JoshB - Shattered Star AP

Game Master JoshB

When agents of the newest Pathfinder Society lodge in Magnimar learn of a fragmented artifact scattered throughout the lands of old Thassilon, it falls to a new band of heroes to step in and gather up the seven fragments of this Shattered Star.

Dramatis Persone

Maps

Loot List


201 to 250 of 1,185 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

The group leaves Bog-Grog's noodle hut and makes it's way towards the Puffy Pelican a little before midnight.

The streets have died down and there's not as much foot traffic, especially as you get closer to the harbor.

As you approach you see what appears to be the dim light of a hooded lantern inside the tavern.

Map of the Pelican on the maps page


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Yeah, midnight works for me lol.


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Lights on inside yes-yes. That is a good sign our prey hides within. Let us go-go, get in and kill-slay them!"

Mikkitar fiddles with the bottles and vials strapped across his person, taking off his heavy travel pack and setting in by the doorway and they stack up to breach.

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

Nocki looks at the others and, once everyone is ready, pulls a crowbar from his backpack. He uses it to force the door open.

Using there rules to burst the door. Luckily I found it important to include a crowbar in my equipment, which helps with this particular manouver. According to the link, the DC to break down a simple door is 13, and a good door, 18. The crowbar reduces the DC by 2.

Force door open: 1d20 + 2 ⇒ (1) + 2 = 3

Note: Nocki waits for everyone to give their thumbs up before trying the door.

Lol, that roll.

Embarrassed, Nocki looks at the others and says "Well, we weren't being subtle anyways", and tries again.

Force door open: 1d20 + 2 ⇒ (7) + 2 = 9

After failing again, he says "Hmm, the salt water made it slipery." He opens and closes his hand repeatedly and tries again.

Force door open: 1d20 + 2 ⇒ (19) + 2 = 21


After some random banging on the front door of the abandoned tavern, Nocki forces his way in.

There's no sign of light in the old, abandoned common room.

See map


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Jera advances cautiously into the room with his lantern, keeping an eye and an ear open for any signs of inhabitants.
Perception+Inspiration: 1d20 + 5 + 1d6 ⇒ (20) + 5 + (4) = 29
I see ALL the things!
If he finds nothing, he moves to the door and gestures to Nocki. "I don't think there's any salt water on this one."
Just before Nocki opens the door, Jera grabs one of the icons around his neck, a symbol of Torag, and mutters a few incomprehensible words. As he does so, a wide transparent disk begins to circle around him in midair.
If we don't find anything, I'd like to cast shield before we open the door.

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

Nocki looks about and is surprised to not see any light beyond Jera's. He moves to the door and tries the handle with his shield raised.


Feel free to arrange yourself on the map.


Male CG Human (Varisian) cleric (ecclesitheurge) of Desna 3 | HP 18/18 | AC 11 T 11 FF 10 | CMB +2, CMD 13 | F: +3, R: +3, W: +7 | Init: +1 | Perc: +5, SM: +9 | Speed 30ft | Channel: 6/6 Bit of Luck 7/7 Liberation 3/3 | Spells: 1st 4/4 +1/1 2nd 3/3 +1/1|
Spells:
1st-bless, longstrider[D], sanctuary (DC 15), Comprehend Lang, Ghostbane Dirge, Endure Elements, Communal
Active conditions: None.

Sandu moves into the room, "It is dark in hear, I assume we do not want lights?


Male LN Tiefling Swashbuckler 1, Investigator 1 | HP 20/20 | AC 20, T 13, FF 14 | CMD 12 | F +2 R +7 W +2; +2 vs illusion | Init +3 | Perc +6 | Speed 30ft | Panache 4/4, Inspiration 2/4 | Active Conditions:

Olander stays quiet and tries to conceal himself.

stealth: 1d20 + 2 ⇒ (5) + 2 = 7


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Stay quiet and stealth-sneak. We can ambush the slavers and burn-kill them most fast."

Mikkitar draws and loads his crossbow, moving in with the rest of the team.


We will wait for Jera to place himself on the map.

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

Maybe bot him for this?


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

I have put myself on the map, I forgot post when I did so. Sorry to hold the group up.


Jera Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Nocki Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Mikkitar Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Olander Perception: 1d20 + 4 ⇒ (8) + 4 = 12
Sandu Perception: 1d20 + 5 ⇒ (9) + 5 = 14

Nocki cocks his head as he swears he hears the creaking of floorboards in the room, but he sees no-one besides his companions in the dim light.

Then the room suddenly bursts into a cone of colors that flash out to engulf Olander and Jera in a cone of bright lights, and a strange robed man appears at the origin of the spell.

Olander and Jera need to make a DC15 Will save versus Color Spray

Jera Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Nocki Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Mikkitar Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Olander Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Sandu Initiative: 1d20 + 1 ⇒ (7) + 1 = 8

Monster Initiative: 1d20 + 5 ⇒ (13) + 5 = 18

Then, Olander is up!

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

Fellas, this is a good opportunity to roll the dice well.


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Will Save: 1d20 + 3 ⇒ (12) + 3 = 15
:D
Jera manages to blink away the brilliant colors blasting his eyes. He starts to tug his sword free from it's concealing cane.


Male LN Tiefling Swashbuckler 1, Investigator 1 | HP 20/20 | AC 20, T 13, FF 14 | CMD 12 | F +2 R +7 W +2; +2 vs illusion | Init +3 | Perc +6 | Speed 30ft | Panache 4/4, Inspiration 2/4 | Active Conditions:

will: 1d20 ⇒ 12


Olander collapses to the floor unconscious for 2d4 ⇒ (4, 4) = 8 rounds.

The robed spellcaster curses out "Damnation!!!!" as he sees that Jera has resisted his spell.

(I've added a picture of the mysterious spellcaster to the DP page)

As the party starts to react, you see him pull a potion bottle out of a pouch on his belt, pop the top off, and drink it down.

He disappears into Invisibility once again.

The party is up!

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

Jumping over Olander's unconscious body, Nocki says "I hope you didn't kill him ya basterd". The dwarf sees the man pull out a potion and disappear, but he keeps his momentum and tries to grab the space where the man was.

Move to where the spellcaster was and go for a Grapple combat maneuver. Feel free to roll an AoO if you want to break your invis ;-)

Grapple: 1d20 + 3 ⇒ (2) + 3 = 5
Miss chance (<=50 = hit, >50 = miss): 1d100 ⇒ 83


Nocki moves across the room and gropes wildly at the last place he saw the spell-caster.


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

Mikkitar pulls a vial from his own belt and downs it. His ratlike appearance grows even sharper and more feral, while his slight jitteriness amplifies greatly.

Take mutagen, +2 dex, -2 int, +2 NA for 10 min

"Kill-slay the wizard, do not bunch up."


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Jera moves to the door and starts to close it, looking at Mikkitar. "Get in here! Unless you've got something to deal with invisibility, we need to close this so they can't just leave!"


Male CG Human (Varisian) cleric (ecclesitheurge) of Desna 3 | HP 18/18 | AC 11 T 11 FF 10 | CMB +2, CMD 13 | F: +3, R: +3, W: +7 | Init: +1 | Perc: +5, SM: +9 | Speed 30ft | Channel: 6/6 Bit of Luck 7/7 Liberation 3/3 | Spells: 1st 4/4 +1/1 2nd 3/3 +1/1|
Spells:
1st-bless, longstrider[D], sanctuary (DC 15), Comprehend Lang, Ghostbane Dirge, Endure Elements, Communal
Active conditions: None.

Sandu stumbles back till he runs into the bar behind him, "Lady Luck guide and protect Nocki as he protects young Olander"

Blessing of the Faithful

@Nocki Hasuf(+2 sacred bonus to AC for 1 round)


Male LN Tiefling Swashbuckler 1, Investigator 1 | HP 20/20 | AC 20, T 13, FF 14 | CMD 12 | F +2 R +7 W +2; +2 vs illusion | Init +3 | Perc +6 | Speed 30ft | Panache 4/4, Inspiration 2/4 | Active Conditions:

Olander convulses a little on the ground, his hand twitching ineffectually towards his rapier.

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none
Olander Kaddren wrote:
Olander convulses a little on the ground, his hand twitching ineffectually towards his rapier.

LoL


1d20 + 20 + 5 ⇒ (1) + 20 + 5 = 26

Jera Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Nocki Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Mikkitar Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Sandu Perception: 1d20 + 4 ⇒ (11) + 4 = 15

Mikkitar thinks he hears the creaking of floor-boards in the northern portion of the room where the spell-caster disapeared, but he can't quite localize where it is. (Distance penalty on perception)

Party is up!

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

Assuming Mikki indicates the direction he heard the steps

Nocki runs over to where Mikkitar heard the boards creaking, Nocki draws his warhammer and stands blocking the door. He stands ready, promptly listening. In the case he hears the floor creaking, he swings that direction.

Draw weapon as part of the movement. Stand blocking the door. Ready action: If he listens to any movement near him, he swings
Readied swing: 1d20 + 3 ⇒ (6) + 3 = 9
Miss chance (>50 = miss): 1d100 ⇒ 70
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

On a meta-gaming note, if the guy's bonus on stealth is +20, we're not supposed to beat him right now.


Mikkitar missed the perception roll only by the penalty imposed by distance, otherwise he would be able to direct you to the correct square.


Mikitat, Jera, and Sandu are up.


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

Mikkitar moves into the room and closes the door behind him, blocking the entrance as best he can.

"Yes-yes, Mikkitar is here. Now surrender, wizard, before we kill-slay you and burn your feet off!"


As Mikkitar enters the tavern and goes to open the door, the spell-caster's readied action triggers.

Nocki hears the murmur of incantations coming from thin air and a another bright cone of light flashes out to encompass Jera and Mikkitar.

Simultaneously, the spell-caster re-appears from his invisibility.

Jera and Mikkitar need to make a DC15 Will save vs Color Spray.

Jera and Sandu still have not acted this round.


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

Will: 1d20 + 1 ⇒ (11) + 1 = 12

"Uh-oh!"


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Will Save: 1d20 + 3 ⇒ (5) + 3 = 8
:/


Mikkitar and Jera both slump to the ground!!!!

Nocki and Sandu are up before the sorcerer destroys you all.

Muahahahahaha!!!


Male CG Human (Varisian) cleric (ecclesitheurge) of Desna 3 | HP 18/18 | AC 11 T 11 FF 10 | CMB +2, CMD 13 | F: +3, R: +3, W: +7 | Init: +1 | Perc: +5, SM: +9 | Speed 30ft | Channel: 6/6 Bit of Luck 7/7 Liberation 3/3 | Spells: 1st 4/4 +1/1 2nd 3/3 +1/1|
Spells:
1st-bless, longstrider[D], sanctuary (DC 15), Comprehend Lang, Ghostbane Dirge, Endure Elements, Communal
Active conditions: None.

"Nocki, get him now while he is visable."

Blessing of the Faithful

@Nocki Hasuf(+2 sacred bonus to attack for 1 round)

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

As the spellcaster appears in front of him, Nocki says "You'll find that a dwarf won't fall so easily to your tricks, weakling!" He brings down the warhammer in his hand on the spellcaster.

Attack: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Damage: 1d8 + 2 ⇒ (1) + 2 = 3


Jera Stunned: 2d4 ⇒ (2, 3) = 5

Mikkitar Stunned: 2d4 ⇒ (3, 2) = 5

Nocki connects with his warhammer, harming the sorcerer.

"Damned dirty Pathfinder...." the older man snarls, spitting a little blood.

He takes a five foot step into the clear space away from Nocki.

He extends each hand, one at Nocki and the other at Sandu and releases a Magic Missile into each of them.

Nocki Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

Sandu Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

Nocki and Sandu are up.

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

I'll wait for Sandu to act, as it might impact my turn


Male CG Human (Varisian) cleric (ecclesitheurge) of Desna 3 | HP 18/18 | AC 11 T 11 FF 10 | CMB +2, CMD 13 | F: +3, R: +3, W: +7 | Init: +1 | Perc: +5, SM: +9 | Speed 30ft | Channel: 6/6 Bit of Luck 7/7 Liberation 3/3 | Spells: 1st 4/4 +1/1 2nd 3/3 +1/1|
Spells:
1st-bless, longstrider[D], sanctuary (DC 15), Comprehend Lang, Ghostbane Dirge, Endure Elements, Communal
Active conditions: None.

The young priest yelps and grabs at the missle strikes. "Desna guide your hammer"

Blessing of the Faithful

@Nocki Hasuf(+2 sacred bonus to attack for 1 round)

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

Nocki says "It'll take more than that to put down a dwarf!" He swings his hammer, blessed by Sandu.

Attack: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Then he says "Go, Bear. It's your favorite food, spellcaster, hahaha!"

Bear, who by this time is swinging up and down holding on for dear life on Nocki's armor, jumps towards the spellcaster with claws stretched outwards.

Claw1: 1d20 ⇒ 15
Damage: 1d3 - 2 ⇒ (2) - 2 = 0
Claw2: 1d20 ⇒ 6
Damage: 1d3 - 2 ⇒ (2) - 2 = 0


"Curse you to the hells dwarf ... and your little cat too!" the man shouts as Nocki as he connects again.

The sorcerer takes a move action to step away from Nocki and Bear (tables and chairs making it difficult terrain so he can't 5' step)

Nocki and Bear get Attacks of opportunity.

Then he points his fingers at Nocki and Bear and releases another pair of Magic Missiles.

Magic Missile Nocki: 1d4 + 1 ⇒ (3) + 1 = 4

Magic Missile Bear: 1d4 + 1 ⇒ (3) + 1 = 4

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

Are you counting the Color Spray times? The second might be expiring

Nocki takes the wizard's lack of defense to attack him.

AoO: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Bear's AoO: 1d20 ⇒ 16
Damage: 1d3 - 2 ⇒ (2) - 2 = 0


HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

They just lose unconscious when the first duration wears off, it's brutal

Nocki finally connects with a solid strike from his warhammer as the sorcerer steps away from him.

The robed man seems surprised that the dwarf finally connected, his eyes widen as he seems to fold around the head of hammer that landed in his mid-section.

He seems to falter and almost falls as he steps away from Nocki and Bear, and he visibly seems to be reconsidering his chances.

He steps over Olander and limps to the door in the southeast corner of the room.

Disregard the magic missile damage in my previous post.

Nice hit, Nocki!

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

Finally! But I give credit to Bear

Nocki runs over to the others and shakes them hoping they'll wake up from his will alone. As they continue unconscious, he yells at Sandu "Well do something, holy man!"

After they inevitably wake up...

Nocki sighs in relief and says "Well, glad to see you could rest your eyes for a bit. Remember why we're here for?" Then, he moves on to the wizard and reveals his face and says "Anyone know him? I forgot to ask his name." After that, the dwarf searches the man for anything useful.


@Nocki: the bad guy is still up and retreating.

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

Oh, my bad, somehow I misread that. Sandu's turn?


You are free to revise your action if you want to chase him.

Grand Lodge

M LG Dwarf Fighter (Eldritch guardian/Foehammer) 3 | HP: 34/34 | AC: 20, T: 12, FF: 18 | CMB: +5, CMD: 17 | F: +5, R: +3, W: +2 (+2 vs poison, spells and spell-like abilities) (+1 vs fear/mind-affecting) | Init: +2 | Darkvision, Perc: +9, SM: +1 | Speed 20ft | Active conditions: none

Nocki goes after the man, kicking the chair in his way and attacks again.

I think I can reach him if I go S, SE, S over Olander

Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d8 + 2 ⇒ (1) + 2 = 3


Nocki closes up on the fleeing sorcerer and swings at him, but misses.

Sandu is up.

201 to 250 of 1,185 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / JoshB - Shattered Star AP All Messageboards

Want to post a reply? Sign in.