The Stolen Empire

Game Master Vethcyr


951 to 1,000 of 1,100 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>

Male Human Oracle 2//Antipaladin 2

Spellcraft 1d20 + 6 ⇒ (3) + 6 = 9 But of course.


Female Human Gunslinger 2 // Inquisitor 2

Did Pete take my backup gun with him when he jumped out of the cart, or was it lost?

Nitina is characteristically quiet and reserved upon waking. She spends some considerable time in silent prayer, and then listens to the group discussing the possibilities for finding a cure, though she offers no suggestions of her own.


HP: 11/19, Spells: Level 1: (1/3)

Regarding the mending

Spellcraft checkers KING ME:1d20 + 5 ⇒ (17) + 5 = 22 I win Pete!


Male Human Oracle 2//Antipaladin 2

Yeah, well, we both lose the "avoid getting bitten by a werewolf" competition. Also, yes, Pete has Nitina's backup gun.


Arastine Spellcraft: 1d20 + 11 ⇒ (11) + 11 = 22

Arastine & Karina:
You think that the tents, bedrolls, bows and leather armor can be repaired via Mending. The rest is utterly destroyed.

Perception DC 15:
You spy tracks leading east. They look like they might belong to the werewolf you fought last night.


Human Summoner 2 // Ranger 2

Klinn full HP; Nysro at 13/14, unnamed horse is at full.

Perception K: 1d20 + 3 ⇒ (1) + 3 = 4
Perception N: 1d20 + 4 ⇒ (15) + 4 = 19

The next morning, you are supprised to see what must be Nysro with a head on his shoulders. The previously fleshy human face is now covered with scales. In addition, his features appear much more reptilian, but still somewhat human.

Klinn's growing comfort with riding his horse is made clear that morning as they set off (whenever and wherever they happen to do so).

Nysro speaks to the group that morning over breakfast. "Yessssss, thessse tracksss. They come from the eassst, and look to be from the werebeassst." Klinn moves over to check out the tracks. K(nature)1d20 + 3 ⇒ (10) + 3 = 13

I just looked closely at what Klinn put in the cart and all of the goods for Oleg's (other than Klinn's longspear) were in our horses saddlebags. The only stuff that should be in the wagon is the stuff we got from the last bandit raid. Of the destroyed items list, that is:
Both tents, 1 gunsmith’s kit, Both antiplague vials, Both antitoxin vials, 3 bedrolls, Footprint and portrait books, Compass, Mapmaking kit
the lamp oil, Water purification sponge, and the Pouch of dust should all be ok.
This leaves the destroyed goods:
- 3 longbows
- Both shortbows
- 4 suits leather armor
- 2d20 ⇒ (20, 20) = 40 arrows
- Silver earrings
- Wooden music box
- All furs and hides
- All liquor
This also leaves the question about weather Klinn's longspear made it out. And I bet we need to get new strings for any surviving bows.


Very well. But in future, keep better track of your s%&* (label who has it). DM fiat: the vials, lamp oil and books are destroyed.


Human Summoner 2 // Ranger 2

Ummmmm, I made sure that all the stuff could be carried by just Klinn's horse and Nysro without encumbrance. If it is on my profile, unless I've specifically stated otherwise in a post or in my profile, I think it is safe to assume that the stuff on Klinn's profile is in Klinn's gear. So what more do you want? Labeling left and right saddle bags? Do I need to say "Klinn checks the compas and map and when he is done, puts them back in his pocket."?

I guess I'm just saying that my records are already very specific and neatly organized. Let me know what more you would like me to do.


HP: 11/19, Spells: Level 1: (1/3)

Loot Discussion:
Well, I guess the lesson here is to claim gear for yourself and put it in your profile, and leave communal goods in the communal pile. Just gotta be really clear about who gets what. When we get a stash of items, maybe it would be best to display them like this, and when they are claimed, you can list who claimed them.

So person keeping track of loot could do something like this:
-Abacus (Claimed by Karina)
-Book (Unclaimed - Communal)
-Cactus (Claimed by Klinn)
-Doorbell (Claimed by Nitina)

And then after a few days, can throw them in the respective spoilers/profiles. Karina will put the abacus under her items, Klinn will put the cactus under his items, and Nitina will put the doorbell under her items. Then whoever's keeping track of communal goods can throw the book in there.

Now, onto the game :P
Perception1d20 + 5 ⇒ (9) + 5 = 14

Karina looks a bit impatient. "So, is anyone going to come with me? It's fine if you don't, but I want to see if there's anything I can do about my bite." She pauses and sighs. "Who knows, maybe you should follow those tracks, it might lead back to his den."


Let's continue this in spoilers, Klinn.

What do you do?

Quibbling:
That may be the case from your perspective, Klinn, but your system does not make for easy navigation on my end. I see a spoiler entitled "items" on your profile. Everything you carry on your person should be listed here, and things carried in your saddlebags should be listed under a subheading here. If an item is not listed under this section, I see no reason to infer that you are carrying it on your person.

I also see a spoiler labeled "trail inventory" with two subheadings: "goods from Oleg's" and "spoils." Despite you tracking the value and weight of each item (and I do appreciate that you seem to be paying attention to encumbrance), I see nothing in your profile that indicates where or how these items are carried. My conclusion, based on looking over your inventory, is that those things listed under the "items" spoiler are carried on your person while those listed under "trail gear" are carried on the wagon.

Your records are specific, but they are not organized in a manner that I can use. I refuse to dig through the more than six hundred posts since you left Oleg's to see if and when you loaded an item into your saddlebags rather than the cart. This is what your profile is for. Use it. I rely on you guys to organize your character profiles in such a way that I (and your fellow players) can look at someone's profile and know who has a specific item without having to dig through the post archives.

I'm ruling now that the DM fiat listed in my previous post stands as a "disorder tax." Reorder things in the future so that the rest of us can understand your profile. Either that, or hand over party inventory duties to someone who will keep more comprehensible track of where things are.


Male Human Oracle 2//Antipaladin 2

Er, Pete had a bunch of cures to use last night, right?

"Maybe we should check out the tracks first. For all we know the witch'll make us do crazy things, or maybe she hates... our kind."


He sure did. You can definitely retcon in the healing.


Human Summoner 2 // Ranger 2

K(nature)1d20 + 5 ⇒ (17) + 5 = 22 What do I know about the habits of werewolves?


Klinn or Knowledge (Nature) DC 20:
Werewolves vary greatly in habitat. Some live in forests, some wander plains or rocky hills. A lone werewolf might terrorize a small village or claim a trade route as its territory. A pack of them might terrorize a region, infecting travelers so as to force them to join the pack. In sum, they vary considerably.

In a pack setting, natural lycanthropes almost always dominate the afflicted ones. The exceptions are even more dangerous, whereby an afflicted werewolf might by smarter or more powerful than the natural ones who infected it.

Regardless of society, werewolves like to travel light. They leave their spoils in hidden caches within or near their lairs. The nature of these lairs varies from werewolf to werewolf. Some use isolated cottages to maintain the illusion of normalcy, others live in caves in the mountains. Still others might use subterranean dens.


HP: 11/19, Spells: Level 1: (1/3)

K(Nature)1d20 + 5 ⇒ (4) + 5 = 9


Human Summoner 2 // Ranger 2

DM:
What does Klinn know about treating werebites? And about becoming a werewolf? If I need a new K(nature):1d20 + 5 ⇒ (6) + 5 = 11

"Maybe she does, maybe she doesn't. I doubt we will find any cure in a werewolf's den. We might be able to find this one's stash by following his tracks, but it is possible that there are more werewolves who use the same stash. Half of us have been bitten. If we split up, chances are we won't survive an attack like that one. If we don't, we can't pursue both wealth and health."

Klinn looks to Karina nervously. "Sis, I don't want to leave you, but I'm also scared. What if you go wolfy and get violent? Who knows if you will change tonight or not? And if the three of you turn on us? We wouldn't stand a chance. What are we going to do, sis?!"


HP: 11/19, Spells: Level 1: (1/3)

Karina frowns. "I'm scared too! I don't know what to do! I don't even know if that witch can do anything about the bite. But I don't think we'll find any kind of cure in a werewolf den. And I don't think there's much time to spare before all I can do is cross my fingers and hope that I fought it off on my own." She sighs. "Maybe you should keep your distance from me."


Kinda need a plan here, folks.


Male Human Paladin 2 // Bard 2

Sorry it has been a few days folks. Things have been crazy here! (Seriously there are some bills written by crazy people!)

K(Nature) For the item above: 1d20 + 2 ⇒ (2) + 2 = 4 Darn!
Perception: 1d20 + 6 ⇒ (19) + 6 = 25 Now I get the roll!
K[Nature) For what to do about werewolf bites: 1d20 + 2 ⇒ (7) + 2 = 9
K(Nature): What do I know about lycanthropy and bites: 1d20 + 2 ⇒ (9) + 2 = 11

"Well frak that!" Vlad says standing up from where he had been crouching examining the tracks. "We will not" Vlad says lingering on each word now "Give in to fear"

"I don't know about you all but I am going to the witch. I believe she is the best bet to find a cure. I will ride as fast as I can, and I will get those damn mites and I will get an answer for how to undo the cursed werewolf bites. I don't know what you all think is the best way to find the cure, but that is what I am going to do. With that Vlad jumps on top of his horse, draws his bow, and casts Dancing Lights to light his way. "Who's coming?"


Male Human Oracle 2//Antipaladin 2

"I guess I am."


HP: 11/19, Spells: Level 1: (1/3)

"Well I'm in of course."

Though I do want to say while in character I want to get myself cured asap, out of character I really do think we should check out those tracks. This could be a task for some of us, or something we go back to later, or whatever, but I'm guessing there might be a portion of our wealth by level that we lost waiting there.

EDIT:
Also, when it's appropriate
"I think I can fix the tents, bedrolls, bows, and leather armor that got burned up in the cart. As for the rest, well, there's nothing we can do about it."


Male Human Paladin 2 // Bard 2

I wrote something then realized that it had been covered in other posts, just ignore this post


Female Human Gunslinger 1/Rogue (Poisoner) 1//Sorcerer (Sage spellslinger) 2

"All right, let's try that approach," Arastine says, hopping atop her horse and preparing to ride southeast.


As I'm assuming Klinn will go wherever Karina does, and Nitina is apparently quite content to follow the party, let's move this along.

You travel southeast through the rolling, rocky hills for about five hours. You encounter no unusual creatures or terrains, and it is, all in all, a fairly boring trek. You soon reach an ancient, massive, 100-foot tall sycamore standing atop a hill (Landmark location - no need to explore the hex to locate the tree). A few dead mites and kobolds can be found on the grounds surrounding the tree.

Perception DC 15:
Tracks lead to and from the tree, passing through a narrow ravine. The route looks very well-travelled.

Perception DC 20:
A small, cunningly-hidden burrow can be found leading down between the tree's massive roots. It is obviously intended for a small or smaller creature, and anyone human-sized will find it difficult to maneuver around (medium creatures are considered to be squeezing and take a -4 penalty to attack rolls and AC. Additionally, all movement through the tunnel counts as difficult terrain. You do not need to roll escape artist to maneuver through the tunnel. Large creatures cannot enter).

Secret:
1d100 ⇒ 74


HP: 11/19, Spells: Level 1: (1/3)

Perception:1d20 + 5 ⇒ (14) + 5 = 19

"What a gigantic tree!" After marveling over the gigantic tree, Karina scans the area and points to a nearby ravine. "Looks to me like a buncha things come through over there often. See those tracks? And look, mites. I'm sure we'll be able to find some live ones around here to take back to the witch."

K(nature):1d20 + 5 ⇒ (14) + 5 = 19
Untrained Survival:1d20 ⇒ 1
What kind of creatures made those tracks?

[ooc]Also, I am at 12/19 HP, which could turn out to be alright, but if Pete's willing to part with a spell slot today, it might be worth it to get me closer to full.


Female Human Gunslinger 1/Rogue (Poisoner) 1//Sorcerer (Sage spellslinger) 2

Karina:
They appear to be mite tracks.

Survival: 1d20 + 3 ⇒ (9) + 3 = 12

"Looks like whatever made those tracks came through sometime last night. Maybe they travel through here every night?"


Human Summoner 2 // Ranger 2

Perception K 1d20 + 3 ⇒ (2) + 3 = 5
Perception N 1d20 + 4 ⇒ (17) + 4 = 21

As Nysro prowles around, he says "Look here! The creaturessss have a tunnel here, buy the tree. It looks sssssmall, but I could ssssssqueezsse through, I think.

DM CD wrote:
(medium creatures are considered to be squeezing and take a -4 penalty to attack rolls and AC. Additionally, all movement through the tunnel counts as difficult terrain. You do not need to roll escape artist to maneuver through the tunnel. Large creatures cannot enter).


HP: 11/19, Spells: Level 1: (1/3)

"Well, those sure are mite tracks. So I'm sure those tunnels are swarming with those things. I don't like the idea of squeezing through those tunnels, much less ones made by those gross things. But I'd rather do that than wait around till the next full moon to see if I'll try to kill the rest of you."


Female Human Gunslinger 1/Rogue (Poisoner) 1//Sorcerer (Sage spellslinger) 2

"We probably want a replenishing supply of mites in case we need more answers, correct? Let's try to just grab a few and not wipe out or drive off the entire colony. So we either need to lure them out and ambush a few of them, or go in, quietly, and grab a couple."


Human Summoner 2 // Ranger 2

"I like the idea of luring them out, but I just don't know how we might do that. Should we just stand here and wait for them?"


HP: 11/19, Spells: Level 1: (1/3)

"Well, my guess is that they'll be normally too scared of us to come out of their hidey holes. They may already know we're here. And we have to keep in mind that these things may be weak, but they're in close with bigger things. You know, like giant spiders, centipedes, and cave fishers. But I might have a few ideas to trap them. Let me think for a second."

K(Nature)1d20 + 5 ⇒ (18) + 5 = 23
Do I know anything about the architecture/dimensions/tunnel system patterns of their lair? Like, are we dealing with a lot of single file corridors, or do they open up into antechambers or what? In addition, how do they typically defend these corridors?
tl;dr Tell me about their dwellings and what we might expect to find :)


Karina:
Mites typically use existing root systems as lairs. They dig narrow, winding tunnels deep beneath trees or forests. Their tunnels are often extensive, but are always extremely narrow, both for the comfort of the mites (nice, cozy lairs) and for defense (keeps the bigger critters away from them). They often coexist with several varieties of giant vermin, including spiders, centipedes, and ticks. The precise structure of every lair is unique, as all digging projects are directed by the whims of the mite chieftain. They are fond of using guerilla tactics with poison darts and daggers to drive off foes or to lead them into the lairs of their bigger vermin guardians.


Male Human Paladin 2 // Bard 2

Vlad begins to smile, "Have any of you ever wondered where the phrase "smoked them out" comes from? Hunting. More specifically, situations exactly like this one. I suggest that we pour some of the fuel from our lanterns on the roots on the side of the tree on the opposite side from the burrow. Then we light it on fire. The fire and the smoke forces all of the little buggers to come out of their hidey holes and we capture as many as we can as they come out (I suggest that Karina uses her sleep spell to help us with this) and we kill the rest. Let's try to get at least 3. It is the fastest way to do it."

Vlad smiles "If that doesn't work I can just use ghost sound to make their little nest filled with as loud a noise as I can possibly make. I am thinking the sound of bombs going off in their little lair. And if that isn't enough to convince them, I can use silent image to make it look like they have a scary visitor..."

Vlad thinks for a second, "Better yet. Let's do all of that at once."

Vlad looks down the hole. "Whatever we do, let's do it fast, we need to get these little buggers to the witch, if we don't get there in time, then the rest of it doesn't matter. And we need to leave time to get to the cure. For these reasons I say we smoke the little --------- out."

DM:

Vlad uses ghost sound. Everyone begins to hear The Final Countdown by Europe. Hahahaha! Oh that would be funny.


HP: 11/19, Spells: Level 1: (1/3)

Karina nods at Vlad when he mentions silent image, "That was my idea. I was thinking I could create the illusion that a particular tunnel was collapsing, and then we could trap them. Unfortunately, I'm out of sleep scrolls, and I'm not familiar enough with the incantation that I know it off the top of my head. We sneak in, find a group of them, and if they run away from us in a nearby tunnel, then we fake a cave in. They think they're trapped, and we can snatch them up." She makes a grasping motion in the air triumphantly.

She continues, "Of course, if the illusion doesn't work, then we'll have to go in deeper. Which could spell trouble. I've heard stories about how mites love using guerilla tactics, with poison darts and daggers and the sort. Even worse, they may try to lead us to their bigger vermin friends. And I don't think we want to try to start a long fight in single file corridors that we're squeezing in."

She addresses Vlad again, "I don't... think we should resort to smoking them out just yet. Like Arastine said, we may need a source of mites later on. Plus, who knows who we might piss off in the process."

For all intents and purposes, you can read the spoiler directed towards me in the last DM post. I talked about it a bit in my recent dialogue, but it's information that I would share if asked about it specifically.


Female Human Gunslinger 2 // Inquisitor 2
Karina Sharasik wrote:
we'll have to go in deeper.

Relevant

Nitina speaks for the first time in a while. Her voice is more uncertain than her usual calm demeanor. Whatever we do, we need to do it quickly, I feel. I'd rather smoke them out now and have to find a new source of mites later than wait until... Her voice trails off.


Human Summoner 2 // Ranger 2

"We lost all our lamp oil in the fire." Klinn says. "But we could send Nysro down. He could give us an idea of the shape of the tunnel and I could recall him very quickly or he could lure them out by backing up. The combination of Nysro, ghost sounds and silent image should do the trick."


Male Human Paladin 2 // Bard 2

K(Nature): 1d20 + 2 ⇒ (5) + 2 = 7 How many mites would usually live in a hive of this size?
K(Nature): 1d20 + 2 ⇒ (3) + 2 = 5 What fearful things exist in their mythology?
K(Nature): 1d20 + 2 ⇒ (5) + 2 = 7 What Natural Predators do they have? This is getting ridiculous! I cannot roll a knowledge check to save my life!

Vlad thinks for a moment lighting a cigarette with the tip of his finger. "I like that option perhaps best of all. But before we begin let's search all around the tree for any and every other exit. If they all come pouring out from directions that we cannot control this could spiral out of control very quickly. So let's start by searching all around the roots of the tree and then send Nystro in."


So what's the plan? I see several ideas and variations being tossed around, but no one has taken action yet.


Male Human Paladin 2 // Bard 2

Vlad looks at the people around him, takes a hard drag and then frowns "Well if no one else is going to do anything I am going to search the tree for all of the other exits""

Assuming we have the time for this Vlad takes 20 on this.
Perception: 26 Vlad searches the tree for entrances.

After this Vlad takes his bedroll and begins to work with it and bullets to make a bundle that you are not quite sure what it is for.

Vlad then stores this bundle in his pack.

"That should make things much more interesting."

"By the way does anyone know what the mites fear? If I use silent image to scare them I want to know exactly what will be the best."

DM:

Vlad has just put together an improvised incendiary device by placing 8 rifle cartridges into the center of the bundle itself with the powder of 2 other cartridges poured into the area surrounding the bullets. Vlad then tossed the remaining parts of the bullets into the center explosive area as well. Please let me know if there are any tweaks or things that need to be explained about the method of construction.


You find no other entrances under or around the tree. It does, however, look like the tree might be at least partially hollow with sizable holes higher up on the trunk (the lowest is 30 feet up and could allow a medium creature through with ease) through which you might be able to gain entrance.


HP: 11/19, Spells: Level 1: (1/3)

But... but Vlad, I have Silent Image too. Trying to jack my swag? :P

I'll post more later tonight when I have a little more time.


HP: 11/19, Spells: Level 1: (1/3)

Karina walks with Vlad as he scouts for different potential entrances. As they walk, she jots her brain to see if she can think of things that mites are scared of typically:
K(Nature):1d20 + 5 ⇒ (1) + 5 = 6

"I can't think of any particular being they're scared of. As far as I know, they try to avoid most living things. I still think we're best off having them run away from us, then using an illusion of a cave-in to make them think they're trapped. And I think I could make a damn convincing cave in. Say, you know how to cast Ghost Sound, right Vlad? We could work together and make it seem as real as possible." For once today, Karina seems to be legitimately excited, rather than concerned about herself.

Karina looks all the way up at the entrance 30 feet up, then shakes her head and giggles nervously, "All the way up there, huh? I am... not much of a climber. But we could make it up there." She fiddles with her hair. "As long as I don't look down of course."

So, to clarify, up there would we not be squeezing? Or do we not know?


You would not have to squeeze through the hole that's higher up on the tree. Once inside, who knows? You do need to make 2 successful DC 15 climb checks to reach the hole, however.


Male Human Paladin 2 // Bard 2

Vlad looks up at the tree and the hole and decides he wants to look inside the hole. He jumps up and climbs up the tree.

Climb: 1d20 + 5 ⇒ (19) + 5 = 24
Climb: 1d20 + 5 ⇒ (15) + 5 = 20

He holds himself just outside of the hole and looks inside


Vlad:
You climb up the exterior of the tree and look inside through the hole. Two massive, black spiders rest on webs inside. The one in F8-G9 rests on a web about five feet above the base of the hollowed trunk, twenty feet below you. The other one rests on a web on the opposite side of the hollow, but is at the same height as you. Both spiders notice you and hiss menacingly (they don't need to roll perception for reasons I will explain later).

This is a surprise round, and you may act. One action (of any type other than a full-round) only. Spiders act after you. You don't have any drawn weapons (you're climbing), but you can cast a spell or draw a weapon one-handed without fear of falling. You need to use one hand to grip the tree. Letting go (and falling 30 feet) is a free action and does not count against the action limit of the surprise round.

Also, update your profile!

Map

Vlad climbs up the tree and looks in through the hole.

Currently in a Vlad/DM only surprise round. Updates to follow!

Map

Initiative Order:
Nitina: 18+
Karina: 18-
Vlad: 16 (Can act in surprise round)
Arastine: 9
DM: 7 (Can act in surprise round)
Pete: 3
Klinn: 2

Initiative Rolls:
DM: 1d20 + 2 ⇒ (5) + 2 = 7
Arastine: 1d20 + 3 ⇒ (6) + 3 = 9
Karina: 1d20 + 2 ⇒ (16) + 2 = 18
Klinn: 1d20 + 1 ⇒ (1) + 1 = 2
Nitina: 1d20 + 6 ⇒ (12) + 6 = 18
Pete: 1d20 - 2 ⇒ (5) - 2 = 3
Vlad: 1d20 + 3 ⇒ (13) + 3 = 16


Male Human Paladin 2 // Bard 2

"Spiders! It just had to be spiders!" Vlad shouts.
Vlad, seeing no other options without setting things on fire, climbs away from the opening.

Climb: 1d20 + 6 ⇒ (2) + 6 = 8 Frak! I really hope I don't fall


Vlad shouts and lunges for a nonexistent handhold. He tumbles to the ground, bouncing off a root and landing prone in I12 (13 damage and prone - failing climb checks by 5 or more means you fall).

A big, black spider appears through the hole, and it begins shoving its legs through the hole (squeezing, but it does have cover from the trunk as most of its body is still inside the tree).

End Surprise Round!

Nitina, Karina, Vlad, and Arastine are up. Also, it is up to you whether your character is mounted at the moment (if not, your horse is offscreen to the south). Vlad definitely is not, and Arastine is probably on foot.

Map

DM Rolls:
Falling damage: 3d6 ⇒ (3, 6, 4) = 13


Male Human Paladin 2 // Bard 2

HP: 8/21


Female Human Gunslinger 1/Rogue (Poisoner) 1//Sorcerer (Sage spellslinger) 2

Post 1000!

Arastine will draw her revolver, cast Mage Armor upon herself, and expend a spell slot to make her revolver a +1 weapon for the next minute.


HP: 11/19, Spells: Level 1: (1/3)

Tell me about the spidaaas
K(Nature):1d20 + 5 ⇒ (6) + 5 = 11
Or don't tell me about the spidaaaaa :(

Karina, who is not on her mount currently, gasps when she sees Vlad miss his handhold and land a couple of feet away from her.

So, Vlad, I'm hoping that by "spiders" you meant more than one of these things is coming out. Otherwise what I'm doing will be useless

She takes a step back to K12, draws her whip, then casts Silent Image. As the spider makes its attempt to squeeze out of the hole, the passageway directly behind it is sealed with a sudden growth of bark.

This is illusory, Will DC 15 to disbelieve that the passageway is blocked. Hope this compartmentalizes things.

951 to 1,000 of 1,100 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Stolen Empire All Messageboards

Want to post a reply? Sign in.