[LPF] Kostry Kopec

jackslate45

First Post
"Uh, you sure you wanna stay here?" Anaerion's soul says. "Kalgor, kindly watch your shots..."

Meanwhile, the leopard gets close enough to flank with the other kitty. Even though it is not looking healthy, the bite seems to connect.

Anaerion:
Delay but says where he is

Kitty
Move to flank with Grangor
Swift: Smiting Evil!
Standard: Bite Attack to grapple

[sblock=Stats]
Initiative: +9 Perception: +2 (low-light vision)
AC: 17 (10 flat-footed, 13 Touch )
HP: 44 Current: 44
CMB: +1 CMD:14(10ff) Fort: +4 Reflex: +5 Will: +5
+2 Will vs. Enchantments
Special: Immune to Magical Sleep
Current Conditions in Effect: Mage Armor
Current Weapon in Hand: Crossbow +6 1d8

School Focus:
Shift: 15' Teleport as Dim Door. Does not Provoke AoO (8/8 remaining)
Summoner's Charm: Summoning Spells Last a total of 9 Rounds

Malkovian: Is Temperamental. Does not gain access to the following abilities.

Timely Inspiration: 3/3 Immediate Action, +2 Bonus, Range 60', Immediate action
Mage Hand: At will. Controllable by Malkovian
Bonus Power: Anaerion does not know this power.
Bonus Boon: Anaerion does not know this power.


Spells Prepared:
Level 0: Detect Magic, Read Magic, Acid Splash, Mending
Level 1: Mage Armor, Greasex2, Protection From Evil, Magic Missile, Silent Image
Level 2: Glittedustx2, Invisibility, Web, Create Pit
Level 3: Haste,SM3x1, Fly, Summon monster 3: Leaoprd
Arcane Bond: Available
[/sblock]

[sblock=Kitty]
"Kitty" HP: 28/28, AC 19 Move 30' Climb 20'
Bite +5, d6+4+grab; Claw +5, d3+4; Claw +5, d3+4
Fort +7, Reflex +7, Will +2, CMB +5/+9 Grapple, CMD 19/21 vs trip

Acrobatics +8
Feats: Toughness, Precise Strike,
Special: Smite Evil(+0/+3) Sickened -2 attack and damage
Effects: Resist Acid, Cold, Electricity 5 each.

[/sblock]
 
Last edited:

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sunshadow21

Explorer
OOC: Not even bothering with the spellcraft roll; with the -2 from sickened, it's an auto fail.


Ausk just snarls as he swings his morningstar at the zombie at his side.
 
Last edited:

Satin Knights

First Post
Not wanting to bite the approaching zombie, Gragnor slashes it with his claw and lets the electric sparks do their damage to the abomination. Turning his focus on the caster now that a flank buddy has shown up, he sinks his teeth into the wizard's leg. Then swinging his clawed paws, he starts to tear up this evil man.

Rylidak uses a bit of divine light to heal the wounds from these otherworldly tentacles, before bursting free and moving down the stairs.

Kalgor sighs as his own wizard goes invisible, and then steps in front of him. So, he leans to his right and tries to hit the wizard between the two cats. Well, the arrow manages to make it to the other end of the room, but bounces off of the man's boot.
[sblock=actions]
Gragnor AoO
Gragnor full attack on wizard with flank
Rylidak swift lay on hands, std attempt to break grapple, succeed, move to E24
Kalgor shoot caster at massive penalties
[/sblock][sblock=mini-stats]Kalgor AC 16 HP 54/54, Init +2, Perception +9/+11 vs human, Darkvision, Move 20' STR 18 Dex 14
+1 Greatsword +9, 2d6+7+1 dirty fighting trait when flanking, or
Handbo +8, d6+4
Comp Longbow, +7, d8+4..... Arrows 7 Normal, 5 CI, 3 Blunt, 2 Smoking
Sling +6, d4+4........ Sling bullets 16
Fort: +5, Reflex +5, Will +6, CMB +8, CMD 20
...Summoner Cantrips: Detect Magic, Acid Splash, Arcane Mark, Mage Hand, Jolt
...... . . Mage Cantrips: Read Magic, Prestidigitation, Umbrella
.,....Summoner 1st Lvl: 4/4 remaining; Lesser Rejuvenate Eidolon, Shield, Magic Fang, Expeditious Retreat
.,....Summoner 2nd Lvl: 1/1 remaining; Haste, Lesser Evolution Surge
..,,,Mage 1st Lvl Spells: 3; Mage Armor(3hr), Vanish(3r), Mage Armor*(3h), Bonded Amulet
...,,......,..Racial Spells: 1/day, not used; Daylight (60 minutes)
,.Summoner Monster II:
4/4 remaining; std action SLA summon, (3 min), Celestial Hyena, d3 Celestial dogs, d3 celestial eagles
.,,.........Battle Shaper: 4/4 remaining; swift action to grow a claw, bite or gore attack

...,,.......Combat Feats: Precise Strike
.............Consumables: 2 Alchemist's Fires, 1 Cure Light Wounds potion
Party Supplies: Wearing the Ring +1 Protection
...........Party Supplies:
1 of 2 scrolls of Umbrella (1 successfully used), 2 scrolls of Create Treasure Map, Scroll of Devolution, Scroll of Unfetter, 3 scrolls of See Invisibility, Scroll of Comprehend Languages, 1 potion of lesser restoration (1 also carried by Tyrien), 2 scrolls of remove curse, 1 scroll of invisibility purge, 4 Cure Light Wounds potions (each carrying one)

Effects: In hand = longbow, Bless

Gragnor HP: 26/26, AC 25 ..... Move 40'
Bite +8, d4; Claw +8, d3; Claw +8, d3 +1d6 Shock damage each
Fort +3, Reflex +7, Will +1, CMB +2, CMD 16, Evasion
Perception +14, Stealth +22, Darkvision
Acrobatics +18, Init +4, Precise Strike
Effects: STR 11-1
, Mage Armor 2.70 hours, Bless +1, Sickened -2

Rylidak Kel
Initiative: +1
Speed 20/30 (Heavy armor)
AC: 20 (Touch 11, Flat 19)
HP: 56 Current: 53
CMB: +10 CMD: 21 Fort: +8 Reflex: +5 Will: +6
Special: Immune fear, disease


Conditions:

In Hand: +1 aberration bane longsword

Consumables
Arrows: 20/20
CLW Wand charges: 50/50
Acid: 1/1
Alch Fire: 2/2
Liquid Ice: 1/2, 1 used
Antitoxin: 2/2
Holy Water: 3/3
Tanglefoot bag: 1/1
Universal Solvent: 1/1
Scroll Bull's Str: 1/1

Melee: +1 Longword +11/+6 (1d8+5/19-20) (+2 dmg two-handed)
Ranged: MW Composite Longbow +4 STR +8/+3 (1d8+4/x3)

Divine Weapon +1
Smite Evil: +2 to hit, +6 dmg, +2 deflection AC
Combat Feats: Power Attack (-2/+4), Furious Focus (ignore attack penalty 1st power attack ea round w/ two hands)

Lay on Hands: 7/7 (3d6; Mercies: Sickened, Staggered)
Smite Evil: 2/2 (Special: 2 LoH for extra Smite - Oath of Vengeance)
Divine Weapon: 6 minutes
Orc Ferocity: 1/1
Spells:1st (DC 15): Lesser Restoration, Bless
Effects: Bless, [/sblock]
 
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jackslate45

First Post
Anaerion, deciding to finally get out of Kalgor's way, moves closer to the newest arrival. He grabs hold of the railing a moves 15, forward. He then proceeds to pray he is not discovered by the undead thing.

His soul sighs loudly, and says "Cmon man! Seriously?"
[sblock=Stats]
Initiative: +9 Perception: +2 (low-light vision)
AC: 17 (10 flat-footed, 13 Touch )
HP: 44 Current: 44
CMB: +1 CMD:14(10ff) Fort: +4 Reflex: +5 Will: +5
+2 Will vs. Enchantments
Special: Immune to Magical Sleep
Current Conditions in Effect: Mage Armor
Current Weapon in Hand: Crossbow +6 1d8

School Focus:
Shift: 15' Teleport as Dim Door. Does not Provoke AoO (7/8 remaining)
Summoner's Charm: Summoning Spells Last a total of 9 Rounds

Malkovian: Is Temperamental. Does not gain access to the following abilities.

Timely Inspiration: 3/3 Immediate Action, +2 Bonus, Range 60', Immediate action
Mage Hand: At will. Controllable by Malkovian
Bonus Power: Anaerion does not know this power.
Bonus Boon: Anaerion does not know this power.


Spells Prepared:
Level 0: Detect Magic, Read Magic, Acid Splash, Mending
Level 1: Mage Armor, Greasex2, Protection From Evil, Magic Missile, Silent Image
Level 2: Glittedustx2, Invisibility, Web, Create Pit
Level 3: Haste,SM3x1, Fly, Summon monster 3: Leaoprd
Arcane Bond: Available
[/sblock]

[sblock=Kitty]
"Kitty" HP: 28/28, AC 19 Move 30' Climb 20'
Bite +5, d6+4+grab; Claw +5, d3+4; Claw +5, d3+4
Fort +7, Reflex +7, Will +2, CMB +5/+9 Grapple, CMD 19/21 vs trip

Acrobatics +8
Feats: Toughness, Precise Strike,
Special: Smite Evil(+0/+3) Sickened -2 attack and damage
Effects: Resist Acid, Cold, Electricity 5 each.

[/sblock]
 
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jkason

First Post
Ausk connects with his morningstar, but as he pulls the spiked ball from the side of his target, he notices the spongy undead flesh seems to spring back into place as if untouched. Ausk isn't quite as lucky with the swinging zombie fists, one of which definitely feels like it's left a large bruise.

Anaerion moves forward cautiously, and though the zombie below seems to look in the direction of Malkovian's voice when the tempermental soul speaks, it turns to the visible target Kalgor presents when it climbs the ladder back out of the steaming muck.

One more zombie falls on the walkway, but the others seem to keep their ground, each moving toward what it perceives to be the closest available target.

On the far end of the room, Gragnor's zombie predictably fails to connect with the eidolon as his apparent master shrieks in pain from multiple wounds and the vicous, unyielding jaw of Anaerion's summoned cat. Though bleeding profusely, the man yet lives.

"It's coming for all of us, you know!" he shrieks. "Going to swallow this damnable city whole, but not before I take my pound of flesh from you miserable sods!" With that, the man finally manages to snag one of Gragnor's legs. The grip feels inexplicably like a bite, however, and Gragnor feels weaker even as he notices the pale white hands of the caster grow blood red for a moment, and one of the gashes along his arm seems to seal itself shut again.

[sblock=actions and status]* The zombie DR negated the morningstar damage from Ausk.

* The Dex penalty from being Grappled brought the caster's AC down far enough for Gragnor's 13 to hit. He takes a whopping 30 damage during the PC round. Yeowch. I begin to see why folks think summoning / summoners are so powerful. :)

* While Anaerion was technically closer to the zombie, I didn't figure it was smart enough to realize the voice in the air meant there was a person there when it couldn't see one, so it went for Kalgor (in general, I've been trying to play the zombies as mindless, which accounts for their slip'n'sliding all over the bloody walkways. :) ).

Zombies:

1, 3, 8: Move. Acro checks. 3 fails and falls prone, others move per map.
2, 7: Attack Ausk. 1 zombie hits for 8 damage
6: Stand from prone
5: Attack Gragnor. Not surprisingly, he misses.
Caster: Standard: Touch attack (with grapple and sickened penalties and flanking bonus) vs. Gragnor. Hit, drains 8 HP from Gragnor and adds it as temp HP for himself.

Status

Anaerion: 44/44, Mage Armor, Bless, Invisible
Ausk: 45/82, Rage round 4, Sickened, Bless
Gragnor: 18/26, Mage Armor, Unfettered, 1 STR damage, Sickened, Bless
Kalgor: 54/54, Bless
Rylidak: 42/56, Bless
Celestial Leopard: Sickened, Grappled, 7/9 rounds remaining

* Sickened: -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

* Grappled: -4 Dex, -2 attacks and maneuvers (except grapple / escape grapple), no 2 handed actions, Concentration to cast, no AoO

Human caster (AC 15, 13 while grappled): Heavily wounded, sickened, grappled

Zombies (AC 12):
Z1: Moderately Wounded
Z2: Undamaged
Z3: Undamaged, prone
Z4: 0/12, Destroyed
Z5: Moderately Wounded
Z6: Undamaged
Z7: Undamaged
Z8: Moderately Wounded[/sblock]

[sblock=Environmental Notes]* The squares on B2 are all on the same level, but are 10 feet above the blue areas. I've screened the creatures who are down the level.

* Fumes in here are much more potent than out in the lobby. Base save Fort DC is 15 for EACH ROUND you're in the room to avoid being sickened while there.

* The walkways are slick. Moving at more than half speed requires a DC 5 Acrobatics check to avoid falling prone. Failing by 5 or more means you slip entirely off the walkway and fall to the vats below, taking fire instead of falling damage from the heated muck.

* You can use a free hand to make use of rails and chains to help steady you for a +5 on the Acro check, but that means the hand is not considered free for any actions during the round.

* Moving at full speed on the walkways gives a -5 on the Acro check.

* Note the Acro check is not required for moves that only contain rows 1-6.

* Area B3 is another 15' above the walkways in B2.

* The gray screened area is filled with Black Tentacles. Entering the area triggers an auto-grapple attempt (success also causes damage). Even if you avoid the grapple, the area is difficult terrain.[/sblock]

GM: PC's up
 

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jackslate45

First Post
"And yet, here you are, the cause of summong this monster, doing nothing to help stop it. You sicken me." Anaerion says, his anger finally getting the best of him.

The lepord, channeling the anger of the summoner, proceeds to start attacking the mage with all of it's power. To match the fury the lepord uses, Anaerion charges up a spell in his hand, and fires 3 bolts of magical energy at the man. The force of the spell breaks the invisibility, but Anaerion cares not.

[sblock]
Kitty: Full round attack +7 Bite +7 Claw +7 Claw +7 Raked Claw +7 Raked claw. 3 hits 2 misses for 26
damage.

Anaerion: Magic Missile Attack!

[/sblock]

[sblock=Stats]
Initiative: +9 Perception: +2 (low-light vision)
AC: 17 (10 flat-footed, 13 Touch )
HP: 44 Current: 44
CMB: +1 CMD:14(10ff) Fort: +4 Reflex: +5 Will: +5
+2 Will vs. Enchantments
Special: Immune to Magical Sleep
Current Conditions in Effect: Mage Armor
Current Weapon in Hand:

School Focus:
Shift: 15' Teleport as Dim Door. Does not Provoke AoO (8/8 remaining)
Summoner's Charm: Summoning Spells Last a total of 9 Rounds

Malkovian: Is Temperamental. Does not gain access to the following abilities.

Timely Inspiration: 3/3 Immediate Action, +2 Bonus, Range 60', Immediate action
Mage Hand: At will. Controllable by Malkovian
Bonus Power: Anaerion does not know this power.
Bonus Boon: Anaerion does not know this power.


Spells Prepared:
Level 0: Detect Magic, Read Magic, Acid Splash, Mending
Level 1: Mage Armor, Greasex2, Protection From Evil, Magic Missile, Silent Image
Level 2: Glittedustx2, Invisibility, Web, Create Pit
Level 3: Haste,SM3x1, Fly, Summon monster 3: Leaoprd
Arcane Bond: Available
[/sblock]

[sblock=Kitty]
"Kitty" HP: 28/28, AC 19 Move 30' Climb 20'
Bite +5, d6+4+grab; Claw +5, d3+4; Claw +5, d3+4
Fort +7, Reflex +7, Will +2, CMB +5/+9 Grapple, CMD 19/21 vs trip

Acrobatics +8
Feats: Toughness, Precise Strike,
Special: Smite Evil(+0/+3) Sickened -2 attack and damage
Effects: Resist Acid, Cold, Electricity 5 each.

[/sblock]
 
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jkason

First Post
The man with the cloth over his face has no chance to respond to the rejoinders from thin air, as the leopard rips open his belly with his back claws and opens the man's throat with those in front. The figure slumps, dark blood already forming an impressive pool beneath him.

[sblock=ooc]The caster is now Dying.[/sblock]
 

Satin Knights

First Post
Since the visiting kitty has downed the caster, Gragnor turns on the zombie behind him that has been pestering him. Clawing away, he is not going to bite the icky, stinky thing.

Kalgor drops his bow behind him down the stairs and draws his spare greatsword to deal with the zombie that has approached. Slicing cleanly through, the zombie drops. "Hyve is down. Relax back there, we just have zombie cleanup to deal with." Despite her abilities, Kalgor's chauvinism is leaking through a bit.

Rylidak comes to the top of the stairs behind Kalgor, looking for a target and sheathes her longsword. This vantage point may work with a bow. The fumes start to overwhelm her.

[sblock=actions]Gragnor almost full attack: claw, claw
Kalgor: free drop bow, move draw 2nd greatsword, std attack
Rylidak: move 20' to B22, move promoted to std: sheath longsword[/sblock][sblock=mini-stats]Kalgor AC 16 HP 54/54, Init +2, Perception +9/+11 vs human, Darkvision, Move 20' STR 18 Dex 14
+1 Greatsword +9, 2d6+7+1 dirty fighting trait when flanking, or
Greatsword +8, 2d6+6+1 dirty fighting trait when flanking, or
Handbo +8, d6+4

Comp Longbow, +7, d8+4..... Arrows 7 Normal, 5 CI, 3 Blunt, 2 Smoking
Sling +6, d4+4........ Sling bullets 16
Fort: +5, Reflex +5, Will +6, CMB +8, CMD 20
...Summoner Cantrips: Detect Magic, Acid Splash, Arcane Mark, Mage Hand, Jolt
...... . . Mage Cantrips: Read Magic, Prestidigitation, Umbrella
.,....Summoner 1st Lvl: 4/4 remaining; Lesser Rejuvenate Eidolon, Shield, Magic Fang, Expeditious Retreat
.,....Summoner 2nd Lvl: 1/1 remaining; Haste, Lesser Evolution Surge
..,,,Mage 1st Lvl Spells: 3; Mage Armor(3hr), Vanish(3r), Mage Armor*(3h), Bonded Amulet
...,,......,..Racial Spells: 1/day, not used; Daylight (60 minutes)
,.Summoner Monster II:
4/4 remaining; std action SLA summon, (3 min), Celestial Hyena, d3 Celestial dogs, d3 celestial eagles
.,,.........Battle Shaper: 4/4 remaining; swift action to grow a claw, bite or gore attack

...,,.......Combat Feats: Precise Strike
.............Consumables: 2 Alchemist's Fires, 1 Cure Light Wounds potion
Party Supplies: Wearing the Ring +1 Protection
...........Party Supplies:
1 of 2 scrolls of Umbrella (1 successfully used), 2 scrolls of Create Treasure Map, Scroll of Devolution, Scroll of Unfetter, 3 scrolls of See Invisibility, Scroll of Comprehend Languages, 1 potion of lesser restoration (1 also carried by Tyrien), 2 scrolls of remove curse, 1 scroll of invisibility purge, 4 Cure Light Wounds potions (each carrying one)

Effects: In hand = longbow, Bless

Gragnor HP: 26/26, AC 25 ..... Move 40'
Bite +8, d4; Claw +8, d3; Claw +8, d3 +1d6 Shock damage each
Fort +3, Reflex +7, Will +1, CMB +2, CMD 16, Evasion
Perception +14, Stealth +22, Darkvision
Acrobatics +18, Init +4, Precise Strike
Effects: STR 11-1
, Mage Armor 2.70 hours, Bless +1, Sickened -2

Rylidak Kel
Initiative: +1
Speed 20/30 (Heavy armor)
AC: 20 (Touch 11, Flat 19)
HP: 56 Current: 53
CMB: +10 CMD: 21 Fort: +8 Reflex: +5 Will: +6
Special: Immune fear, disease


Conditions:

In Hand: +1 aberration bane longsword

Consumables
Arrows: 20/20
CLW Wand charges: 50/50
Acid: 1/1
Alch Fire: 2/2
Liquid Ice: 1/2, 1 used
Antitoxin: 2/2
Holy Water: 3/3
Tanglefoot bag: 1/1
Universal Solvent: 1/1
Scroll Bull's Str: 1/1

Melee: +1 Longword +11/+6 (1d8+5/19-20) (+2 dmg two-handed)
Ranged: MW Composite Longbow +4 STR +8/+3 (1d8+4/x3)

Divine Weapon +1
Smite Evil: +2 to hit, +6 dmg, +2 deflection AC
Combat Feats: Power Attack (-2/+4), Furious Focus (ignore attack penalty 1st power attack ea round w/ two hands)

Lay on Hands: 6/7 (3d6; Mercies: Sickened, Staggered)
Smite Evil: 2/2 (Special: 2 LoH for extra Smite - Oath of Vengeance)
Divine Weapon: 6 minutes
Orc Ferocity: 1/1
Spells:1st (DC 15): Lesser Restoration, Bless
Effects: Bless, Sickened[/sblock]
 
Last edited:

jkason

First Post
Even as the man bleeds out, Anaerion makes sure to finish the job, his mystical projectiles shooting through his skull in quick succession. What little breath remained falls out of the limp form with a final sigh, and as before there is the briefest tremor in the ground, and the almost-but-not-quite heard howl of ... something at the edge of your perceptions. The combination of events with the fumes finally overcomes Anaerion's stomach, as he feels the effects his fellows have been dealing with.

Ausk smashes one of his assailants again, and though the spongy flesh again absorbs some of the impact, the half-orc is satisfied to notice a sizable dent remains in the creature's side.

Gragnor, squeamish of applying his tongue to undead flesh, slashes out, ripping an impressive chunk from the side of the zombie that has harried him as his summoner downs another of the undead.

The zombies don't seem to care one way or the other, either for their fallen creator, kin, or for whatever tremor wave fell through the building. Mindlessly obedient to the orders they last had, the gaggle of undead continue their attempts to harm the party.

Ausk's assailants both make solid hits on the half-orc, who ignores the audible crack in his ribs. The zombie Gragnor is whittling away comes surprisingly close to connecting with the cat, but without the distraction the caster provided, Gragnor catches sight of the blow just in time to duck it.

The remaining two zombies try to move to other targets, but continue to find the walkways impassible.


[sblock=Actions and status]Made a Fort save for Anaerion. He finally failed it, so he's sickened.

Zombies:
3: Move action: Stand
2, 7: Attack Ausk. Both hit for 13 total damage
5: Attack Gragnor. Miss
6, 8: Both fail acro checks.

Status

Anaerion: 44/44, Mage Armor, Bless, Sickened
Ausk: 32/82, Rage round 5, Sickened, Bless
Gragnor: 18/26, Mage Armor, Unfettered, 1 STR damage, Sickened, Bless
Kalgor: 54/54, Bless
Rylidak: 53/56, Bless, Sickened
Celestial Leopard: Sickened, 6/9 rounds remaining

* Sickened: -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

* Grappled: -4 Dex, -2 attacks and maneuvers (except grapple / escape grapple), no 2 handed actions, Concentration to cast, no AoO

Human caster (AC 15): DEAD

Zombies (AC 12):
Z1: -7/12, Destroyed
Z2: 4 damage, Moderately Wounded
Z3: Undamaged, prone
Z4: 0/12, Destroyed
Z5: 10 damage, Gravely Wounded ( ;) )
Z6: Undamaged, prone
Z7: Undamaged
Z8: 3 damage, Moderately Wounded, prone[/sblock]

[sblock=Environmental notes]* The squares on B2 are all on the same level, but are 10 feet above the blue areas. I've screened the creatures who are down the level.

* Fumes in here are much more potent than out in the lobby. Base save Fort DC is 15 for EACH ROUND you're in the room to avoid being sickened while there.

* The walkways are slick. Moving at more than half speed requires a DC 5 Acrobatics check to avoid falling prone. Failing by 5 or more means you slip entirely off the walkway and fall to the vats below, taking fire instead of falling damage from the heated muck.

* You can use a free hand to make use of rails and chains to help steady you for a +5 on the Acro check, but that means the hand is not considered free for any actions during the round.

* Moving at full speed on the walkways gives a -5 on the Acro check.

* Note the Acro check is not required for moves that only contain rows 1-6.

* Area B3 is another 15' above the walkways in B2.

* The gray screened area is filled with Black Tentacles. Entering the area triggers an auto-grapple attempt (success also causes damage). Even if you avoid the grapple, the area is difficult terrain.[/sblock]

GM: PCs up
 

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