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Ryuujin
Sep 26, 2007
Dragon God



The Village of Oxley, a small village that built up around Aitten Keep, has been your home all your lives. For most of you at least. A few are more recent arrivals to the, largely, peaceful village but in the scant years you have lived there it has become your home as well.

The sleepy village has been peaceful, with little happening, for many years. With but a few exceptions. The biggest events the Village can remember would be the arrival of the two lordlings, Kaladin and Elric, both from allied noble families further afield. The two were fostered in Aitten Keep to be watched over by the vigilant eye of Lord Theomund Aittein. There they became fast friends with the Lord's rebellious daughter Shelley. The two were instructed much as she was with a smattering of things from various people around the castle. Though perhaps with more personal tutelage from Wulfgar, the Lord's Seneschal.

The next major events were the arrival of an elf and a dwarf. Though their arrivals were separated by some months both made a rather big splash with their appearance. In time the two earned acceptance, and even grew into your fast friends. The dwarf Nyra came from a long line of skilled weaponsmiths and so with such a wondrous ancestry it was of no surprise that she quickly became friends with the Blacksmith Aidan Smith who was more than happy to spend many hours in her company, listening to her talk of her parents' work as he hammers out a horseshoe from the straw colored iron. For the elf Luntiel it was the elders that first approached her with open arms. Led by Elder Harrod they saw the wonder of the elf and wished to speak to her of the old stories. Magical stories of elves and men, when they fought side by side and lived in harmony.

In the years between the elf and dwarf's arrival and today has been mostly peaceful with one major exception. A tremendous event in your lives. The arrival of the Barbarian Warband. Luntiel, proving her worth to the village and gaining greater acceptance was the first to spot the encroaching Warband. Accompanied by the woodswoman Gretel on one of their journies through the woods she spotted the warband, while Gretel cut down a nearby Barbarian scout. They returned with word and the people were warned. Elric rose up and led the people in battle against the Barbarian Warband, with his trusty friend and fellow noble' son Kaladin. Together they fought the mighty Barbarian Warband, along with the mightiest warriors of the Village. Elric led the people of Oxley to victory over the Barbarians. Driving away those that were not slaughtered outright, in the aftermath of the battle he found a pair of silver bracers that he took as a trophy.

In the wake of the battle life once more returned to the peaceful idyllic life you had experienced before. That is until the last couple weeks. Over the past couple weeks more and more strange things seem to have happened. You have each experienced a number of oddities, strange feelings and the like. Something is wrong. You can feel it.

Shelley and Kaladin have been having nightmares. They began about two weeks ago, ever since the new moon. The nightmares are horrible and neither could remember anything upon awaking. Last night the nightmares came again but this time Shelley could recall one thing, she remembers a name from her dreams. Kaladin however was not so lucky, the nightmares haunt his every waking moment.

Last week a wise priest from far away visited the village and sensed great evil. He happened to speak with Nyra and Gretel and granted a blessing. Despite their usual uncharismatic manner both managed to impress the priest, and so he said a long prayer to his god.

Mere days after the priest left, the river ran red with blood. It overflowed its banks after a preternaturally powerful storm. Many villagers were caught by the thick red water, but Nyra and Percival tried to brave the danger to save them. Percival's father was one of the ones caught by the river. Seeing his father swept away Percival attempted to save him but he almost drowned himself, and many died. His father would have been among them if not for Nyra. Nyra, perhaps because of the blessing from the priest, managed to wade through the flood and save her neighbors, including Percival’s father.

Only two nights ago A stranger came to the inn. He spoke words none of you understood and then suddenly attacked several of your friends. Elric and Percival between the two of them easily wrestled the stranger to the ground and he is now in stocks. You swear his eyes glowed.

Yesterday, while Elric and Kaladin were walking in the woods, they overheard a strange conversation and tried to remain hidden. Elric nearly bungled it, but with Kaladin’s guidance you got in place and overheard everything; they now know that some cultists are having a meeting tonight outside of town.

Last night Gretel and Luntiel heard a chilling scream in the village and smelled the foul odor of brimstone. They crept toward the village square, with little skill, and all they found is the miller alone in the square.

This morning Luntiel and Shelley on their way to a meeting at the Inn spotted carrion birds circling the village. An unusual sight, and so Shelley managed to bring one down and noticed that it bears the brand of a farmer from town. They wonder how has he become entangled in the cult?

Now you have all met at the Inn, at your usual table, to discuss what you have found and what you will do about it. Your breakfast has just arrived.



Okay I would like everyone to post their character sheet, but you don't need your background, in their first post. It is time for you to talk over what you have each noticed in the last weeks, and figure out what you want to do next.

OOC/Recruit Thread Here

Bonuses/Penalties from the recent event rolls:
Kaladin -2 to saving throws against the cults’ magic
Nyra receives +1 to all saving throws for this session.
Nyra +2 to all Charisma tests with non-cultist villagers for the rest of the adventure.
Gretel receives +1 to all saving throws for this session.

Ryuujin fucked around with this message at Mar 20, 2013 around 22:56

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Wahad
May 19, 2011

And when they shun their humanity, we welcome them here.




Gretel, the Young Woods(wo)man

The young woman eats her bread and venison quietly. Gretel knows that something weird is going on, just like the rest of her friends, but she doesn't want to speak, for fear of somebody perhaps overhearing. Everything had been so good, up until those last few weeks. Things and people started changing, including her parents. Suddenly everybody seemed to be acting weird, shifty and paranoid. She was sure that she was the only one who wasn't, until her friends had come forward, all saying that they had come to the same conclusions. So they investigated a bit, alone or in pairs, and now they'd come to bring all the evidence together. But Gretel wasn't a leader, so she wouldn't be the first to speak. And besides, they were just kids! Some of them had only barely become of age. What were they really going to do?

pre:
What did your parents do in the village? What did you learn from them?
9. Your father or mother kept the old stories. Your head is filled with them. 
Gain +2 Int, +1 Cha, +1 Wis, and the skill Folklore.

How did you distinguish yourself as a child?
1. Children often fight, but you never lost. Gain +2 Str and +1 Wis.

The other characters were your best friends. Who else in the village did you hang around?
4. The village elders taught you the ancient game of chess. Gain +2 Int and +1 Dex.

What sort of woodsman are you?
3. The clamor and bustle of the village disturb you and so you find solace in the wilderness. 
Gain +3 Con and the skill Survival.

What is your hidden talent?
5. You are able to work the skins from your kills. Gain +2 Str and the skill Tanning.

How do you earn your way? [Note: With Player to Right]
2. There are many forgotten paths in the woods and you guard them all, but not always alone.
Gain +2 Str and the skill Alertness. 
The friend to your right stood with you time and again on those paths; they gain +1 Str.

What did you find in the woods that no one knows about?
6. You stumbled upon the dark heart of the woods. The sky went black, and the tree limbs reached for you. 
Gain +2 Con and a twisted yew branch which you pulled at in your flight.

Class: Rogue

Ability Scores
STR 15 (+1)
DEX 13 (+1)
CON 13 (+1)
INT 12 (+0)
WIS 10 (+0)
CHA 9  (+0)

HP 8
BAB 0
AC 12

SKILLS
Survival +4
Folklore +2
Tanning +2
Alertness +2

EQUIPMENT
Knife
Practical clothing
Leathers
Heavy cloak
Flint and tinder
Waterskin
BowCrossbow
20 arrowsbolts
Twisted yew branch
17 silver

AlanWhats
Mar 3, 2013


Elric Keynes the Future Warlord


The baby-faced young man sat at the table and took a sip of his cup of water. Naturally before he took a sip he checked into the cup to see if Kaladin hadn't spiked it with some sort of blasted prank. Unfortunately, today this was among the lesser of Elric's worries. He knew why they were gathered here. Even if he didn't he could practically feel it, the tension was so thick. He ate a little here and there, but mostly he chose to either look off into the distance or look at the others at the table, wondering who was going to be the first to talk.

Finally, after a moment, he breaks the silence. He keeps enough of a mind to keep his voice down, at the very least. "So, who should go first?"

pre:
Class: Warrior-Rogue
Level 1

How did your noble family earn its name?
9. Standing against a wicked would-be usurper. (+2 Con, +1 Str, +1 Int, +1 Wis)

How did you distinguish yourself as a child?
8. Everyone has something to teach and you learned a little from them all. (+1 Dex, +1 Int, +1 Wis)

The other characters were your best friends. Who else near your family’s estates did you
hang around?
7. Despite being of noble blood, you actually did chores. (+1 Str, +1 Int, +1 Cha)

You had many tutors when you were younger. Which was your favorite?
6. Your father’s seneschal, who showed you the ways of managing the estate. (+2 Wis, 
skill Estate Management)

You take your duty seriously. How do you plan to honor your family?
2. When your people need you, you will protect them at all costs. (+3 Con, Knack:
Resilience)

When a barbarian warband came looking for plunder last winter, it was left to you to save
the land. How did you handle your first real test?
3. Facing the invaders head on, you conquered your foe and were cheered by the men. (+2 Str, 
skill Command) 
The friend to your right helped hold the line against a cavalry charge; they gain +1 Str.

When the barbarians withdrew, what did you find left on the field?
2. Bracers of gleaming silver. (Gain +2 Con and silver bracers)

Stats

Str	14
Con	16
Dex	9
Int	11
Wis	12
Cha	11

HP	10
BAB: +2 Melee, +1 Ranged

Skills
Command x2
Estate Management
Equestrian Arts
Knack: Resilience
Knack: Great Strike

Equipment
Dagger (1d4+1)
Halberd (1d10+1)
Chainmail (+4 AC)
Tabard of your house
A loud horn
Gleaming silver bracers
19 silver

FireSight
Jan 29, 2012




Shelley of the house Aittein, The Nobleman’s Wild Daughter

Mug of ale in one hand, Shelley slouches unmaidenly in the chair, one arm thrown around its tall back. Looking around at all the others the rebellious maiden sighs and throws one hand in the air, displaying her inebriated state to everyone. "I got nothin', just a vulture bearing the brand of one ah daddy's tenant farmers... nothin else interesting happening for me to comment on, cept some bad dreams. Someone else has to have a good story to tell. Otherwise I'mma keep getting drunk and go hang out wit tha soldiers. Or... hang out with tha soldiers 'n' get drunk. Thats it."

pre:
Class: Warrior

How did your noble family earn its name? 
12. Always lasting and staying out of affairs that don’t concern them. 
+1 Str, +1 Dex, +1 Int, +1 Wis, and +1 Cha.

How did you distinguish yourself as a child?
8. Everyone has something to teach and you learned a little from them all. 
Gain +1 Dex, +1 Int, and +1 Wis.

The other characters were your best friends. Who else near your family’s estates did you hang around?
4. Your family’s seneschal taught you games of strategy and sill. Gain +2 Int and +1 Dex.

Who taught you to fight?
2. You learned from the old mercenary who serves your parents. 
Gain +2 Dex and Weapon Specialization: Longsword.

How did you finally earn the men’s respect?
6. You haven’t... yet. 
Gain +3 Cha and the skill Politics.

Your father threw a tourney and you entered in secret. What happened there?
4. You accidentally killed your first foe and then withdrew. 
Gain +2 Str and Knack: Great Strike. 
The friend to your right helped you practice so you would not make the same mistake again; they gain +1 Str.

One night you went deeper beneath your family’s castle than ever before, into long abandoned dungeons. What did you find?
4. A mail shirt thin enough to be hidden beneath a tunic, but with a small hole in the back. 
Gain +2 Con and a light-weight and concealable chain mail giving +3 AC.

Skills
Politics,
Etiquette
Weapon Specialization: Longsword
Knack: Great Strike

Str	11
Con	10
Dex	17
Int	12
Wis	10
Cha	13

HP	10

Equipment
light weight concealable chain (+3 AC)
dagger
a stashed dress
chainmail (+4 AC)
a tabard of your house
bow
fine boots
18 silvers

Waci
May 30, 2011




Luntiel, the elven highborn
Luntiel briefly wonders whether Shelley has an alcohol problem. Maybe it was just a soldier problem. "I thought it was odd that someone would brand vultures. I don't think I've seen any near the village before. But I also noticed something stranger. Last night, someone was screaming, and it smelled of brimstone. Gretel and I tried to go look but whatever was causing the screaming, and whoever was screaming, had left before we got there." Mysterious screams and odd smells and strange markings on animals? This smelled like an adventure.

pre:
Class: Warrior-mage
Level: 1

How did you come to the lands of men?
Where did your elven family of old make its home?
They manned delicate craft on a clear river. Gain +1 Dex, +1 Str, +1 Wis, +1 Int, and the skill Boating.

What caused you to leave the other elves?
You wanted to fight the ancient enemies of your race. Gain +1 Str, +1 Con, and +1 Int.

When you left your own people, you found it difficult to live with humans. The other characters became your fast friends, however. 
Who else became your friend?
One of the human elders told you ancient stories of elves and men. Gain +2 Int and +1 Wis.

Your family trained you to be a great warrior, but also taught you the arcane arts.
You bear a blade of glistening, elven steel. Where did you get it?
You carry your family’s ancient blade, forged in a distant age. Gain +2 Int, the skill Ancient History, and Weapon Specialization: Longsword.

As a student, you had access to the ancient records of high elven magic. What did you study?
You learned to see beyond the veil. Gain +2 Int, +1 Dex, the cantrip Second Sight, and the ritual Unseen Servant.

When you entered the lands of men, you soon learned how dangerous they can be. What taught you this lesson?
You helped the village by receiving early warning that a wild warband was coming upon them. Gain +2 Str and the ritual Bind Familiar. 
The friend to your right struck down one of the scouts and helped you warn the village; they gain +1 Str.

What token did you people leave you when you left them?
The sign of a forgotten kingdom. Gain +2 Cha and thin silver circlet.

Str:12=8+1+1+2
Dex:12=10+1+1
Con:9=8+1
Int:18=10+1+1+2+2+2
Wis:10=8+1+1
Cha:10=8+2

Fortune points:2
HP:8
BAB:+1
AC:0
Poison:14
Breath:17
Polymorph:18
Spell:17
Magic item:16

Skills:
Boating
Ancient History
Singing
Weapon Specialization: Longsword

Elven Vision
Unaging
Autumn Folk
Spellcasting

Cantrips:
Glamour Weaving
Second Sight

Rituals:
Unseen Servant

Equipment:
Dagger 
Elven longsword (+1 to hit and damage)
Tooled leathers (+2AC)
Silver circlet (pretty)
Elven waybread (1 weeks supply)

Forsooth
Nov 11, 2009

Leave the Artillerymen alone, they are an obstinate lot.
-Napoleon Bonaparte

Nyra the Dwarven Adventurer


Nyra took a long swig of ale, then jumped in on the conversation. "Sounds to me like the Faeries might be up to some tricks again. They've been known to cause trouble in those woods. Me and Gretel spoke to a wandering god-talker the other day and he said he could feel the evil in these parts, and those little imps are evil through and through. Hard to imagine them causing that horrible flood, though."

The dwarf pauses only briefly to finish her ale before turning to Elric. "You and Percy grabbed that nut from the bar the other day, right? He saying anything that might give us a clue?"


pre:
Class:	Warrior

What is the history of your clan?
5.  For long ages your clan has forged the finest weapons. (+2 Dex, +2 Int, Skill: Weaponsmithing)

What drove you from the lands of your people?
6.  You were confident that your unusual skills would help you earn your way amongst men. (+2 Dex, +1 Int)

When you left your people, you found it difficult to live with humans.  The other characters became 
your fast friends, however. Who else became your friend?
1. The blacksmith is fascinated by you and wishes to learn the ways of your people. (+2 Str, +1 Con)

How do you plan to build your hoard?
1.  Your road leads you on many dangerous journeys, but wealth is at the end of them all. (+2 Wis, Skill: Survival)

You bear the weapon of your father.  What is it?
4.  A pair of fine hand axes.  (+3 Dex, Weapon Specialization: Throwing Axe)

What was your first big hassle amongst the tall people?
6.  You mistakenly stepped into a faerie ring and had to face the guardian. (+2 Int, Knack: Resilience)
Your friend to your right broke the circle and helped you escape (+1 Int)

What treasure do you keep that first drew the other characters to you?
4.  A heavy oaken shield bearing your sign. (+2 Str)

Skills
Fletching
Weaponsmithing
Survival
Weapon Specialization: Throwing Axe
Knack: Resilience
Dwarven Vision
True Name

Str	15
Con	13
Dex	15
Int	13
Wis	10
Cha	6

HP	13

Equipment
Dagger
Dwarven Battleaxe (+1 to hit and damage)
Hand Axe, 2
Chainmail (+4 AC)
Simple Shield (+1 AC)
Provisions, 1 week
Silver, 26

AlanWhats
Mar 3, 2013


Elric Keynes the Future Warlord

Elric gives a quick look to Shelley, his expression briefly becoming the familiar sight of long-suffering that has been a staple of his existence. Then Nyra addresses him, causing his attention to shift towards her. He takes his hands off of the cup of water and twiddles his thumbs a bit. "Well, as far as I can tell, no. In fact, it seems like no one can tell what he's saying. I've certainly never heard anything like it, even from the tongues of the barbarians." He then turns and points to Percival. "Oh by the way, nice tackle then. I hope you and the innkeeper are square what with the whole...you know, face through the desk bit."

For a moment, he looks around as though he were disturbed by something. He then leans in a bit, lowering his voice. "Listen...I know this sounds a bit crazy but I swear, during the scuffle and when he was being dragged away, for a moment his eyes...glowed. Like a fire being lit."

Wahad
May 19, 2011

And when they shun their humanity, we welcome them here.


Gretel

"I agree with Nyra." Gretel says quietly. "That whole river of blood thing...I only saw it, of course, but that's way too much for fairies. They're more subtle than that." She pauses to eat a little more, then looks at the group again. "So...what do we do?"

Jerkface
May 21, 2001





Percival, Percy for short

Percival arrives to the inn what feels like days late, but which has probably only been an hour. He is red faced and out of breath, clutching a dog eared booklet to his chest. "Sorry *huff* forgot *puff* my book." He sits down and begins scarfing the day old bread. After downing some musty liquid to wash it down, Percy finally feels alive again. "That crazy guy, who attacked us, he had glowing eyes! Nothing in the book about glowing eyes... Maybe they are cursed. That flood nearly killed my da, and did kill some other folk, so maybe someone took something from up stream and got a curse on em and now its giving out punishments?"

Hi guys this is wat happens when you miss both the posting of this thread and the recruitment bump

pre:
Class: Warrior
Starting Equipment: knife, peasants’ clothing, a horse of your own, longsword, four
days feed for your mount, 13 silvers, old map, Old Map

STR 19
DEX 8
CON 11
INT 13
WIS 9
CHA 12

HP: 10

Athletics
Military History
Weapon Specialization: Longsword
Riding

Knack: Resilience (+1 to saving throws)


10. Your father was a watchman, stern but fair with child and stranger alike. Gain +2 Str, +1
Cha, +1 Con, and the skill Athletics.


1. Children often fight, but you never lost. Gain +2 Str and +1 Wis.


7. The old widow needed help around the house. Gain +1 Str, +1 Int, and +1 Cha.


2. When traders from the south came to the village, you found an old warrior’s training manual
and you studied it every day thereafter. Gain +3 Int and the skill Military History.


5. Flashy bladework. Gain +2 Cha and Weapon Specialization: Longsword.


6. A brigand was waylaying villagers on the road, but you put an end to his robbery. Gain +2
Con, and Knack: Resilience. The friend to your right traveled the roads with you for two weeks,
hunting the thief down; they gain +1 Con.


1. You will slay a dragon, and even have a map you think might lead you to one. Gain +2 Str
and an old map. 

FireSight
Jan 29, 2012



Shelley of the house Aittein, The Nobleman’s Wild Daughter

Downing another ale, Shelley looks across the group with someone glassy eyes, and raises her tankard into the air. "Look, I dun like vultures. And my da ain't letting no peasant raise carrion birds on his farms. I say we go talk to this farmer... whats 'is name. See why he's doin this."

Rising unsteadily to her feet, the inebriated noblemans daughter attempts to make her way to the door of the tavern, not even remembering to leave coin on the table to cover her drinks.

FireSight fucked around with this message at Mar 30, 2013 around 08:08

Jerkface
May 21, 2001



Percy

"We can ask if he's cursed!" Percy rises too, despite just arriving. He grabs some more stale bread to eat on the way.

Wahad
May 19, 2011

And when they shun their humanity, we welcome them here.


Gretel

She rolls her eyes. Sometimes nobles thought they could get anything they wanted - and their children even more so. Still, they're friends, or at least friends of friends. Gretel gets up, picks up her crossbow, and throws a few coppers on the table. Funny how the peasant has to pay for the nobleman's meals. She doesn't mind too much - her hunting brings in good coin - but with how much Shelley drinks it's getting a little egregrious.

AlanWhats
Mar 3, 2013


Elric Keynes

As his friend Percy busts in through the door, Elric looks up and stares for a moment. He blinks as though he had just seen a mythical creature, before finally turning exasperatedly to the others around the table. "Alright then, did you all put something in my morning wine again? Because I swear Percy was right there in front of me."

Then everyone starts to get up, Shelley shambling out as she struggles to keep on her feet. Elric follows suit, taking a small loaf of bread with him. Unlike Shelley however, he thinks to pay for his own meal, placing a few coppers by his plate. "W-Wait! Don't go stumbling into the door now!"

Waci
May 30, 2011



Luntiel

Luntiel follows her drunken and confused friends out of the tavern. Due to not having any, she leaves behind no money. She had eaten her own bread anyway, and only been at the tavern to meet with those of the group who didn't have their own supply of food. For a moment, she thinks that after a couple of years in the village it was probably soon time to get a job and stop living on waybread and other people's wine, but the thought goes away soon when her mind returns to the imminent adventure.

Ryuujin
Sep 26, 2007
Dragon God

Journey to the Farmer's Field

The group comes to a conclusion, though it is mostly the drunken Shelley that comes to a decision and then rashly acts upon it. They get up, and a few more conscientious members of the group remember to pay, and begin to make their way to the farmer's nearby farm. A few false starts, a few wrong turns, before Shelley is pointed in the right direction. In a little under an hour the group nears the farm.

From a distance everything looks normal. A few people out in the fields, with the farmhouse itself largely quiet.

Forsooth
Nov 11, 2009

Leave the Artillerymen alone, they are an obstinate lot.
-Napoleon Bonaparte

Nyra

"So what exactly is the plan, miss liquid courage? Walk up to the nearest farm hand and ask him if his boss has mentioned starting a buzzard ranching business recently?"

Jerkface
May 21, 2001



Percy

"We could just declare our intent, s'what a Knight would do!" Percy puffs out his chest when he says this, and whips his red cloak dramatically.

AlanWhats
Mar 3, 2013


Elric Keynes

"Yes we could, couldn't we?" Elric says as he lifts his chin, grinning from ear to ear. Then after a few seconds pass, the grin falls as Elric realizes something. "...Wait. Wouldn't that just give the farmer time to hide the evidence? That seems like it would be...counter-productive, I believe is the word."

FireSight
Jan 29, 2012



Shelley

Throwing a confused look at Nyra and Elric, the young woman turns around and manages to trip over the uneven road as she attempts to walk backwards and think at the same time. Landing hard on her rear, she tosses an annoyed look upwards at everyone even as she utters "Ouch. That hurt. An' why shoudn' we ask tha farmer himself? He's just a tenant workin my da's land, if he's doin something wrong my da kin just evict 'im and let some other farmer tend th' property."

FireSight fucked around with this message at Apr 2, 2013 around 04:56

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Wahad
May 19, 2011

And when they shun their humanity, we welcome them here.


Gretel

She groans as Shelley turns around and falls down in her drunken stupor. "How about we ask him if he's seen those buzzards that were circling around and knows where it may have nested? That we're trying to hunt them down as a favor to the village, or something? We don't have to go tromping around the farm and immediately ruin his livelyhood just 'cause y'all saw his mark on the bird. We'll gauge his reaction and if he's still suspicious, we'll find some proof, whether it confirms our suspicions or not." Gretel says. "I swear, you guys. Sometimes you're just so callous."

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