Strength and Fear: An Ustalavic Kingmaker Campaign

Game Master vayelan

Kingdom Building Rules
Rulership Tracker
Map: Canterwall and Neighbors

Map: The Town of Ravengro
Map: Harrowstone Grounds

Current Encounter: Camped Outside Freedom Town


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NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |

Once the auras become apparent to her, Nadiya calls out for those taking lead to stop in their tracks.

"There are magical traps on the tiles. I believe they are likely protecting burial niches in the floors. Unless you plan to do some grave robbery, I suggest moving around them. It might be safest to take the long way around but if we want to explore this central area we will need to be careful." Nadiya points out the tiles that are glowing.


Female Humanoid (Dhampir) Bard 7 | HP 42/43 | AC: 19/14/15 | Fort: +3, Ref: +9, Will: +6 | BAB: +5, Melee +9, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

Leta will avoid the tiles pointed out by Nadiya, and explore around the edge going map-north.

Do I need any checks to cross channels that do not have bridges over them?


NG Female Human Inquisitor (Ravener Hunter) of Sarenrae 7 | 55/55 HP | AC22 T16 FF17 | CMD21 | F +8 R +8 W +8 | Init +7 | Perc +12 | Climb +4, Dance +1, Diplomacy +6, Dungeoneering +7, Geography +8, Heal +15, Intimidate +12, Linguistics +3, Nature +9, Planes +11, Religion +11, Ride +11, Sense Motive +15, Survival +6, Swim +4 | Spells: 3rd 1/1 2nd 4/4 1st 5/5 | Bane 7/7 | Judgment 3/3 | Conditions: None

Miruna seems to seriously consider Nadiya's suggestion. "Water is sometimes considered a purifying force...perhaps you're right."

Holding her blade out in front to light the way, Miruna takes great care to avoid the traps, degraded as they may be.


Leta Erdeal wrote:

Leta will avoid the tiles pointed out by Nadiya, and explore around the edge going map-north.

Do I need any checks to cross channels that do not have bridges over them?

Since the hazardous areas have been identified, you can cross the channels without needing to make any checks.


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

Once the dangerous plates have been pointed out to her Bashuk finds it a simple matter to avoid them, and moves towards the dead-end hall to investigate--she wasn't willing to risk an ambush or trap from behind.

Moved my token on the map to check out those other sarcophagi, possible secret passages, traps, etc etc
Perception: 1d20 + 10 ⇒ (16) + 10 = 26


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Onward, I suppose... We're going to have to take a few days to relax when we get to Ravengro.

Who am I kidding, there won't be time. Maybe a long bath.


Bashuk steps over and around hazards upon the floor to investigate the one end of the curving gallery. This is a functional dead end. The only opening is the cleft through which the curving canal flows, which quickly narrows from a few inches wide to barely fissures in the stone.

The sarcophagi are a comparatively newer addition to these catacombs, their art style quite distinct from the floor tiles and bas reliefs upon the walls. They were most likely installed by the first settlers of Clover's Crossing above. Their stone lids are smashed open, and the bones within have been split apart by ghouls chewing upon them.

However, Bashuk discovers something that the ghouls missed: There are false bottoms concealed in the beds of the sarcophagi, beneath the dust and bone shards.

Before she attempts to lift the false bottom and investigate further, Bashuk also notices that the hidden compartments are protected by some manner of trap. Having seen something similar in Valorforge, she recognizes that it's designed to release some kind of gas or dust when the false bottom is opened.


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

"What have we here?" Bashuk wonders aloud as she traces a finger just over the seam of the false bottom compartment. "Take a look at this: these are newer than the catacombs, which isn't strange, but these have a hidden and trapped compartment, which is. Anyone care to try their hand at bypassing the trap? Looks like it spits gas or dust out, poison I bet."


NG Female Human Inquisitor (Ravener Hunter) of Sarenrae 7 | 55/55 HP | AC22 T16 FF17 | CMD21 | F +8 R +8 W +8 | Init +7 | Perc +12 | Climb +4, Dance +1, Diplomacy +6, Dungeoneering +7, Geography +8, Heal +15, Intimidate +12, Linguistics +3, Nature +9, Planes +11, Religion +11, Ride +11, Sense Motive +15, Survival +6, Swim +4 | Spells: 3rd 1/1 2nd 4/4 1st 5/5 | Bane 7/7 | Judgment 3/3 | Conditions: None

Miruna's eyebrows lift, impressed by Bashuk's keen perception. "Not a talent of mine, I'm afraid, but well spotted, sister."


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |

"I am not trained in the mechanics of traps either. But I wonder if I could use my anytool to make something like a long prybar to loosen the bottom while keeping your face out of the way of the spray. But if it's better to leave be, we could always come back better prepared after we handle the ghouls."


To move things along, if you want to use the Anytool in such a way, you can make a free DC 15 Reflex Save (with a +2 bonus) to entirely avoid the poison dust trap before having to make a DC 15 Fortitude Save to resist its effects.


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

After considering, Bashuk shrugs and holds out a hand for the anytool. "I would be ashamed to let someone else take the risk, I can try to brute force it."

Reflex: 1d20 + 10 ⇒ (8) + 10 = 18
Fortitude: 1d20 + 11 ⇒ (20) + 11 = 31


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Bashuk, your bravery shall not be forgotten. Thank you.


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NG Female Human Inquisitor (Ravener Hunter) of Sarenrae 7 | 55/55 HP | AC22 T16 FF17 | CMD21 | F +8 R +8 W +8 | Init +7 | Perc +12 | Climb +4, Dance +1, Diplomacy +6, Dungeoneering +7, Geography +8, Heal +15, Intimidate +12, Linguistics +3, Nature +9, Planes +11, Religion +11, Ride +11, Sense Motive +15, Survival +6, Swim +4 | Spells: 3rd 1/1 2nd 4/4 1st 5/5 | Bane 7/7 | Judgment 3/3 | Conditions: None

Miruna cracks a wry smile. "She's not dead quite yet, Countess."


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Hello again, everyone. Thankfully, my wife has been quickly recovering. Unfortunately, our daughter has also tested positive for Covid, but she is largely asymptomatic, so she remains a very active, rambunctious two-year old. Now that things seem to be improving around our household, I'm going to try to get back in action.

Bashuk moves with preternatural speed. Using the anytool as a level, she dislodges the hidden panel and quickly ducks down out of the spray of ruddy Ungol Dust that spits forth from tiny spouts around the opened compartment. What few whiffs of the poison dust that do catch her prove too weak to cause any harm to her doughty constitution.

Upon investigating the revealed compartment once it is safe, you find a number of curious items stacked together. A large, thick tome serves as a foundation for this collection of hidden treasures. The ponderous book's pages appear to be made of well-preserved vellum, bound between covers of thin, etched darkwood.

Sitting atop the book are a gilded quill pen, a golden badge, and a jeweled signet ring.


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |

After congratulating Bashuk on her skillful approach, Nadiya uses detect magic on the items.


Female Humanoid (Dhampir) Bard 7 | HP 42/43 | AC: 19/14/15 | Fort: +3, Ref: +9, Will: +6 | BAB: +5, Melee +9, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

Leta continues to scan the area visually, her bow prepared.


The ring and the badge do not change in Nadiya's eyes. Although clearly worth quite a bit of money, either as historical relics or simply as valuable accessories, they do not possess any enchantments.

The book, on the other hand, radiates a strong aura of magic.

At first glance, it appears to just contain genealogical records for the ancient line of Ustalavic kings, such as a royal herald might keep. However, investigating further, you find that it offers much insight into courtly politics, intrigue, and governance.

The book is a Tome of Leadership and Influence +1. Along with the quill and badge, it previously belonged to Prince Adamondais's personal herald, who was interred in this very old sarcophagus.


NG Female Human Inquisitor (Ravener Hunter) of Sarenrae 7 | 55/55 HP | AC22 T16 FF17 | CMD21 | F +8 R +8 W +8 | Init +7 | Perc +12 | Climb +4, Dance +1, Diplomacy +6, Dungeoneering +7, Geography +8, Heal +15, Intimidate +12, Linguistics +3, Nature +9, Planes +11, Religion +11, Ride +11, Sense Motive +15, Survival +6, Swim +4 | Spells: 3rd 1/1 2nd 4/4 1st 5/5 | Bane 7/7 | Judgment 3/3 | Conditions: None

Miruna's eyes widen in surprise at this revelation. "And it was just lying here? Incredible."


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

Bashuk shrugs. "Maybe they felt like someone else could make better use of it. Talking to people isn't my strength either, it'd be wasted on me."


Female Humanoid (Dhampir) Bard 7 | HP 42/43 | AC: 19/14/15 | Fort: +3, Ref: +9, Will: +6 | BAB: +5, Melee +9, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

Leta's ears perk up over the conversation. Such a tome could indeed increase her own influence, but the logical choice for such magic was the Countess, who could use its ability to help govern.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Finding this place... it must be some sign. Let's take these and keep going.


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |
Miruna Blackthorn wrote:
Miruna's eyes widen in surprise at this revelation. "And it was just lying here? Incredible."

Nadiya smiles wryly. "Well, it was just lying in a hidden compartment in a sarcophagus behind a trap..." She pats Mishka's head. "Anyway, I am glad it was worth the risk, and thank you Bashuk, for taking it. May I have my tool back?"

She is ready to continue into the next area when everyone else is.


You slowly, carefully pick your way through the rest of this deepest, oldest level of the catacombs. Periodically, you stop to examine the other sarcophagi that line the halls. They have all been opened and their contents ransacked by ghouls. None of them seem to have a hidden compartment like that found in the grave of the royal herald.

Minutes seem to transmute into hours as you navigate the hazardous tiles, unreliable patches of floor, and cold canals running towards the center of the catacombs. A deathly silence, only broken by your footsteps and breathing, haunts the stale, dusty air.

Finally, you reach the end.

A bridge of wooden planks has been built by past generations of Clover's Crossing residents to replace the ancient stone span that long ago collapsed. This bridge crosses a deep chasm that plummets down to lightless depths, depositing you upon a wide but isolated platform supported by stout, gothic columns running up to the flaking ceiling. Many holes have collapsed from the ceiling above, suggesting how the ghouls have come and gone without having to confront the guardian at the entrance to this level.

A pair of raven-headed angels, standing twice the height of a man, look over the stone platform. Their empty eyes stare towards the grand sarcophagus that dominates the southern edge of the platform. The burial vessel is so intricately and ornately carved that it looks like a miniature cathedral constructed by an artist. This seems only befitting a lost prince of old Ustalav.

I've updated the encounter map to reveal the whole layout, including the innermost crypt.


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |

Nadiya keeps detect magic active, looking for signs of magical traps... or other surprises, pleasant or unpleasant.


NG Female Human Inquisitor (Ravener Hunter) of Sarenrae 7 | 55/55 HP | AC22 T16 FF17 | CMD21 | F +8 R +8 W +8 | Init +7 | Perc +12 | Climb +4, Dance +1, Diplomacy +6, Dungeoneering +7, Geography +8, Heal +15, Intimidate +12, Linguistics +3, Nature +9, Planes +11, Religion +11, Ride +11, Sense Motive +15, Survival +6, Swim +4 | Spells: 3rd 1/1 2nd 4/4 1st 5/5 | Bane 7/7 | Judgment 3/3 | Conditions: None

Perception: 1d20 + 11 ⇒ (18) + 11 = 29

Miruna leads the way, letting the light from her scimitar illuminate the path ahead of her as she listens for the sounds of their enemies.


Nadiya:
You can spot lingering hints of magical auras where traps previously guarded this crypt. However, as best as you can tell, these traps where triggered some time ago - either by ghouls or by previous explorers.

The strongest source of magic in the cavernous crypt is the grand sarcophagus itself. You observe multiple layers of magic surrounding the burial vessel: spells meant to protect the contents of the sarcophagus, spells meant to keep its occupant at rest rather than rising as any sort of undead, and a different kind of magic that seems to seep out like smoke from a poorly closed oven - perhaps traces of the enchantments upon the legendary artifact purportedly buried with the lost prince.

Miruna:
You can see flakes of rock dust drifting down at irregular intervals from the crevices and holes in the ceiling high above. You suspect that ghouls may be lurking within these crevices, both in the ceiling and the natural rock walls below the crypt platform. You aren't sure whether they are lying in wait for an ambush or simply lying in a dormant torpor.


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |

"The sarcophagus is well protected... and very consecrated. But there is strong magic inside it as well. No doubt perhaps what the ghouls are after."


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

My instinct would be to leave it be, reinforce it if possible.

But, I fear our enemies are many and may find some way to access what lies within, no matter our efforts.

We must ensure that we do not interpret our findings in a manner that facilitates... greed and a hunger for power.

She seems lost in consideration.


Female Humanoid (Dhampir) Bard 7 | HP 42/43 | AC: 19/14/15 | Fort: +3, Ref: +9, Will: +6 | BAB: +5, Melee +9, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

Leta reflected on the Countess' deep words. Presumably those who govern kingdoms must consider such things before acting. Leta herself desired no power more than that required to sit alone in the forest on a breezy summer night.


NG Female Human Inquisitor (Ravener Hunter) of Sarenrae 7 | 55/55 HP | AC22 T16 FF17 | CMD21 | F +8 R +8 W +8 | Init +7 | Perc +12 | Climb +4, Dance +1, Diplomacy +6, Dungeoneering +7, Geography +8, Heal +15, Intimidate +12, Linguistics +3, Nature +9, Planes +11, Religion +11, Ride +11, Sense Motive +15, Survival +6, Swim +4 | Spells: 3rd 1/1 2nd 4/4 1st 5/5 | Bane 7/7 | Judgment 3/3 | Conditions: None

Miruna stops, looking up toward the ceiling above. "Ghouls," she says, tightening the grip on her sword, "above us. Sleeping, or waiting. Not sure."


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |

Nadiya purses her lips and says quietly, "No doubt waiting for us to lower the wards." She reflexively lifts her hands as though to cast a spell.


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

"We can't hold this place, Countess. If the ghouls want whatever's in there badly enough, they can surely claim it sooner or later. Better that we take it with us when we leave." At Miruna's warning the half-orc glances at the ceiling, the flames wreathing her hands condensing into white-hot points of death, ready to fight.


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |

"I would agree, but is it possible to even move it? I've not such magic to do so easily, and otherwise I expect it would take equipment and numbers we do not have. Unless we can send word to your capitol."


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Perhaps this is what's meant to be then, these treasures... artifacts buried here and waiting for the next wave of brave defenders against the Dark.

To let them once more serve their purpose...

So be it. Valeska approaches the sarcophagus, raising her newly acquired starknife as a symbol of faith.

Forgive me, Desna... if I'm wrong.


Thankfully, no horde of ghouls drops from the ceiling to pounce upon the countess as she crosses towards the sarcophagus. Likewise, no ancient traps explode dramatically as Valeska draws near.

It might just be your imagination, but the air seems to grow thicker around the tomb as though the weight of history drapes down upon your shoulders. Then again, this tomb and its occupant do represent ages gone by for Ustalav.

The sarcophagus cover - a work of art in its own right, deserving of a place in a museum - looks imposingly heavy. It will definitely take a cooperative effort to remove and reveal the contents within.


Female Humanoid (Dhampir) Bard 7 | HP 42/43 | AC: 19/14/15 | Fort: +3, Ref: +9, Will: +6 | BAB: +5, Melee +9, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

Leta hangs back, but sings a Song of The Wild, granting a party member who attempts to use Disable Device Aspect of the Racoon, which gives that character +2 to their check.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Kain... and anyone else. This thing looks heavy.


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |

"What are you trying to do? Open it or move the whole thing?"


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Move the whole thing? Never crossed my mind.


M Cavalier Cavalier 7 HP: 37/65| AC:22(25)| T: 12| FF:21(24)| Fort:+9 | Ref: +5 | Will: +10| Init: +4| Perception: +13

Do you want me to try to open it? Or leave it be? Kain asks. Giving Valeska the decision.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Together, let's push...


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |

"As I am not very strong, I will watch for ghouls while you work." Nadiya turns and looks where Miruna pointed ghouls in hiding. Mishka also sits up in her basket, sniffing the air and listening with radar-ears. She will be ready to cast a spell the moment she sees a ghoul drop or approach.

Perception: 1d20 + 3 ⇒ (8) + 3 = 11

Perception, Mishka, scent, low-light vision: 1d20 + 7 ⇒ (9) + 7 = 16


With your cooperative effort, the heavy lid reluctantly gives way. It lifts free from the grooves keeping it locked in place, allowing you to shift it aside. The smell of dust, decay, and the passage of ages wafts upward as the burial vessel is unsealed after uncounted generations.

The remains of Prince-Bishop Adamondais Virholt lay encased within his gold-inlaid full plate armor. Clasped within the grasp of his etched gauntlets sits a stout, raven-headed mace.

Mishka stirs and grows agitated, nervously scanning the walls and ceiling of the broad cavern.


Female Human Sw/Ro/Su 1/2/3 HP 47/47 AC 18 | T 12 | FF 16 | CMD 17 | F +1 | R +8 | W +6 | Init +2 | Per +8

Valeska comes a bit closer to whisper, her familiarity is somewhat odd but also fitting. Adamondais. I hate you disturb your rest with a question but, will you rise for one last fight against the dark...

...or are we to pick up the baton as it were and, wield Raven's Head in your stead?

She looks up and motions for Miruna to approach. Come, Sister.

Assuming through introduction and actions, it's become obvious that Miruna has divine inclanations.


CG Kineticist7 l 80hp, Burn 0/8 l F +11, R +10, W +6, Ini +3 l AC19, Touch14, FF16, CMB +6, CMD20 l Perc +11 l Darkvision 60ft l Spd30

"Smell something?" Bashuk asks the eidolon softly, keeping up her own watchful scan. "Let's grab whatever is valuable and get moving, they know we're here."


The broken old bones of the prince-bishop remain at rest, neither stirring to rise against the enemies of Ustalav nor to defend his relic. Indeed, his silence feels like an invitation to take up the legendary weapon so it might return to the fight, even if its former owner cannot.


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7 |

"Indeed, she does not like what is up there. Please move quickly."

If monsters appear, if she has a clean shot (i.e., no one in the party is in the way), she will cast burning hands.


Female Humanoid (Dhampir) Bard 7 | HP 42/43 | AC: 19/14/15 | Fort: +3, Ref: +9, Will: +6 | BAB: +5, Melee +9, Ranged +9, CMB: +6, CMD: 19, | Init: +3 | Perception: +11

Leta drops the unused Song of the Wild and continues to cover the scene with her shortbow and scan visually.

Low light vision:1d20 + 10 ⇒ (5) + 10 = 15


M Cavalier Cavalier 7 HP: 37/65| AC:22(25)| T: 12| FF:21(24)| Fort:+9 | Ref: +5 | Will: +10| Init: +4| Perception: +13

Is the armor magical? Or merely ornamental. If the later, I would rather let him rest. If the Former, I would hope that making use of it to cleanse the crypt and combating those responsible is an acceptable excuse for robbing it. Kain says, making it clear that if the armor encasing the corpse was magical they should it, but also calling it for what it was. Grave robbing. Even if it there was good intent.

Kain would also dirty his hands with the task, should decision to take it be made.

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