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Re: Pirates of Land's Tooth Bay - Linked Adventure(s)


Would you like me to rush out some rules for a Priest of Manann (The God of the Seas)?

EDIT- We can 'tweak' it into existence based on a pre-existing character, for example the Priest of Sigmar.

Last edited by thecustodian, 15/Jun/2006, 4:50 am
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posticon Re: Pirates of Land's Tooth Bay - Linked Adventure(s)


I did it anyway emoticon Basic rules only, based on the Warrior Priest. Give me any opinions that spring to mind:

Priest of Manann

Manann is the God of the Sea, and is justly feared by many Old Worlders for his power over that fickle element. For those living on the coast, or whose livelihoods depend on oceanic trade, or who take ship for adventure and profit’s sake, Manaan is a God to be respected and placated. He is often perceived as indifferent to mortals, even to his priests, but his worship is considered necessary. Some seafarers, typically pirates, worship an aspect of the God they call Stromfels, a God of destruction and jealous retribution. This aspect is even more feared for its abandon and potential for devastation.
Priests of Manann nearly always come from seafaring stock, and are brought up with a proper regard for the majesty and power of the rolling oceans, not to mention the potential for catastrophe inherent in a life based on the sea. They tend towards short tempers and moods which wax and wane with the moons.
Many Priests join the Order of the Albatross and serve as navigators aboard vessels of many nations. They are acknowledged as the best in the Old World, and are paid accordingly, much of the payment making its way to the various Temples of Manann in the form of tithes. The biggest temple is in Marienburg, from which ships sail all over the Old World and beyond. There are plenty of opportunities for aspiring young clerics to gain experience in navigation and seafaring, as well as the inevitable need for self-defence against pirates, sea-creatures, Dark Elf Corsairs and whatever other dangers await beyond the horizon.

Wounds 1D6+7
Move 4
Weapon Skill 2
Ballistic Skill 5+
Strength 3
Toughness 2 (3)
Initiative 2
Attacks 1
Pinning Roll 4+

EQUIPMENT
A Priest of Manann carries the following items-
Book of Tides
Vial of Holy Water

BOOK OF TIDES
This book is a combination of almanack, mythology and devotional. By consulting it, the Priest can determine the best time or date to set sail, the likelihood of a storm, the direction of the wind or the chances of getting a good catch of fish. It also contains some of the many stories of Manaan, often referencing his wrath at those who do not respect his awesome power! Yet there are also many passages of poetry and invocation to the God,, sea-shanties and work songs, and rituals for blessing any boat from battleship to coracle. Priests can read from the book to invoke miraculous occurrences if they are of sufficient interest to Manann.
BLESSINGS
Blessings may be cast by rolling 1D6 and adding the power dice. If the result beats or equals the difficulty level of the Blessing, it manifests. A Priest may attempt one Blessing per turn.

The book contains the following Blessings
Invigoration (7+)
A wind blows through the room, seeming to echo the Priest’s chanting. As it touches the Warriors they smell and hear the sea, and have a sense of its eternal persistence.
Each Warrior on the Board recovers 1 Wound

Sea Shanty (7+)
The Priest begins a vigorous song designed to encourage men in the midst of storms to redouble their efforts.
A selected Warrior gets +1 Attack this turn.

Curse of the Albatross (7+)
Cursing his foes, the Priest of Manann invokes the Albatross, the bird of fortune, which it is a sin and an offence to Manann to harm.
A selected Monster loses 1 Attack this turn. If it only has a single attack, it cannot use it at all.

VIAL OF HOLY WATER
The Holy Water is not, as in many cases, pure and drawn from a sacred spring. Instead, it is water drawn from the heart of a tempest at sea, on a specific auspicious day, and its power is not to soothe pain, but to inspire strength into its drinker. The water is salt, and may contain bits of seaweed and even small sea-creatures, but when drunk, the drinker feels the effects immediately. His stomach is immediately hit by the effects which is be said to be quite disturbing, and something of the fury and vibrancy of the storm enters him.
The Priest may drink from the Vial at any time, even on 0 wounds. He recovers 1D6 wounds immediately when he does so. If another Warrior wants to drink, they also recover 1D6 wounds, but on a roll of 1 are temporarily stunned by the effect of the salty raging water inside them that they miss the next Warrior’s Phase. If the Priest wishes to administer this to a Warrior on 0 wounds he may do so freely, but on a roll of 1 the Warrior will be unable to move until he has passed a Willpower test (7+) to silence the raging gale within him. He must take this test at the beginning of each Warrior’s Phase, and if he passes can act as normal.
Each adventure, the Priest or his companions may sip 1D6+6 times from the Vial. Each Warrior may drink a maximum of once per turn. At the beginning of the next adventure the Vial is reset to having 1D6+6 sips, regardless of how much it was used before.

WEAPONS
The Priest of Manann is armed with a Harpoon, which does normal damage but may be thrown as a spear, using the Priest’s ballistic skill. If thrown it has Strength 4. The Harpoon is lashed to the Priest’s wrist by a length of chord, and he may attempt to recover it to throw again during the battle by rolling a successful Strength test. He does this at the beginning of a turn in which he doesn’t have the Harpoon, and if successful he may throw it or use it in close combat in the same turn. If he rolls a 1 for the Strength test, the chord has snapped, and he will have to recover the Harpoon after the battle.
As usual, the Priest may only use the Harpoon as a range weapon if he is not adjacent to a monster.

ARMOUR
His long green or blue robes conceal a layer of leather armour reinforced with whalebone a bit like the corsets some rich ladies wear to maintain their figure. Few people like to risk making such a comparison in front of the Priest. They also have a hood, which can be pulled up to keep storm winds and rainwater out of the face.
His robes give him +1 Toughness.

PRIESTS OF MANANN & TREASURE
The Priest may not wear any other armour other than that with which he started. However, at his discretion, he may wear robes and furs if the climate or situation is deemed appropriate.
He may not carry a shield.
He may use any weapon that the Wizard can use, excepting powder weapons which are unreliable at best in wet conditions like at sea.
The Priest may collect treasures and use treasure which is normally only associated with Wizards.

Last edited by thecustodian, 17/Jun/2006, 1:42 am
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Re: Pirates of Land's Tooth Bay - Linked Adventure(s)


We have a fourth player, my friend! So we are gonna be getting underway very soon!!!!

That class is awesome man, I can see on Cutter'z ship a grizzled ol' salt that has been on the sea since he was a pup. Also, if you guys want, lets share our IM's. Ill email all of you with mine, reply back and then ill make a list to mail back. Im gonna start the game as soon as possible. Then we get down to business, like exploring treasure maps that are all too common with pirates. Lost city of gold, did I say that? Nah, just your imagination.

Here are the drafts, as they stand. More tweaking will be done, but this is post-OW critique, and I think we've got it nailed down. I've added the 82nd Naval's equivalent in parentheses.

Buccaneer (Privateer)
Race: Human or Orc (Human or Elf)
Use Outlaw as Base


Wounds - 13
WS - 5*/4 *(WS 5 is used for the main weapon. This means that every other attack during a turn must be made at WS 4, due to the use of the off-hand weapon. The alternation is due to the dominance of the main hand)
BS - 4
Str - 4
T - 3 (5)
Init - 2
Dd - 1
Atk - 1
WP - 3
Pin - 6+

Boarding Axes - Using large one handed axes in both hands, the buccaneer likes to get in close to chop down his foes. Resembling a tomahawk, they are perfectly balanced for throwing. The head is made of tempered steel, attached to strong oaken handles. They deal 1d6 + Str damage. Special - Dual Wield: On any death blow, the pirate can hurl one axe at a monster no more then one space away, attacking with BS. Any subsequent attacks are now at 1d6 due to the loss of the off-hand weapon. When the axe is retrieved from the target, it causes 1 wound in bleeding. If the warrior scores a death blow with the remaining axe he may repeat this skill.

Boot Dagger (2) - These are concealed within the boots, providing a ranged attack.

Armor - Boiled Leather Harness - The leather has been soaked in ammonia and boiled. It is common practice for the armor to molded and crafted directly on to the frame while hot. Straps are used to hold the ribbing, allowing the armor to stretch and move. Around the chest plates and mid section, large iron plates are buckled down. This provides quite a lot of protection, without the extra weight of a full breastplate. Additionally, a chain-mail hauberk can be added to provide additional protection, but this armor is strong enough to provide +2 Toughness.

Special Skill - Parry and Counter - The buccaneer is used to fending off multiple enemies on the decks. His axes usually move in tandem, and it is easy for him to strike out after a block. Whenever an enemy makes a sucessful attack, roll 1d6, natural 6 will allow you to block the attack and make a counter attack if you have both tomahawks. The counter attack requires an attack roll, with d6 damage. If the roll fails, roll d3 for damage from a "glancing" blow. This attack can only be used with the buccaneer's boarding axes.

Brawler - After years of rough and tumble living around the alehouses and docks of the Old Word has ensured that buccaneer's are used to being in street clearing brawls. In any melee, the buccaneer can easily spot a handy implement of blunt trauma. When unarmed for any reason, roll d6. On a roll of 1, the buccaneer has found nothing, and must use d6 for h2h damage. On a roll of 2-5, he has found a broken bottle that does 1d6+1 damage. On a roll of 6, he has found a broken plank with a nail in it, does 1d6+2 damage.

Treasure Hunter - The nose of a pirate can smell two things, booze and gold. After the buccaneer kills a monster, roll d6, on a 5 or 6, you get d6x20 more gold from them.

Treasure - The buccaneer is used to using the harness, and any armor that would restrict free movement or is heavier then breastplate will not allow the buccaneer to use his special skills. Chain mail can be added for additional protection. There are certain other creative additions that enterprising buccaneers have found that suit them.
There are other weapons that buccaneers can purchase, known as francisca's, they are the finest throwing axes money can buy. Rumor's of use of an exotic weapon known as a kama, is not unheard of.
No shields. No other ranged weapons.
Any other treasure not designed for wizards can be used by the bucaneer at GM's discretion.

Starting Items / Item Table - To be continued...

Advancement - TBC...

Swashbuckler(Corsair)
Race: Human or Dark Elf(Human or Sea Elf)
Use Noble as Base


Wounds - 11
WS - 5
BS - 5
Str - 3
T - 3 (4)
Init - 5
Dd - 1
Atk - 1
WP - 4
Pin - 5+

Rapier - This finely crafted weapon, is the point on which the swashbuckler's life hangs in the balance. His sword is powerful weapon, capable of pushing deep into the vitals of an opponent. This one is a fine example, made from steel from Cathay it is strong but flexible. Most striking is it's hilt, beautifully curved wires of dark iron, inlaid with gold. It does 1d6 + Str damage. Special- Coup de Gras -On a natural roll of 6, the rapier has pierced through a weak-point in the targets armor. This attack penetrates all armor and toughness, dealing full damage.

*(Im having trouble finding the rules for armor and its effect, so this is still unsure, but I want this to be a powerful attack)

Flintlock pistol (1) - This pistol, has been crafted from a fine cherry wood, burnished to a mirror finish. The steel flintlock mechanism is engraved with the scenes of the sea, a note of homage to the sailor's almighty mistress. The swashbuckler starts out with a pistol, which can be fired once before being reloaded, causing 1d6+2 damage, ignoring armor. Special - Reload - Once shot, the pistol user must sacrifice one attack to reload. Can not reload the pistol when pinned, or if he moved that turn.
Dual-Pistols - If 2 pistols are used, they can be used in different situations. When fired simultaneously, they cause quite a ruckus. Any additional attacks that turn are at -1 due to the cloud of smoke around the swashbuckler. This attack must be rolled at -2, due to the weight of 2 pistols, does 2d6+4 damage, ignoring armor.
The pistols can be used as individual attacks, however, if both pistols are fired in a turn, any attack following the 2nd shot is at -1 due to the smoke. Firing them once a turn creates negligible amounts of smoke.
Point Blank - The pistol normally has line of sight range of 6 squares. However, any target that is adjacent to swashbuckler may be shot at +1 bonus. A natural roll of 6 at point-blank range has struck the target's eye, ignoring armor, toughness, and causes the target to suffer -4 to all attack rolls.
Misfire - Every so often the pistols will go off half cocked or jam. Roll d6 before pistol attacks are made to see if this occurs. On a result of 1, indeed the gun has misfired and you must spend the remainder of your turn clearing the jam and consuming 1 shot. The gun can then be reloaded as normal.

Armor - Jack of Plate - a type of armour comprising small iron plates sewn between layers of felt and canvas, similar to the brigandine. A jack or jack of plate is a type of armour comprising small iron plates sewn between layers of felt and canvas.
These are well reknowned for being able to stop the point of a sword or a musket-ball, bouncing harmlessly off the plating. However, they allow the acrobatic swashbuckler to move and fight with ease, provide +1 Toughness. Additionally, a studded doublet can be wrapped around the breast plate for more protection.

Special Skills - Leg Sweep - Dropping to the ground to kick the legs out of a particularly threatening foe is an easy feat for a swash buckler. For each attack the warrior sacrifices, he can roll d6. For every 5 or 6 rolled, the warrior can knock down an adjacent target, causing them to lose their turn, give any melee attack made against them a +2 bonus, and any ranged attack made against them a -2 penalty. This can only be used on man-sized targets or smaller.

Evasion - The swashbuckler is used to grabbing what is nearby and swinging around it to carefully avoid enemy attacks. When a monster attacks, roll d6, on a 6, he can deftly avoid the blow.

Acrobatic - Once per combat, using all his strength, a swashbuckler can escape from even the burliest opponent, once free he can then leap to any free square in a 2 square radius. To perform this feat, check initiative (+7). If the swashbuckler is at 50% wounds, this check is -1. If the swashbuckler is at 1 wound, this check is -2.

Treasure - Swashbucklers can not wear any armor other then the jack plate. However, if Elf armor is rolled as treasure, it may be used at GM's discretion. It's not uncommon for a studded overshirt, known as a doublet, to cover the jack plate.
As for the rapier, there are many options available to the swashbuckler. Tilean foils are thrusting swords, without blade, made to pierce through the toughest armor, but at the sacrifice of speed. Also, rarely, Dwarven smiths have crafted epees, weapons that are heavy swords, with thin blades. The ingenious part is their that the hilt is used as a grip, which is shielded to be used to parry away even the strongest blows.
The swashbuckler can purchase another pistol.
No shields. No other ranged weapons.
All other treasure not used by the wizard will be judged on a case by case basis as to its use.

Starting Items / Item Table - TBC...

Advancement - TBC...




Last edited by ignign0kt, 25/Jun/2006, 7:58 am
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Re: Pirates of Land's Tooth Bay - Linked Adventure(s)


Heh, ok, backgrounds for the characters dont fit, so here they are.

Buccaneer (Privateer)

The Buccaneer has lived most of his life around the riggings of the ship. From loading cargo on the docks to climbing the mast to open the sails, this professional pirate knows every inch of their ship. Because of the dangerous nature of their "business" they are among the toughest individuals to enter an alehouse, and are known for starting for brawls that have turned city blocks into a warzone of rioting. For this reason, the bucaneer is at home only in the docks or the alehouses of the city, and most merchants will simply bar the door when they see a band of pirates approach. However, due to the notorious reputation of pirates having large amounts of "goods" to unload, certain unscrupulous merchants make a tidy profit from doing business with them.

Buccaneers have only recently started exploring the countryside around Land's Tooth Bay. The rocky terrain is covered in thick jungle, making passing into the deep canopy of trees a dicey proposal at best. However, spurred on by treasure maps and Lizardmen legends, they have begun to delve further into the wild.

The buccaneers are based in Land's Tooth Bay, in a very well hidden grotto known as Blacktar'z Foundry. Here, Blacktar is able to construct all manner of naval ingenuity, for which he is famed. Around this, an entire community has slowly sprung up, complete with traders, alehouses, and lodgings.

(The privateers have a similar upbringing on the ships of the high seas. However, their's was a life of order and discipline, working their way through the ranks of until finally receiving a letter of marque from the Emperor. This official document allows the privateer to hunt down the numerous pirate bands that run the shipping route around Land's Tooth. They are allowed to execute any pirate at will, and seize any stolen goods for crown and country, of which they receive a share.

They have been most concerned with the state of the wilderness around Hope's Point. Zal'Maki Lizardmen have been raising their dead to kill Imperial patrols and some say they are raising an army to defeat the garrison at Hope's Point. In an effort to gather intelligence on their activities, the Sea Wolves have sent the privateers into the jungles to investigate.)



Swashbuckler(Corsair)

These nobles have gotten tired of life at the courts of the petty squabbling Old World monarchs. For whatever reason, they feel drawn to the lure of travel upon the high seas. To them, the sounds of the breaking waves and the scent of salty brine signals a chance for them to gain their fortune and a life time of adventure. The training of swashbuckler's swordsmanship is done from a very early age. Because of this single dedication to their weapon, the swashbuckler is world renowned as being unmatched in single combat.

For them, the lure to Land Tooth's Bay is something of a romantic notion. They envision the lush colours and wondrous majesty of nature, but few who have spent much time in the mosquito ridden jungle would still hold to that ideal. However, still they press on, spurred by the chatter among the crew of treasure and wealth beyond imagine.

The swashbuckler is based in Blacktar's Foundry, however, they have established a duelling academy, the Viper's Social Club, to combat the drudgery of socializing with the unsavory rabble and chore boys. They have no qualms about being in their company on the ship, but when they are on their own time, they much prefer to hone their razor sharp skills.

(The corsair's place in the Sea Wolves, is much the same, however, having the rank and file disciplined and controlled by lashings, makes these nobles much more haughty and pretentious. They too spend their time searching the jungles for the Zal'Maki, but only by the incessant prodding of their superiors. Most commanders allow them to do as they please, because raising the ire of a corsair is not done lightly.

Most corsair's are usually Sea Elves, having learned both seamanship and swordsmanship at an early age, giving them a distinct advantage over their human counterparts. Like their pirate brothers, the corsairs are also accustomed to training at the Crossed Sword Academy at Hope's Point, run by the famous human corsair Flynn)


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Re: Pirates of Land's Tooth Bay - Linked Adventure(s)


NOTE: the Custodian intended for the Vial of Holy Water to be reusable. He will likely make changes or edit his Priest of Manann soon.

I see he has edited his post. I might add that I really like this seafaring likeness to the Warrior Priest. I think he has some interesting differences from the WP and I lvoe the fact that he has a blessing that heals from the very start (though it is weak, it can still save an unconscious warrior's life).

Great job on this character, Custodian!

Last edited by OldWarrior, 17/Jun/2006, 3:10 am


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16/Jun/2006, 2:10 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
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Re: Pirates of Land's Tooth Bay - Linked Adventure(s)


Yep, have edited it above. It's an idea at any rate.

So can I keep my good ol' Outlaw or should I pick one of these new fancy-pants characters?

I am getting mildly excited by this game (which is high praise from me!) I am looking forward to seeing how you do it all.
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Re: Pirates of Land's Tooth Bay - Linked Adventure(s)


Yeah, I think this is gonna be an awesome game. I plan on using all the characters, OldWarrior checked them out and gave me some good feedback thanks bro! xD And I'm gonna make edits. My friend is having problems setting up his webquest account. When its fixed Ill create the game.

Since all the info is editted by the GM, I can set all the stats and then just use Misc Info section to write down all the skills. For future games, Ill get ppl to join as dwarf/efl/priesto'sigmar for their custom class equivalent. And yes, I think we should try to have a play-test all of our creations. Yar! Also, I was thinking of adding a Lizardman class, but Im gonna hold off until we get these ones tweaked.

BTW, I love the edits and its really ingenious to bring a healer to this thing. With that, I feel safe letting these guys comprise the entire party, but I think other classes like Outlaws, Nobles, Halfling Theives, etc would fit in too. The way I see it, is we can change anything that we dont like as we play. RP is a very organic thing, idea growing from idea, until you've got this thing thats really cool. That's how they made Morrowind, just people riffing until you've got a complete world. Haha, I am a big geek I know, but I've always had fun making the stories.

Anyway, Im gonna make those edits to the classes, and I'll be back later.
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Re: Pirates of Land's Tooth Bay - Linked Adventure(s)


Shandy Alweather strides down the dock taking in the familiar, yet subtly different sights. This place is how he remembers it from his childhood, not how he has seen it for years as an employ of the Dynismund corportation. He was expected to provide that company with tame seas and good winds at all times, and in response recieved an impressive stipend... but it was not the true calling of a Priest of Manann. So he left them and came here, back to the lawless docks he remembered, to find people who respect the seas for their terrible beauty, and who respect Manann, rather than view him as an inconvenience.
It's been some time since he sought to take ship on a whim... looking around he notices the advertisement for adventurers, cruedly graffittied. He grins slightly, and checks the point on his harpoon. Looks like THIS assignment might be fun...

I will drop Jurgun and pick up Father Shandy Alweather, then. I broke my ban on creating new Warriors for myself, just because I think this will be good!
He'll join either party, depending on where there is an opening.
EDIT-
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Last edited by thecustodian, 17/Jun/2006, 1:57 am
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Re: Pirates of Land's Tooth Bay - Linked Adventure(s)


Though I personally do not want to join this type of adventure at this time, I will probably look in now and then to see the interesting stuffs.

Thanks for letting me have a small part in reviewing some of these new characters.

I really love creativity!

Have a great game guys!

Last edited by OldWarrior, 17/Jun/2006, 3:13 am


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Re: Pirates of Land's Tooth Bay - Linked Adventure(s)


I think I have changed my mind. If you end up needing a forth player, I might join Blacktar's Boy'z if Inadel doesn't. See my chat in the main Webquest for 6/20/06. I mistakenly addressed Harlequin instead of Thomas. I was confused about the ID for some reason. emoticon

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