of this one. Good luck everybody.


Okay, I think that I will give until next Friday to make everyone's characters... and I indeed am thinking of making a third table on top of this one.

I do suggest roleplaying a bit in the discussion forum, and getting to know each other. That way I can group you based on not only class makeup, but who seems to work well together. Note that in the past, I've been fond of putting evil characters together with Paladins to fight a greater evil :3

No purchase limit, but remember to try to avoid cheese. Seriously. Cheese is bad for the soul... and your PC's life expectancy,


Marcum places a hand to his forehead and closes his eyes in extreme concentration. "I foresee the cleric as the highest paid..."


Excellent. I ask because, even when I start from level 1, I rarely buy anything before I can afford a +6 headband. For example, in one of my home groups I play a sorcerer and we are level 5. All I've done with my coin so far, other than buy a horse, is let other people borrow it.

Then again, playing multi-class like this, perhaps it would be better to have 2 +4's, one for Int and one for Dex

Dark Archive

Doombringer the DM wrote:

No purchase limit, but remember to try to avoid cheese. Seriously. Cheese is bad for the soul... and your PC's life expectancy,

Do you think you could let me know if I gots any cheese? Cause I am happy to change whatever.


Eysterlun Macros wrote:
Doombringer the DM wrote:

No purchase limit, but remember to try to avoid cheese. Seriously. Cheese is bad for the soul... and your PC's life expectancy,

Do you think you could let me know if I gots any cheese? Cause I am happy to change whatever.

Well you are a full caster...

I kid! I kid! ;) You're not using constitution as your casting stat, so I think you're fine.


2 people marked this as a favorite.

I have a barbarian that uses strength as her casting stat. but her spell list isn't very big. she knows punch in the face, and boot to the head, and she just learned rip your head off


1 person marked this as a favorite.

"Rip your head off", is that available in a magic ring?

Just realized I've got some spending to do for gear, a Ring of Rip Your Head Off would be uber useful.


Mr. Doombringer, if you have a chance could you verify my particulars under the avatar? I want to make sure the crunch is accurate and that it's appropriately cheese free. :)


I do not see anything wrong with your character. If there are slight inaccuracies between character to character... oh well. I trust each player to know their character well enough to know what they can and cannot do, and I am not worried about cheating.


Is there a deadline? My characters done, but I need to come up with a little backstory. I'm super tired right now though, and somewhat busy tomorrow. I can get it in by Monday though.


Friday is the deadline. I will also decide then, if I can take on not only a second, but a third table.


So after much thought, I will be taking a third table. That means I would be willing to take 10 people total.


Improved chances! yay:) lol

I'll work on some sort of backstory tonight. I warn you though, I'm not the best at writing them.

Sovereign Court

still needs a backstory, which I have an idea for and know what I want to d, but I want to start roleplaying so I have him mechanically and will start talking in dicussion.


I believe I will change up Agnir a bit. Pyrokinetics are pretty terrible (by Mark's own admission, and he's working on it), so I may re-tool him as something else. Basic backstory stays the same, just a different element.


Hehe. From the looks of what's going on in the discussion thread, I'm going to counteract what I said, about those signing up before getting first preference. From this point on, it's solely based on roleplay and balance (sorry, but don't worry, I'm sure there will be enough room for everyone in both tables) I just wanted to do this in order to be more fair to the new people signing up, as they are working as hard on characterization and crunch as you guys did.

Dark Archive

I am going to have to back out of this one, Have fun everyone.


Dotting for interest, especially now that there are better chances!

This alias has recently become homeless and I would love to get him into another game. Bromen is an olde fashioned magic-hating dwarf, trained in the Three Pillars of Mage Combat to defend the world against an apocalypse caused by evil arcane energy.....

....problem is, he's been out in the world a while now with no sign of this apocalypse or how to stop it. He's not quite discouraged YET but he's been traveling around a bit 'rudderless', looking for the right path to take without much luck so far.

This alias is up to level 6, easy enough to add a few more fighter levels to bring him up to 9th if selected. His old game is still active (just not without him since he got dropped in lava) so theres quite a few historical posts if you want to check out his personality etc.

Thanks for the consideration!


I have an interest here. LE Oracle of Life. He's an... uh... "Information extraction specialist." Still ironing out the kinks in his story, but most of the arc is in place. Should have the crunch up a little later, my brain was being weird and wanted me to finish crunch before story. Does that meet with your approval?

8d8 ⇒ (1, 7, 6, 1, 5, 5, 8, 5) = 38

Sovereign Court

That's perfectly fine. But I would get to Roleplaying in the discussion area. I'm starting to get a good idea as to who I want to pair together already...


Hm. I'd like to ask that everyone add two things to their alias profiles. Your character's worst fear, and your character's ultimate goal in life.


Stuffed toy armadillos...heh heh


roombas......how do they know where they've already cleaned? -Batman

Sovereign Court

Doombringer the DM wrote:
Hm. I'd like to ask that everyone add two things to their alias profiles. Your character's worst fear, and your character's ultimate goal in life.

can the fears be silly? For example, the fear of cross dressers?


also, for what it's worth, I am still very interested in the game; my character is looking for the right group to join, based on who's talking to who: he's not going to approach the growing congregation of Pharasmites; They probably will get all exclusive on him (my character's view, not his) and talk about how death is an awesome thing to worship. He hasn't decided on the others yet.


No, not really. I want somethinng genuine. Not necessarily serious, but genuine.

Sovereign Court

Gargantuan and colossal sized creatures. If that is reasonable.


Fear and goal added to alias. :)


Max Gain wrote:
Gargantuan and colossal sized creatures. If that is reasonable.

No backing out now. You and your party mates will regret this, I promise you.

Sovereign Court

Doombringer the DM wrote:
Max Gain wrote:
Gargantuan and colossal sized creatures. If that is reasonable.
No backing out now. You and your party mates will regret this, I promise you.

I'm okay with that, it is not like there are too many creatures in that size category, except maybe a few dragons and other things. And it is not like anyone here has a Roc as a familiar.

edit: still working on my character's goal.

Edit: Got his life goal up.


Got my fear and goals set up in my profile.


Background is posted - Let me know if you have any recommended edits or questions.


fear and goal added to the profile.. I will delete the level 6 stats if selected so only the level 9 stats are in the profile.

the back story is pretty much the same.


fear and goal in my profile also.......although I haven't finished the changes to take him up to level 9. my boss keeps expecting me to do work!


Group 1: Sir Wolfric Paxton, Marcum Xavier Aldridge, Bolest Nositel, Lady Kheti, Bromen Spellbane

Group two will be filled once I get more applications sent to me. Right now I don't have enough in my inbox for a full group. For the first group, I will be posting the introduction in the gameplay thread soon.


Bummer didnt make first group hopefully group two

Considering my interactions have all been with group one

Sorry lady kheti no alistair for you.

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