Woodsmoke's Reign of Winter

Game Master Woodsmoke


101 to 150 of 703 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Heads up that I'm likely to have few if any updates until Tue Aug 19 or Wed Aug 20 due to
1. Important pitch this week
2. Losing several days to Gen Con (every slot is full)
3. Taking my oldest off to college
Always a chance I'll slip a post in here or there, but please GMPC me as needed to keep things moving.


No worries. Actually though, might just hit pause for a little bit with both Kronek and Asgard gone - wouldn't want to storm the fort without you guys here. If Geedra and Cara don't mind too much?


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

That's probably for the best.


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

Makes sense.


female Dwarf Oracle 2 / Summoner 2 AC14 (18 with ice armor, 20 in cold environs); HP 30; Percept +2, darkvision; Init +0

I'm back! But if you want to take a break for Kronek to catch up as well, that's fine and it gives me a chance to tend to my other games. After being away it always takes some effort to get the wheels moving again.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Want me to work the ACG changes into Kronek now? After this fight? When we hit level one (assuming we survive)?


Whenever you'd like is fine.


Post coming today. Sorry it's been slow guys, but as of now I am on a nice vacation from work. Not going anywhere or doing anything, so I plan to move the game ahead a good deal over the next week.

The Exchange

Excellent! I'll try to keep up with the posts as well!

The Exchange

Woodsmoke, can I ask, how close are we to level 2? Feel free not to answer if it's a cheeky question. I'm just thinking I'll still have Asgrid multiclass, and so wanted to be ready for that.

Enjoy your vacation!


Very close, actually. Plan to level up your characters after dealing with Rohkar and the rest of the lodge!

The Exchange

Woohoo! I was thinking Asgrid's ally might need to jump in to help us save the day, this is going to be a tough fight.


Post coming tomorrow guys. Meant to post this before, but go ahead and level up your characters in the meantime.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Woo hoo!


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Ok, I'm keeping it fairly simple

Favored Class Bonus: +1 round of bloodrage per day
Hit Points: Average rounded up ok? Or roll?
Uncanny Dodge
Skills: +1 Acrobatics, +1 Perception, +1 Spellcraft, +1 Survival, +1 Swim


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

Ok, she's leveled up and ready.

Level 2 change log:

+1 BAB, CMB +1, CMD +1
+1 Fort, +1 Ref
HP: +6 (assuming half, which I hope it is because I don't prefer rolling for HP.)

Combat Style Feat: Precise Shot

Favored Class: +1 skill rank

Skills: +1 Perception, +2 Knowledge (Nature), +1 Handle Animal,
+1 Survival, +1 Stealth, +1 Intimidate


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

Level 2 (did not do HP yet as not sure of the method).
+ 1 BAB
+1 Will
1 extra 0 and 1st level spell casting per day
Hex: Cackle
2 new spells: Summon Monster I, Comprehend Languages
Patron spell: Bless
Skills: Know. Arcana, Know. History, Know. Planes, Spellcraft, UMD


You can choose average or roll, I'm fine with either.


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

I'll take the average.

Last dumb question. Is it average, or average plus one?

Like for my d6, do I take 3 or 4? I have heard both of them referred to as average over the years.

I will take three, and if I am due another, just let me know.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

I'll go with average too, but have the same question as Geedra.


Take 4.


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

Woot! Added one more HP!


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Heads up that I may not be able to post again until Monday or Tuesday so please GMPC or PCPC if needed to keep the action flowing. I have a very full day of business travel tomorrow followed by a Con where I have heavy GM duties on Fri-Sat-Sun. Monday will be catching up on work and hopefully most PbPs, but I should be fully caught up by Tuesday.


female Dwarf Oracle 2 / Summoner 2 AC14 (18 with ice armor, 20 in cold environs); HP 30; Percept +2, darkvision; Init +0

Excellent! Asgrid is going to multiclass by taking a level in summoner. Her eidolon hasn't been seen around because she's been trying to deny her summoner nature and avoid her eidolon.

+6 hp (d8 average +1 Con)
+2 Will
3 skill points - Know arcana, Spellcraft, Use Magic Device
Summoner Spells
Summon Monster I 5/day

Grugkt, eidolon: basically, looks and acts like a yeti:

NG Medium Outsider
Init +1; Senses darkvision 30ft; Perception +4
------
AC 15, touch 11, flat 14 (+1 Dex, +4 nat)
HD 11 (1d10 + 1)
Saves Fort +3, Ref +1, Will +0
------
Speed 30ft
Melee2 claws +4 (1d4+3/x2) or slam +4 (1d10+4/x2)
Special Attacks slam (1d10)
------
Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
BA +1; CMB +4; CMD 15
Feats Power Attack
Skills Climb +7, Intimidate +4, Perception +4, Stealth +5
Languages Common, Dwarf, Aklo, Hallit, Skald
Evolution Points 3pts
SA darkvision 30ft, link, share spells
------
Evolutions (biped base form)
Claws (1 point, free) - gains 2 claw attacks.
Limbs (arms; 2 points, free)
Limbs (legs; 2 points, free)
Slam (1 point)
Improved Damage (slam; 1 point) increase slam damage one step
Improved Natural Armor (1 point)

Also GM while I was updating my character sheet I was hoping to fix a couple errors. First, if you'll allow I'd like to swap my Forbid Action spell for Doom. it was a bit silly taking a language dependent spell when I have the Tongues curse and no one we've come across speaks Aklo. So it's a bit underused.

Also two things became apparent: I didn't disclose Asgrid's favoured class and it doesn't look like I applied any benefits at 1st level. Also I've been using a heavy pick all this time but have remembered that oracles are only versed in using simple weapons. Please can I address both errors by naming Oracle as Asgrid's favoured class, and for 1st level taking the dwarven option in APG of reducing a non-proficiency penalty by -1. I'll apply that to the heavy pick.

Oh and one more thing, since Grukgt can speak the same languages Asgrid can, I was thinking of giving him his own profile, if you are okay with that. I thought it might be fun.


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

I do the same for giving eidolons their own profiles too, Asgrid.

Geedra will give you the whole Spellbook, so you can take what spells that are on your list. If any aren't, let me know and I'll see if they are witch spells that Geedra can use.


No problem on the fixes Asgrid. We all make mistakes, of course, so I'm fine with anyone making minor changes for the first few levels. As for the heavy pick, Dwarves are automatically proficient with it via weapon familiarity, so unless you changed out that racial feature for another, you should be good there.

Having a separate profile for Grugkt sounds like a blast.


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

I don't mean to be a party pooper, but aren't Summoners spontaneous casters? Also, I don't think Witches can learn spells from spellbooks, just scrolls. We might have to just sell the book.


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

My plans were to treat the spellbook like individual scrolls, make tea for Fox and have her drink the scrolls, seeing what spells I could learn with a successful Spellcraft check.


female Dwarf Oracle 2 / Summoner 2 AC14 (18 with ice armor, 20 in cold environs); HP 30; Percept +2, darkvision; Init +0

Yeah, summoners are spontaneous casters. I was thinking of Asgrid borrowing the spellbook more as flavour, perhaps to explain the new class level as she suddenly realizes she can read and understand arcane script.

I'll create a profile for Grugkt, but he won't put in an appearance just yet. :) Also with the pick it could be that's why I hadn't put the penalty on my character sheet, or perhaps I'm just sending myself in circles. Asgrid probably won't notice either way, as she's not made many hits so far.


Post incoming later today after work...going to get this show on the road! Hope everyone had a good holiday.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

We're at Disney so if I'm a little slow over the next few days, that's why. Flying home Saturday and back to normal Sunday (after PFS at least).


female Dwarf Oracle 2 / Summoner 2 AC14 (18 with ice armor, 20 in cold environs); HP 30; Percept +2, darkvision; Init +0

Just a general question: if you cast Create Water in freezing or subzero temperatures, would it instantly turn to ice or snow? I'm guessing not, but I was musing on the tactical applications of the spell. I liked the image of casting the spell over an enemy's head and dumping a heap of snow on them. Going by the CRB, if you.were high enough level to dump 60lb of water as snow on them, that ought to be enough to bury them, right? Even if just temporarily.

Alternatively, even if you just soaked someone, how quickly would the water freeze, at the least giving them a very bad cold? Or create an ice rink under their feet? The possibilities are endless. Or are we all finished with the cold weather? :)


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Interesting thoughts Asgrid. I suspect its going to be freezing for quite some time so it might be good to get thoughts on those!


Hmm. A tricky question to answer. At what temperature does water instantly freeze? What temperature is the water from a create water spell? It is, of course, of magical origin, so maybe it would be less susceptible to temperature, or more prone to keep its state, at least in such a short time.

I think casting it over someone would be enough to hit them with some manner of semi-solid precipitation, probably enough to force a concentration check if they were casting a spell, a climb check if they were climbing, acrobatics if they were balancing, etc, but it probably wouldn't cause enough damage. A gallon of water weighs about 8 pounds at ~60 degree F temperature, so it would only take being 4th level to create upwards of 60 pounds at 2 gallons / level. Create water says in can created in an area up to "three times as large" as an area small enough to contain it to create a downpour... if one cubic foot holds 8 gallons, at 4th level, you could create 1 cubic foot of water, or, I guess about .04 inches of snow or slush in a 5-ft. square. At 20th level, you could fill a 5-ft. cubic square, or a 10 ft. square with 1.25 feet..etc. Of course hat's not considering the fact of a volume difference between equal weights of water and snow...or applying real-world physics and stuff to the game.

I'd say that with enough gallons in a casting, you could at least make a 5 ft square difficult terrain..at 20th level, probably a 15 foot square or so. At level 2, in 0 degree weather, like I said, probably enough to force a concentration/climb/acrobatics if the situation warrants.


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

Also, if anyone wants her sling and 9 remaining Cold Iron bullets, Cara will happily loan them out now that she has the C.I. and blunt arrows.


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

Geedra can use the sling and cold iron bullets. If no one objects, I'll take them.


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

They're all yours then!


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Go ahead Geedra. Kronek is going to be trying to get into melee in most cases and only uses his sling if things are too difficult to get there.


female Dwarf Oracle 2 / Summoner 2 AC14 (18 with ice armor, 20 in cold environs); HP 30; Percept +2, darkvision; Init +0
Woodsmoke wrote:

Hmm. A tricky question to answer. At what temperature does water instantly freeze? What temperature is the water from a create water spell? It is, of course, of magical origin, so maybe it would be less susceptible to temperature, or more prone to keep its state, at least in such a short time.

I think casting it over someone would be enough to hit them with some manner of semi-solid precipitation, probably enough to force a concentration check if they were casting a spell, a climb check if they were climbing, acrobatics if they were balancing, etc, but it probably wouldn't cause enough damage. A gallon of water weighs about 8 pounds at ~60 degree F temperature, so it would only take being 4th level to create upwards of 60 pounds at 2 gallons / level. Create water says in can created in an area up to "three times as large" as an area small enough to contain it to create a downpour... if one cubic foot holds 8 gallons, at 4th level, you could create 1 cubic foot of water, or, I guess about .04 inches of snow or slush in a 5-ft. square. At 20th level, you could fill a 5-ft. cubic square, or a 10 ft. square with 1.25 feet..etc. Of course hat's not considering the fact of a volume difference between equal weights of water and snow...or applying real-world physics and stuff to the game.

I'd say that with enough gallons in a casting, you could at least make a 5 ft square difficult terrain..at 20th level, probably a 15 foot square or so. At level 2, in 0 degree weather, like I said, probably enough to force a concentration/climb/acrobatics if the situation warrants.

Fair enough. I think being able to distract a spellcaster is a pretty good call. Mind, if Asgrid continues to multiclass then it's going to be a while before she can conjure much of the stuff.

On the other thread Cara asked about the cold iron dagger. I agree Kronek or Geedra would probably best be able to use it, but if no one else is bothered then Asgrid would be interested in it. And some of the alchemist fire.


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

Take the dagger. Geedra doesn't plan on melee combat. And we shoudl have several alchemists fire. Do we have a co plate loot list? Might as well sell everything here, and decide how much gold we can get for it.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

If no one else has a loot list, I had started something and might be able to wrap it on Saturday.


Got it covered, went back through the thread and made note of everything you guys have picked up, denoting if it went to a specific character. I added in the gold value of the random jewels and such you found - anything without a value listed next to it can be sold as usual for 1/2 the buying price. I also identified the poisons and the magical cloak, figuring you'd get that done anyway while gathering supplies:

Valuables:

white gold earrings - 25 gp
2 pearl-inlaid braceelets - 45 gp each
3 silver necklaces - 10 gp each
2 gold necklaces - 20 gp each
silver chain with sapphire pendant - 50 gp
blue quartz - 100 gp
gold ingot with Taldan seal - 50 gp
silver ring - 25 gp
3 gem shards - 10 gp each
fine riding boots - 15 gp

Magic:

2 arcane scrolls of magic weapon (Geedra)
1 arcane scroll of unseen servant (Geedra)
3 divine scrolls of lesser animate dead (Asgrid)
1 divine scroll of endure elements (Asgrid)
3 oils of magic weapon (1 each Asgrid, Kronek, Cara)
Cloak of the Yeti - Provides constant endure elements in cold weather only, +1 natural armor bonus, and confers a +2 competence bonus on intimidate checks when the hood is pulled up
Spellbook

Weapons:

Mwk Longsword from Taldan guard (Cara)
Mwk Chain Shirt from buried chest (Kronek)
Mwk Dagger from buried chest (Cara)
Shortspear from buried chest (Asgrid)
Mwk Handaxe from Old Man Dansby (Asgrid)
Dagger from Old Man Dansby (Kronek)
Mighty Composite Longbow (+1 str bonus) from Dansby (Cara)
Diminutive shortsword and shortbow from sprite (Geedra)
Mwk short sword
Silver dagger

Usables:
10 Alchemist Fire (2 each for everyone, with 2 left over)
2 doses of poison (oil of taggit)
3 doses of poison (greenblood oil)
Mwk thieves' tools
Spyglass

Coin:

25 pp
196 gp
249 sp
68 cp


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

Oooo, one of you all need to put that awesome cloak on!

So are we going to sell:

2 doses of poison (oil of taggit)
3 doses of poison (greenblood oil)
Mwk thieves' tools
Spyglass
Diminutive shortsword and shortbow from sprite
white gold earrings - 25 gp
2 pearl-inlaid braceelets - 45 gp each
3 silver necklaces - 10 gp each
2 gold necklaces - 20 gp each
silver chain with sapphire pendant - 50 gp
blue quartz - 100 gp
gold ingot with Taldan seal - 50 gp
silver ring - 25 gp
3 gem shards - 10 gp each
fine riding boots - 15 gp,

to go along with the cash we have recovered.

25 pp
196 gp
249 sp
68 cp.

If no one wants any of the stuff, I'll try and total up how much each of us get.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Cloak of the Yeti sounds pretty cool. Kronek or Asgrid could look like Grugkt!


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

For the time being at least, I vote Kronek for the cloak. He is always a front liner, so even one pip of AC could mean a lot for him.


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

Asgrid has the higher charisma, she could take better advantage of the intimidation bonus.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

I think your list to sell sounds good.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

I haven't looked too far into the future of Kronek's build, but he might be able to pick up Intimidating Prowess at some point and Intimidate is a class skill. I've used Cornugon Smash to great effect with my raging inquisitor in another game so beefing up in the Intimidate department could bring some other benefits.


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

If you wanted to go that route, then the Yeti cloak would make a great addition. I just thought Asgrid would get more use from it for now due to her higher charisma modifier as I mentioned and her low Fort save. Plus, it would match her eidolon. Although it would look pretty cool on Kronek too.


Selling everything on your sell list should, along with the coin you acquired, give you a total of 25 pp, 2691 gp, 249 sp, and 68 cp..converting that all to gp for simplicity's sake (i'll throw in an extra silver to make things easier) comes to 2966 gp, or 741 gp and 5 silver per person if you want to split it up evenly (and then 68 cp left over).

You aren't really able to find a buyer for the tiny weapons from the fey, but Yuln gives you 5 gp (factored in above) for them as a reminder of his duty.

101 to 150 of 703 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Woodsmoke's Reign of Winter Discussion All Messageboards

Want to post a reply? Sign in.