Intense Variant Rules Gestalt Mythic Rise of the Runelords Anniversary Edition (Inactive)

Game Master Sebecloki

Maps and Images:


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Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

I think I missed a link to the map? I looked at the link calling itself 'and battlemaps' but the ship in that link has nothing on it? I'm not sure what actions I can take without knowing where everyone/thing is?

Scarab Sages

AC 13/13/10 | hp 9 | F+2, R +3, W +2; +2 vs. [air] or [electricity] spells, or electricity damage | Resist electricity 5 | Init +3 | Senses darkvision 60 ft. | Perception +4

Thinking the maps through again i would really recommend roll20.
The free version is enough, but we can have all maps there and it's a great help.

Will post my action after the enemy went.
Most likely starting inspire courage though.


I still need to update the map with tokens -- I had a nasty migraine yesterday and was in bed most of the day, so I didn't get to it yet.


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

np, i was sick sun-tues as well.


Posting this on all my games -- I'm going to try to do some updates this weekend, but I have (1) a graduate school app due, (2) a final for microbiology, and (3) I have to pack up my stuff to move over the next week, so I'm going to be less responsive than normal.


Sorry for the delay; I'm moving this week and next and I had a vet visit for my Frenchie (he had indigestion the night before that kept me up too) -- I've updated the map with a grid and went ahead and placed everyone where they should be.

The beast is large, and fills 10' x 10' but the image I wanted didn't quite fit, so consider it as filling the four squares I mostly covered with it.

All the squares on the grid are 5' by 5'.

The siege engine is 20' by 20' and has a crew of 3 hobgoblins.

The caster is on one side of the engine.

Let me know if you have any questions and let's start combat. I think we've already done Initiative.

Note: I've set the battle map to edit -- please be careful moving stuff so you don't shift the grids or images -- it was difficult for me to get it all set up.


I'm giving Shi until Monday to tell me if he's doing anything, and if not I'll go ahead and apply the actions of Brother Ionacu and Ynja.


There are several players here who made characters for a proposed Shattered Star campaigns -- this is my proposal so your efforts weren't in vain as I think I'm going to be stretched unreasonably to run another separate campaign.

What if we added the shattered star modules, or a few of them, into the Runelords continuum? The one's in Magnimar can easily be played alongside the scenarios in Runelords that involve that city.

The characters you made could be cohorts that are attracted to your current character they get to Magnimar. I'll hand out the build rules to those who will need to make a cohort/pet/familiar etc.

Scarab Sages

AC 13/13/10 | hp 9 | F+2, R +3, W +2; +2 vs. [air] or [electricity] spells, or electricity damage | Resist electricity 5 | Init +3 | Senses darkvision 60 ft. | Perception +4

A game in a game?
I would be fine with putting Shattered Star off. We can still play that when we finished another game.
The idea is nice, but i think in PbP this will be a major disruption of the main game and make you just as much work probably.


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

O yes please :)


Saves: F: +8 | R: +7 | W: +9 | CMD: 20 | Init: +9 | Per: +10 | DV 60' L.Fighter (Weapon Master) / Tactician (Battle Medic) 3 | Vigor: 32/35 | Wounds: 36 | Def: 15 | FF: 15 | DR 5/adamantine | Crit Def: +16 | | Init: +9 | Per: +10 | DV 60'| Speed: 40' | PP: 18 | SP: 7 | MP: 5 | Resist 5 Fire, Cold, Electricity
Pai Song wrote:

A game in a game?

I would be fine with putting Shattered Star off. We can still play that when we finished another game.
The idea is nice, but i think in PbP this will be a major disruption of the main game and make you just as much work probably.

I agree. I have no problem letting it stay on hold for a while and focusing on the active games


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

Shi's not built to deal tons of damage, he's built to be sneaky and stealthy, and hard to find.

On the other hand, he also didn't get to add his sneak attack damage dice (2d6) nor his additional attacks (normally he'd have 3 attacks, even on a charge).

So his damage normally would be
+10 1d4+4+2d6 Average 13.5
+11 1d4+6+2d6 Average 15.5
+11 1d4+6+2d6 Average 15.5

So his average damage on a normal flanking attack round would be about 44 points. Just this combat is starting off with him in a bad position. Note his damage will increase greatly over time (regular boosts to dex and str ensure that, along with additional natural attacks and bonus damage boosters). He's just kind of back loaded, rather than front loaded.


OK -- just wanted to check you weren't missing something. We'll see how this combat goes and I'll try to absorb that information and retool around character capabilities. It's hard to get a sweet spot with PF even if you're not using any custom rules -- the APs are notorious for being way too easy, even with standard build rules.


Henric Logos wrote:
Pai Song wrote:

A game in a game?

I would be fine with putting Shattered Star off. We can still play that when we finished another game.
The idea is nice, but i think in PbP this will be a major disruption of the main game and make you just as much work probably.
I agree. I have no problem letting it stay on hold for a while and focusing on the active games

You're the last player that gets to go before the villains. Do you want to take any actions?


Saves: F: +8 | R: +7 | W: +9 | CMD: 20 | Init: +9 | Per: +10 | DV 60' L.Fighter (Weapon Master) / Tactician (Battle Medic) 3 | Vigor: 32/35 | Wounds: 36 | Def: 15 | FF: 15 | DR 5/adamantine | Crit Def: +16 | | Init: +9 | Per: +10 | DV 60'| Speed: 40' | PP: 18 | SP: 7 | MP: 5 | Resist 5 Fire, Cold, Electricity

Sorry, yes! Apologies for the delay and typing up my response now.


Posting to all my games: I'm moving tomorrow and I need to stop and start my internet access and move my desktop -- any hiccups in that and it may be 36-48 hours before I can post again, but I'll be back when I get set up.


I'm not sure how this fight is going to go at this point -- I have a story appropriate plan that won't result in everyone just flat out dying if things really go south. I just say that to reassure everyone I'm not planning on kicking us off with a TPK and having everyone re-roll characters.


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

Hope your move is going well.


Male Azlanti Pureblood Bloodlord 3/Monk(Tattoo Monk)
Sebecloki wrote:

There are several players here who made characters for a proposed Shattered Star campaigns -- this is my proposal so your efforts weren't in vain as I think I'm going to be stretched unreasonably to run another separate campaign.

What if we added the shattered star modules, or a few of them, into the Runelords continuum? The one's in Magnimar can easily be played alongside the scenarios in Runelords that involve that city.

The characters you made could be cohorts that are attracted to your current character they get to Magnimar. I'll hand out the build rules to those who will need to make a cohort/pet/familiar etc.

Hey Seb, when you get a chance, could you explain this a bit more?

Are you suggesting that when we get to Magnimar, we start playing Shattered Star, and divert from Rise?


The idea is to run them together -- like if you were combining adventure from Rise with Shattered Star.

So, what would happen would be that, while in Magnimar, as part of your adventures there you'd do the dungeons in the pier of the Irespan which is Shattered Star 1. The finale is also in Magnimar, and could be done before or after Spires of Xin Shalast.

Rise is basically about Karzoug coming back, and Shattered Star is about Xin coming back -- so they're sort of thematically connected. The Shattered Star adventures are basically 6 dungeons, so 2-3 of them could easily be slotted into the Rise plot without altering much.

Let me know if that's clear. I'd basically be using several of the Shattered Star modules as side treks to flesh out the Rise plotline more.


I've moved but I have some unexpected work orders that need to be done and I have my weekend shift coming up. I'll try to get some posts up, but it will be intermittent.


Male Azlanti Pureblood Bloodlord 3/Monk(Tattoo Monk)
Sebecloki wrote:

The idea is to run them together -- like if you were combining adventure from Rise with Shattered Star.

So, what would happen would be that, while in Magnimar, as part of your adventures there you'd do the dungeons in the pier of the Irespan which is Shattered Star 1. The finale is also in Magnimar, and could be done before or after Spires of Xin Shalast.

Rise is basically about Karzoug coming back, and Shattered Star is about Xin coming back -- so they're sort of thematically connected. The Shattered Star adventures are basically 6 dungeons, so 2-3 of them could easily be slotted into the Rise plot without altering much.

Let me know if that's clear. I'd basically be using several of the Shattered Star modules as side treks to flesh out the Rise plotline more.

Okay, that makes sense.

Personally, I would be on board with this, but I am mildly obsessed with all things Runelords, Sin Magic, and Varisia in general, so I may not be the soundest of mind here, lol

Scarab Sages

AC 13/13/10 | hp 9 | F+2, R +3, W +2; +2 vs. [air] or [electricity] spells, or electricity damage | Resist electricity 5 | Init +3 | Senses darkvision 60 ft. | Perception +4

Would that be extra, with different characters?
Essentially we would do 2 games in 1, with the same people, but different characters and kind of alternate games then?


no, same characters, though maybe you'd pick up some additional camp followers or pets to help out -- maybe those secondary characters would only participate in 1 side trek or something like that, I'm still thinking about it.

Scarab Sages

AC 13/13/10 | hp 9 | F+2, R +3, W +2; +2 vs. [air] or [electricity] spells, or electricity damage | Resist electricity 5 | Init +3 | Senses darkvision 60 ft. | Perception +4

Don't see how that would work out currently.
Also, mixing the two APs kinda spoils both of them somehow, without seeing them. I think right now i would prefer to play them independantly.
They could be interconnected with stories somehow though!


I'm back to posting, thank you all for your patience; I've had a very busy last few weeks.


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

That is OK GM, all is good.

Scarab Sages

AC 13/13/10 | hp 9 | F+2, R +3, W +2; +2 vs. [air] or [electricity] spells, or electricity damage | Resist electricity 5 | Init +3 | Senses darkvision 60 ft. | Perception +4

Taking this here so it doesn't spam the gameplay thread.

I had the impression there are some barrels of blackpowder or something, in which case the hardness of the barrel would have played a role.

Since it seems to be some form of alchemical fire, things are changed.
Probably some big fireball happening then?
That might light things and the ship on fire actually.


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

spending a Hero Point for effect, so my hope it there will be a flash bang and the weapon is taken out. Fire wise thats down to Gm, Ynja is above the thing so I expect her to get the brunt of the blast as it goes up.


The siege weapon requires a whole crew to fire. The rules for alchemical fire are if its goes off, then wood burns automatically. They can't move the engine, so they'll have to abandon it.

I ruled that Ynja was firing at a stationary, inanimate object, and I think that's defense 10 as far as I know. That gave her an opportunity to flub the shot.

Then, I'm applying the rules for alchemical fire. They're aren't really rules for this exact maneuver of setting off explosives, so I'm trying to apply what I can from the rules for firing at stationary inanimate objects and what alchemical fire does. I'm open to correction if anyone thinks I've erred here, I'm doing my best.

We need to determine how high up Ynja is on the mast for me to know about how much damage she may or may not take, and then she'll have to figure out how to get off the ship.


The alchemical fire also isn't going to kill any of the enemies -- it's just going to force them into the water, and make it impossible for them to reload or use invisibility for now. You'll still have to deal with several angry hobgoblins, a dire infernal marsupial lion, and the magic user, but you'll mostly be on the shore, and they'll be stuck in the water, since they'll jump off the side rather than run across the ship and take more damage to get to the gang plank.


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

Large quibble with Ynja's OOC comment. Doing something that gets another player killed is not PVP. Directly attacking another player is.

Not rescuing another player who got in over their heads doing something stupid and potentially getting your own character killed is not PVP.

Shooting a barrel of explosives to kill a bad guy and your ally flubbing a save roll and getting creamed is not PVP.

Flubbing a saving throw and exploding because you had 47 flasks of alchemist fire on you (goblin PC, don't ask) and taking out your wounded allies on either side of you when your alchemical fire detonates is not PVP.

If Shi died from something like this, he wouldn't regret it at all. Innocent bystanders, especially children, are more important than murder hobos. :P


In your humble option, but one should agree that options can differ. :)


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

Music time

No but really, it was the only way to guarantee another volley would not fly and kill more innocence.


Ynja Eva Ragnavold wrote:

Music time

No but really, it was the only way to guarantee another volley would not fly and kill more innocence.

did you see I replied to you with your between lives experience in a spoiler? You've now awoken again in the town morgue.


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

O got ya, cool, thought they would have to find her body and take it there.

Also gives my an idea.

PMing you GM

Scarab Sages

AC 13/13/10 | hp 9 | F+2, R +3, W +2; +2 vs. [air] or [electricity] spells, or electricity damage | Resist electricity 5 | Init +3 | Senses darkvision 60 ft. | Perception +4
Ynja Eva Ragnavold wrote:

Music time

No but really, it was the only way to guarantee another volley would not fly and kill more innocence.

I think we can agree to disagree there, especially since there were already GM hints that the machine could only be operated by 3 people.

Besides that a simple disable device check could have made sure of that as well.
All things handled well by the party which you could have aided as well.

You saw a chance for a dramatic display and took it, fair enough so far.
Let's see how that goes ingame.

Shadow Lodge

CG Gunslinger Striker/Hedgewitch(6) | Vitality: 194 | Wounds: 124/31 | AC: 55 | Touch: 54 | FF: 21 | DR: 7/armor | Fort: 28 | Ref: 52 | Will: 24 | CMD: 64 | Init: 42 | Per: 18 | Speed: 60' | Tension: 9 | SP: 12 | MSB: 6 | MSD: 17 | Conc: 14 |
Sebecloki wrote:

I'm not sure wind can put out alchemist's fire. The description only talks about water and magically extinguishing it -- the question is whether the control weather power counts as 'magically extinguishing'.

Quote:

Alchemist's Fire

Alchemist's Fire: You can throw a flask of alchemist's fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire Damage. Every Creature within 5 feet of the point where the flask hits takes 1 point of fire Damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of Damage. If desired, the target can use a Full-Round Action to attempt to extinguish the flames before taking this additional Damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Not everything we do will work, sometimes we even accidentally make things worse. In this case, it seems like the liquid of alchemist's fire only burns for 1 round after it explodes. After that, anything on fire is just on fire normally. But if it doesn't work that way, I'm okay with it. Just trying stuff. =)

Scarab Sages

AC 13/13/10 | hp 9 | F+2, R +3, W +2; +2 vs. [air] or [electricity] spells, or electricity damage | Resist electricity 5 | Init +3 | Senses darkvision 60 ft. | Perception +4

I'm don't know whether you can make rain with that spell or not. Just wind won't really help I'm afraid.


" magically extinguishing the flames automatically smothers the fire." It is technically magic, so I'm not sure


Male Azlanti Pureblood Bloodlord 3/Monk(Tattoo Monk)

What makes for the better story Seb? The drama of the wind not putting out the fire or the victory of it working and extinguishing the flames?

Shadow Lodge

CG Gunslinger Striker/Hedgewitch(6) | Vitality: 194 | Wounds: 124/31 | AC: 55 | Touch: 54 | FF: 21 | DR: 7/armor | Fort: 28 | Ref: 52 | Will: 24 | CMD: 64 | Init: 42 | Per: 18 | Speed: 60' | Tension: 9 | SP: 12 | MSB: 6 | MSD: 17 | Conc: 14 |
Pai Song wrote:
I'm don't know whether you can make rain with that spell or not. Just wind won't really help I'm afraid.

Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Perception checks.

Wind can work, whether(yuk,yuk) or not it works in this case is up to the DM. And I went with wind over rain because it is more subtle.


1 person marked this as a favorite.
Vincent Bloodmoon wrote:
Pai Song wrote:
I'm don't know whether you can make rain with that spell or not. Just wind won't really help I'm afraid.

Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Perception checks.

Wind can work, whether(yuk,yuk) or not it works in this case is up to the DM. And I went with wind over rain because it is more subtle.

I'm going to allow it, I have another complication coming that will fit in nicely with that. The ship is still totally singed to ruination basically after the 3 rounds it will take to build up to that.

Another note -- we're not done with this combat yet, but I'm going to do a 'level up' -- you're not going to increase in level, but instead add a bunch of additional feats. I'm going to rebuild the campaign info page info to reflect the rules for this advancement.

I've reworked a couple of the rules we're using by synthesizing the 3.5 and PF versions. I'm going to post files with that info next week, I'm almost done, and it's mostly minor changes:

Armor as Damage Reduction: per the 3.5 version, you're going to get a little boost to AC/Defense from armor and natural armor, whereas the PF doesn't give that.

Wounds/Vitality (Vigor): Per the 3.5 version, constitution bonuses are added to Vitality (contra PF), but per PF, but as per PF crits. go right to wounds, and magical health effects both Wounds and Vitality.

Defense Bonuse: this is from 3.5 -- it's another bonus to add to defense to not make it so bad to play an unarmored character.

Reserve Points and Healing Surges -- These are ways to regain Vitality and Wounds, and are a combination of 3.5, 4e, and PF.


Male Azlanti Pureblood Bloodlord 3/Monk(Tattoo Monk)

Looking forward to adopting these rules Seb!

For those of us who are also in the Dark Sun game, are you using the exact same rules, or will you be tweaking things somewhat for this game?


lots of similarities but not 100%


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

do we have links to the rules?


I'll get it up soon, I'm still tinkering with stuff, I'll let you know when I've updated the campaign info page.


Saves: F: +8 | R: +7 | W: +9 | CMD: 20 | Init: +9 | Per: +10 | DV 60' L.Fighter (Weapon Master) / Tactician (Battle Medic) 3 | Vigor: 32/35 | Wounds: 36 | Def: 15 | FF: 15 | DR 5/adamantine | Crit Def: +16 | | Init: +9 | Per: +10 | DV 60'| Speed: 40' | PP: 18 | SP: 7 | MP: 5 | Resist 5 Fire, Cold, Electricity

@Seb, on non lethal: Pathfinders version is saying that as long as you have vigor, non lethal will not deal wound damage. Once vigor is exhausted, any amount of non lethal in a single instance deals 1 wound point. If it was a critical hit it instead deals crit mod wound points for that instance.


Henric Logos wrote:
@Seb, on non lethal: Pathfinders version is saying that as long as you have vigor, non lethal will not deal wound damage. Once vigor is exhausted, any amount of non lethal in a single instance deals 1 wound point. If it was a critical hit it instead deals crit mod wound points for that instance.

but what about the specification "it takes that damage in vigor points only, even if the attack deals more damage than the creature has vigor points." That's the part I'm hung up on. Either it 'overflows' to wounds or it doesn't?

EDIT: so your interpretation is that is means if you had 50 V, 50 W and took 100 nonlethal damage in one attack, that just wipes out 50 V, but any subsequent nonlethal damage, like one for 15 nonlethal damage, would wipe out W? Would lethal damage overflow on the first attack, so you'd be down to nothing?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

How it works, per my understanding :

You have 50 V 50W, and take 100 Subdual (NonLethal) damage.

You are at 0V and 50W.

You take 100 more subdual, you are at 0V and 49W.
You take 1000 more subdual, you are at 0V and 48W.
You take 2000 more subdual, but it's a x2 Crit, you are at 0V and 46W.

You are at 50V and 50W, and take 100 Lethal. You are at 0V and 0W. You die.

Basically, the unearthed arcana version says you can't subdue anyone ever, because everything is 'lethal' since it always takes off wound points.

The pathfinder version says you can subdue people, but if you're not careful, you can still kill them.

The example of this would be the classic sleeper hold on a guard. Under Unearthed Arcana rules, you can't do this, you just kill them. Under PF rules, you can choke them unconscious, but if you hold on too long, or if they're already wounded from an earlier fight, you can accidentally kill them.

I find the PF rules much more realistic, in that they allow you to knock people out without killing them, but if you're too energetic in that, they can die.

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