(Cydra) Great Conflicts


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the Jester

Legend
Krafus said:
Superb epic battle! Will you be posting the stats for Prayzose and Marius? I'm really curious to see what they look like.

Oh, jeez, I almost forgot! :lol: Here is Marius:

Marius the Chronomancer

Note: For the first portion of the battle, Marius is actually in his citadel in the Plane of Time, and is astrally projecting to the Bastion of Law. However, for various reasons, by the end of it all he was present personally, and this led to his ultimate demise.

Marius begins play with the following spells in place:

CL 10- haste
CL 26 (from Prayzose)- mass death ward, astral projection, disjunction buffer
CL 28- project image, greater anticipate teleport, repulsion, mirror image, Marius’ stasis shield, mind blank, Marius’ sidestep, spell turning, Marius’ spell boost, extended Marius’ double actions, true seeing, stoneskin, extended fly, extended shield

Male Human Wizard 20/Chronomancer 10
LE medium humanoid (human)
Init +12; Senses true seeing, Listen +16, Spot +16
Aura strong Lawful; project image, greater anticipate teleport, repulsion (distance set to 30’)
Languages Forinthian, Peshan, Draconic, Elven, Infernal, Temporal, Orcish, Halfling, Ignan, Celestial

AC 36 (+5 dex, +5 deflection, +8 armor, +3 insight, +4 shield, +1 haste), touch 24, flat-footed 30; repulsion (set to 30’), 8 mirror images, Marius’ stasis shield
Hit Dice 30d4+210 (303 hp); DR 10/adamantine (150 points)
Immune death, divinations, magic missiles, mind-affecting effects, Mordenkainen’s disjunction
Fort +22, Ref +22, Will +22; improved evasion, Marius’ sidestep, mind blank, spell turning (9 levels)

Speed 30 ft. (6 squares), fly 60’ (12 squares) plus Marius’ sidestep
Melee dagger +19/14 (1d4+3/19-20 plus 1d6 cold) (evil outsider bane); or
--spell +16 touch
Ranged spell +21 ranged touch
Base Atk +15; Grp +15
Space 5 ft.; Reach 5 ft.
Combat Gear staff of frost (35 charges), slippers of sidestep, cloak of greater displacement, the Rod of the Dark Emperor, ring of metastorage, wands of haste, slow, fireball (10th level caster), lightning bolt (10th level caster), stoneskin, identify, and dispel magic (10th level caster), potions of cure serious wounds (x8), neutralize poison (x3), remove disease, lesser restoration, elixir of heal (x3), scrolls of (Mordenkainen’s disjunction) (5), (disrupt protections, greater dispel magic, mind blank), (fly, greater teleport, sending, Rary’s telepathic bond, permanency), (puncture, empowered disintegrate, sphere of ultimate destruction, maze, summon monster VIII), (greater teleport [2], repulsion, meteor swarm, energy drain, disintegrate), (incendiary cloud, ghostform, maze, heightened to 9th level slow) (all scrolls are CL 25).
Special Actions compress time, skip day, time slide 1/day
Class Spells Prepared (CL 28) (able to cast 3 quickened spells/round) (save DC 34 + spell level, 36 + spell level for transmutation):

Epic- Marius’ hyperaccelerated spellcasting, Marius’ improved time stop, Marius’ spell boost*;

10th level- Quickened disintegrate (2), quickened transmute rock to magma;

9th level- Empowered delayed blast fireball, quickened lower resistance, Marius’ stasis shield*, Mordenkainen’s disjunction, quickened seeker missiles, time stop;

8th level- Extended Marius’ double actions*, Marius’ sidestep*, mind blank*, puncture, superior teleport, quickened wall of fire;

7th level- Greater teleport, Marius’ deconstruction, Marius’ double actions (2), prismatic spray, spell turning (9 levels)*;

6th level- disintegrate, greater anticipate teleport*, quickened Melf’s acid arrow, project image*, repulsion*, quickened scorching ray, true seeing*;

5th level- quickened magic missile (3), sending, quickened shield, wall of force (2);

4th level- Enervation, extended fly*, Orbius’ eldritch penetrations, polymorph, empowered scorching ray, stoneskin*, summon monster IV;

3rd level- Displacement, fireball, fly, lightning bolt, empowered magic missile, Marius’ moment, empowered ray of enfeeblement;

2nd level- Far strike, lively step, Melf’s acid arrow (2), mirror image*, scorching ray, shatter, extended shield*;

1st level- Bite spirit, magic missile (2), mount, ray of enfeeblement, shield (2), unseen servant;

0th level- detect magic (2), prestidigitation, ray of frost.

*Already cast (figured into stat block).

Domain: Time. Granted Power: know age 1/day.
Spell-like Abilities (CL 10): 2/day- haste*.

Str 10, Dex 21, Con 19 (includes +5 inherent bonus), Int 39 (includes +5 inherent bonus), Wis 11, Cha 14
SQ chain contingency, contingency, eternal youth, Marius’ double actions, preternatural insight +3
Feats Craft Wand, Empower Spell, Extend Spell, Great Fortitude, Greater Spell Focus (Transmutation), Greater Spell Penetration, Improved Initiative, Quicken Spell, Scribe Scroll, Spell Focus (Transmutation), Spell Penetration
Epic Feats Epic Spellcasting, Improved Spell Capacity, Multispell (x2)
Skills Concentration +37, Decipher Script +44, Knowledge (arcana, planes, time) +47, Knowledge (geography, politics, religion) +29, Listen +16, Speak Language (see above), Spellcraft +47, Spot +16, Use Magic Device +35
Possessions Combat gear plus bracers of armor +8, headband of intellect +10, gloves of dexterity +6, amulet of understanding, ring against harm, Frostfang (+3 frost evil outsider bane dagger), 4 masterwork silvered daggers

This fellow is a handsome man of obvious Peshan extraction, with reddish-blond hair and a full beard and moustache. He stands 6’1” tall and weighs 165 lbs. He wears green with silver trim, along with a voluminous black cloak. He is dressed in accordance with the latest fashions.

Chain Contingency: If Marius cries, “Ambush!”, repulsion (set to 60’), Marius’ sidestep and Marius’ double actions all activate.

Contingency: If Marius falls below 100 hit point, a heal spell (imbued by Prayzose) immediately triggers on him

Preternatural Insight (Su): Marius can peer a short distance into the past and future. This gives him a +3 insight bonus to AC, Reflex saves and attack rolls.

Compress Time (Su): While on the plane of time or a demiplane with a morphic rate of time passage, the chronomancer may manipulate the flow of time so that either more or less time passes for him relative to the amount of time that passes on the Material plane. A chronomancer may compress time so that 1 hour per chronomancer level passes for him for each hour that passes on the Material plane. Alternatively, he may compress time in another direction so that 1 hour per chronomancer level passes on the Material plane for each hour that passes for him. There are some locations on the plane of time that dramatically increase the amount of chronal compression that will take place by their very nature, but a chronomancer can sense this when beginning to compress time.

Time Slide (Su):
This ability, which is used as a move-equivalent action, allows the character to slip anywhere from one to eight round into the future, at his option. The chronomancer seemingly vanishes, then reappears moments later. From the chronomancer’s point of view, everything stops for as many rounds as he shifts ahead, giving him the ability to act for that length of time (similar to a time stop spell). During this time he cannot affect the world around him in any way.

Skip Day (Su): The chronomancer has the supernatural ability to skip a day in time. He can do this once per subjective day. The chronomancer can take up to one willing creature per level with him.

Timeless Body (Su): The chronomancer no longer feels the ravages of time and suffers no penalties due to age. The chronomancer will still die when his time is up.



Amulet of Understanding: 3/day this amulet can give the wearer a +15 competence bonus on a Decipher Script, Knowledge or Spellcraft check. Using this amulet is a free action, but its use must be declared before the roll is made.

Ring of Metastorage: A ring of metastorage is fashioned to aid in the use of metamagic, similar to a metamagic rod. However, it is also akin to a ring of spell storing, in that it must be ‘set’ for certain specific spells. A ring of metastorage can hold the capacity to quicken three spells when charged. To charge the ring, the wearer must cast the three spells, which may be of any level, into the ring. Thereafter, the ring holds the spells; releasing one of them is a swift action. The ring may only be charged once per day, and unused spells fade at the end of that time.

Ring Against Harm: A ring against harm gives the wearer a +5 deflection bonus to AC, as well as a +5 resistance bonus to saving throws. It also allows the wearer to trigger a heal spell targeted on himself 1/day (CL 15).

Rod of the Dark Emperor: This rod is a minor artifact taken from the Dark Emperor by Marius. It looks suitably menacing, being adorned with a ring of red crystals that emanate dimness and thrum audibly when the rod is employed. (Details Redacted)

Slippers of Sidestep: These comfortable slippers allow the user to activate Marius’ sidestep for up to 10 rounds/day. It is an immediate action to activate the boots, and they then remain active until you deactivate them with a swift action or their daily duration runs out. Using the slippers to escape imminent harm uses up all remaining duration for the day immediately.
 

the Jester

Legend
PRAYZOSE--- CR 45

This man stands tall and radiant before you. He is ruggedly handsome, with a beneficent expression on his face. Around his neck hangs an awesome holy symbol of Dexter, the most ornate one you have ever seen. It glows from within, its radiance filling you with peace and a feeling of well-being. His face seems to hover above the light, his blond hair and beard catching the light and blazing like gold. His sharp eyes seem to drink in everything around him. He is clad in most splendid clerical robes.

Note: Prayzose is astrally projecting at the beginning of the fight. By the end, he is present in person.

Prayzose entered play with the following spells and effects in place:

(CL 26)- knowledge of the hierophants, wisdom of the hierophants, invested greater resistance, invested magic vestment (on shield and armor), mass death ward, empowered deadly weapon (on mace), astral projection, disjunction buffer, greater spell immunity (implosion, disintegrate, trap the soul, prismatic spray, prismatic wall, fire storm), status (cast on the Arrows of Law), radiance of Galador, true seeing

(CL 10)- haste (from Marius)

(ML 18)- schism, psionic mind blank, energy retort (electricity), offensive precognition (augmented to +6), offensive prescience (augmented to +7)
(CL 14)- mass surefooted stride

Emperor of Forinthia and High Priest of the Light
Human cleric of Galador 16/psion 8/psychic theurge 10/divine ascendant 11
LG large outsider (augmented humanoid, native)
Init +0; Senses true seeing; Listen +29, Spot +29
Aura sunlight 120’
Languages improved polyglot

AC 69 (+19 armor, +13 shield, +16 natural, +11 deflection, +1 haste, -1 size), touch 21, flat-footed 69; radiance of Galador, energy retort (electricity)
Hit Dice 27d8 + 18d4 +315 +22 (592 hp); DR 10/- and 15/chaotic and evil and 21/evil
Resist acid 10, cold 10, electricity 10, fire 5; SR 44
Immune disease*, disintegrate, energy drain, implosion, mind-affecting effects, Mordenkainen’s disjunction, fire storm, poison*, prismatic spray, prismatic wall, stunning*, trap the soul; freedom of movement
*Unless inflicted by a being of higher divine rank or ascendant level.
Fort +32, Ref +29, Will +44; evasion, freedom of movement, mettle, unfailing grace

Speed 40 ft., fly 40 ft.
Melee mace +68/68/63/58 (2d6+44/19-20 plus 2d6 vs. chaotic and 2d6 vs. evil)
Base Atk +34; Grp +51
Space 10 ft.; Reach 10 ft.
Combat Gear greater maximize rod, greater quickening rod, greater empower rod, greater transdimensional rod, wand of cure serious wounds (CL 15), rod of cancellation, scroll (mass heal x5, CL 20), scroll (destruction, earthquake, summon monster IX, heightened to 9th level hold person; CL 17), scroll (empowered flame strike, heal, greater restoration, greater remove curse, recitation; CL 15), staff of healing (32 charges), elixirs of heal, greater restoration, true resurrection.
Special Actions automatic actions, transport 3/day, turn undead x/day
Class Spells Prepared (CL 30) (save DC 49 + spell level, +1 compulsions; domains Law and Light):

Epic spells- authority of Prayzose, burning beam, Marius’ spell boost*;

12th level- quickened empowered blade barrier, quickened brilliant aura, quickened fire storm, invested greater resistance (2)*, quickened mass cure critical wounds (3);

11th level- quickened empowered break spirit, quickened invested call upon faith, quickened dictum, empowered energy drain, invested righteous might (2)*, quickened invested shield of faith;

10th level- empowered fire storm (3), invested greater magic weapon, quickened heal (4);

9th level- act of god, astral projection*, disjunction buffer*, quickened flame strike, quickened lower resistance, invested magic vestment (2)**, mass heal (3), miracle, sunburst (D);

8th level- antimagic field, empowered deadly weapon*, dictum (2), discern location, quickened divine power, greater lower resistance, greater spell immunity (2)*, holy aura (D), mass death ward (2)*;

7th level- invested call upon faith (5), control weather, quickened invisibility purge, invested divine favor, invested shield of faith*, sunbeam (D), symbol of stunning, symbol of weakness;

6th level- banishment, blade barrier, forbiddance, greater dispel magic (2), harm, heal, heroes’ feast*, searing orb (D), quickened silence (4);

5th level- dispel chaos (D), greater command, quickened obscuring mist, plane shift (4), righteous might, scrying, slay living (2), true seeing* (2), wall of stone;

4th level- death ward*, neutralize poison (3), order’s wrath (D), restoration (3), tongues

3rd level- armor of sunlight (D), bestow curse (2), glyph of warding, locate object, remove blindness or deafness (5), searing light, stone shape, water breathing, water walk;

2nd level- align weapon, augury, calm emotions, enthrall, lesser restoration (5), make whole, radiance of Galador (D)*, spiritual weapon, status, undetectable alignment, zone of truth;

1st level- assess caster, call upon faith, command, detect chaos, divine favor (2), endure elements, protection from chaos (D), protection from evil, remove fear, sanctuary (2), shield of faith (2), summon monster I;

0th level- detect magic (6).
*Already cast.

Psionic Powers Known (ML 22, 379 power points; 59 already spent) (base DC x + power level):

9th level- microcosm, psychic chirurgery;

8th level- mind seed, psionic mind blank;

7th level- energy conversion, ultrablast;

6th level- psionic disintegrate, psionic overland flight;

5th level- anticipatory strike, psychic crush;

4th level- correspond, schism*;

3rd level- energy retort*, psionic blast;

2nd level- mass missive, read thoughts

1st level- offensive precognition*, offensive prescience*.

Spell-like Abilities (CL 45): cha/day- command (DC x), endure elements.


Str 44 (includes +5 inherent bonus and invested righteous might), Dex 10, Con 25 (includes +5 inherent bonus and invested righteous might), Int 33 (includes +10 inherent bonus), Wis 69 (includes +10 inherent bonus), Cha 45 (includes +10 inherent bonus)
SQ divine domains (Authority, Sun), portfolio elements
Feats Craft Magic Arms & Armor, Empower Spell, Leadership, Practiced Manifester, Practiced Spellcaster, Quicken Spell, Skill Focus (diplomacy), Spell Penetration
Epic Feats Epic Leadership, Epic Spellcasting, Great Wisdom, Improved Spell Capacity (x3), Invest Spell, Planar Turning, Polyglot
Skills Concentration +55, Diplomacy +68, Heal +49, Knowledge (history) +49, Knowledge (the planes) +31, Knowledge (psionics) +35, Knowledge (religion) +51, Psicraft +59, Spellcraft +99
Possessions +9 glamered full plate of heavy fortification (currently boosted to +11 via magic vestment), +8 heavy adamantine shield (currently boosted to +11 via magic vestment), Galador’s holiest, bracers of enhanced resistance +5, headband of the mind, +5 cloak of resistance, gauntlets of titan strength +10, belt of endurance +6, boots of flying, +6 axiomatic holy dense heavy mace (increased to +11 via invested greater magic weapon), ring of great defense, ring of freedom of movement

Automatic Actions (Ex): Prayzose can take two automatic actions involving his portfolio each round as free actions, so long as the DC of each action is 15 or less.

Greater Turning (Su): 1/day, Prayzose can make a greater turning attempt. This works just like a normal turn undead check, except undead that would normally be turned are instead destroyed.

Improved Polyglot (Ex): Prayzose has the ability to speak, read and understand all languages, even nonverbal ones. This includes even such obscure types of languages as scent-based or radio-based ones.

Portfolio: Prayzose’s portfolio elements are authority, the Forinthian Empire (and the very concept of empire) and the Light.

Sacred Animal: Prayzose’s sacred animal is the eagle. Should he ever take levels in a class granting a familiar, he can use any eagle within ½ mile of himself as a familiar.

Transport (Su):
Prayzose can instantly transport himself, along with up to 50 lbs. of unliving matter, up to 11,000 miles. He can do this x/day.

Unfailing Grace (Ex): Prayzose does not explode downward upon rolling a natural 1 on a saving throw.


Galador’s Holiest (Major Artifact)

This holy symbol of Galador is composed of rubies, diamonds, sapphires and many other transparent or translucent gems with continual light cast within them. It is the most magnificent hand-held holy symbol of Galador ever crafted. The gems alone are worth nearly 2,000,000 gp. In addition, it has potent magical properties, especially in the hands of a Galadorian. Details Redacted.

Headband of the Mind

This potent headband gives the wearer a +10 enhancement bonus to intelligence, wisdom and charisma. It also gives the wearer a bonus epic spell slot (assuming that he has the Epic Spellcasting feat).

Ring of Great Defense

This magical ring gives the wearer impressive powers of defense. It provides a constant DR 10/- and grants evasion and mettle.

New Spells


Disjunction Buffer
Abjuration
Level: Clr 9, sor/wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Up to one willing creature or object per level
Duration: 1 round/level or until triggered
Saving Throw: None
Spell Resistance: No

This spell exists solely to protect powerful individuals against Mordenkainen’s disjunction. A creature warded by this spell that is caught in the area of such a spell will find that it only destroys this spell, rather than all magic upon him. Using a disjunction buffer in this manner also protects that creature’s equipment. The caster can ward objects against disjunction with this spell as well.

Disjunction buffer is destroyed when it cancels its first disjunction. It has no effect on dispel magic or similar lesser versions of Mordenkainen’s disjunction.

Material component: a flawless diamond (worth at least 10,000 gp).

New Epic Spells

Authority of Prayzose
Enchantment (compulsion)
Spellcraft DC: 15
Components: V, S
Casting Time: 1 minute
Range: 75’
Target: One living creature
Duration: 20 hours or until completed
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 135,000 gp; 3 days; 5,400 xp. Seed: Compel (DC 19). Factors: allows unreasonable commands (+10 DC), increase save DC by +5 (+10 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 2 days (-4 DC).

This spell allows you to speak a command to the target. The victim will obey even the most self-destructive commands until they are fulfilled or until the duration expires.

Note: Due to his automatic actions ability, Prayzose can cast this spell as a free action (as it involves his portfolio and has a DC of 15 or less).

Burning Beam
Evocation (fire)
Spellcraft DC: 14
Components: V, S
Casting Time: 45 days, 11 minutes
Range: 300’
Effect: Bolt of flame 5’ long and 300’ wide
Duration: Instantaneous
Saving Throw: Ref half
Spell Resistance: Yes
To Develop: 126,000 gp; 3 days; 5,040 xp. Seed: Energy (DC 19). Factors: Change half damage to divine (+5 DC), increase damage by 50 dice (+100 DC). Mitigating factors: Increase casting time by 10 minutes (-20 DC), increase casting time by 45 days (-90 DC).

A burning beam blasts all creatures caught in the area with a brilliant beam of light, dealing 60d6 points of damage, half of which is divine and half of which is fire.

Note: Due to his automatic actions ability, Prayzose can cast this spell as a free action (as it involves his portfolio and has a DC of 15 or less).

Knowledge of the Hierophants

Transmutation
Spellcraft DC: 87
Components: V, S
Casting Time: 17 days, 11 minutes
Range: Personal
Target: You
Duration: 20 days
To Develop: 783,000 gp; 16 days; 31,320 xp. Seed: Fortify (DC 17). Factors: increase bonus by +39 (+78 DC); increase duration to 20 days (+48 DC). Mitigating factors: Increase casting time by 10 minutes (-20 DC); increase casting time by 17 days (-34 DC); change from target to personal (-2 DC).

Knowledge of the hierophants grants you a +40 competence bonus to Spellcraft checks.

Wisdom of the Hierophants
Transmutation
Spellcraft DC: 87
Components: V, S
Casting Time: 17 days, 11 minutes
Range: Personal
Target: You
Duration: 20 days
To Develop: 783,000 gp; 16 days; 31,320 xp. Seed: Fortify (DC 17). Factors: increase bonus by +39 (+78 DC); increase duration to 20 days (+48 DC). Mitigating factors: Increase casting time by 10 minutes (-20 DC); increase casting time by 17 days (-34 DC); change from target to personal (-2 DC).

Wisdom of the Hierophants grants you a +40 enhancement bonus to wisdom.

New Feat

INVEST SPELL (Epic, Metamagic)

You can increase the bonuses granted by your spells.

Prerequisites: Empower Spell, Spellcraft (24 ranks)

Benefit:
An invested spell has all of its static, non-variable numeric effects increased by +6. For example, an invested shield spell grants a +10 shield bonus to AC rather than the normal +4.

An invested spell takes up a slot 6 levels higher than normal.
 

That's awesome. And some parts which are silly awesome, like I'm not sure how I feel about the DC 15 spellcraft check epic spells...I mean, I like the idea of giving deities tremendous power there, but the damage is pretty much arbitrary-you could make it do 200000d6 damage and just bump up the casting time for years in exchange for making it a free action. You didn't though, and it looks like it added to the fun so much kudos.

Where does the Chronomancer PrC come from? I don't recall seeing it in your campaign specific stuff.

Did Marius actually benefit from all those stored heal spells? Or did he not really take damage til the very end where it was moot point since *everyone* was focusing on him?

Prayzose = Badass. His one weakness seems to be his lack of Dexterity. What's the need for a +Spellcraft boosting spell when his other epic spells aren't already ridiculously high DCs? I also like the description of his Grace ability :) Also, with his DC's, I don't see why he didn't basically kill a PC a round? Did he just not do much offense until he gated in Galador?

Damn details redacted stuff, just making us drool for more, Jester!

Fantastic end to this part of the campaign's storyarc, I can't wait to see where the PCs go next.
 



the Jester

Legend
Sollir Furryfoot said:
That's awesome. And some parts which are silly awesome, like I'm not sure how I feel about the DC 15 spellcraft check epic spells...I mean, I like the idea of giving deities tremendous power there, but the damage is pretty much arbitrary-you could make it do 200000d6 damage and just bump up the casting time for years in exchange for making it a free action. You didn't though, and it looks like it added to the fun so much kudos.

Yeah, that was tricky to pull off without being ridiculous. Well, more ridiculous. But I tried to balance it with 'fun' in mind, rather than just making something that would do 80 bazillion d20s in damage. :)

Sollir Furryfoot said:
Where does the Chronomancer PrC come from? I don't recall seeing it in your campaign specific stuff.

It's custom; a custom epic prestige class. Hmm, It's in the epic file- but you may not have that one. Are you already in my Yahoo Cydra group? I'll try to upload it to the 'files' section sometime this evening...

Sollir Furryfoot said:
Did Marius actually benefit from all those stored heal spells? Or did he not really take damage til the very end where it was moot point since *everyone* was focusing on him?

Between this, and all the disjunctions flying around, you pretty much got it.

Sollir Furryfoot said:
Prayzose = Badass. His one weakness seems to be his lack of Dexterity. What's the need for a +Spellcraft boosting spell when his other epic spells aren't already ridiculously high DCs? I also like the description of his Grace ability :) Also, with his DC's, I don't see why he didn't basically kill a PC a round? Did he just not do much offense until he gated in Galador?

It was the fumbled initiative. He lost a round's worth of actions from that- and then rolled really low on initiative to boot. So by the time he could pick the pace up at all, the die was pretty well cast.

Sollir Furryfoot said:
Fantastic end to this part of the campaign's storyarc, I can't wait to see where the PCs go next.

Neither can I! :D
 

Alcar

First Post
One More

I think you should at least post Alcar's huge party afterward.....

Perhaps you should call the next story hour:

"A Day in the Life of the Summer League Team". or
"Thrush: Warrior or Pretty Princess" or maybe even
"ChaosCakes, use only as directed"....

BUMP
 


Alcar

First Post
Prayzose

I took another look at 'ol Prayzose...

Other than his wisdom, and magic items, he's a chump

His strength is 40 some with an invested righteous might? That means his actual strength is only 20 some.. His con must really suck if it's 25 'with' invested righteous might

I knew I could take him down, and he found out what happens when the grandkids don't do what there told.

Marius was an excellently played evil genius, Prayzose was a chump with lady problems.
 

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