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Quest/Plot Requests

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Zane Kendric
Zane Kendric
Knight
Posts 1848
Gold 2458


D&D Character sheet
Name: Zane Kedric
Hit Points:
Quest/Plot Requests Left_bar_bleue44/75Quest/Plot Requests Empty_bar_bleue  (44/75)
Experience:
Quest/Plot Requests Left_bar_bleue47133/55000Quest/Plot Requests Empty_bar_bleue  (47133/55000)

PostZane Kendric July 31st 2015, 1:31 am

Please be thorough about the plot or quest you would like to include or contribute to the D&D game. Fill out the following.

Name of the Quest:
CR (Challenge Rating):
Max CR of Monster:
Min CR of Monster:
Reward(s):
Detailed Information About the Quest:

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +5

+2 Quarterstaff: +8/+4 (1d6+3/1d6+3 x2)

AC: 12
Saving Throws: Fort: +3, Ref: +4, Will: +6

Zane's Spellbook

Daily Spells:
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PostGuest July 31st 2015, 1:41 am

Since I couldn't make a quest thread I'm making one here

Quest name: Akeloth and the lamp
Lvl Unknown
Class: Boss
Quest/Plot Requests Akelot13
Race: Human
Health:  125
Strength:28
Dexterity:10
Speed:    12
charisma: 12
Quest/Plot Requests Akelot10
Weapon: Stalagnite Pickaxe - doing Bludgeoning damage 14-37

*Reason for his stats*
The is to make him so strong that you couldn't kill him even if you tried
Because if you were to defeat him, you get the lamp... Impossible challenge yes, but well worth 3 wishes

¿Quest?
The quest is about you trying to get Akeloth from wishing the dreadful wish...
If he wishes it, everyone fails the quest...
It is your goal to manipulate him into liking you and getting him to make useless wishes..
Rolling the dice determines on what will happen...

¿How to do quest?
You gain morality equal to your charisma.
If you have no more morality you'll be given the option to fight or run.
For example I have 13 charisma, now I have 13 morality.


¿What he does if you Dice roll?
1- Nothing happens
2- Decrease morality +1
3- Decrease morality -2
4- He'll ask you what should I wish for? (roll a 4 dice) 1- A crown 2- A mountain of gold 3/4 -4 morality.)
2- Decrease morality -2
6- He'll ask you what should I wish for? (roll a 4 dice) 1- A crown 2- A mountain of gold 3/4 -4 morality.)
7- He'll ask for a drink -2 gold (optional) increases his favor +2)
8- Decrease morality -2
9- Decrease morality -1
10- Increase morality +3
11- Decrease morality -1
12- Increase morality +1
13- Decrease morality -1
14- Decrease morality -1
15- Increase morality +1
16- Decrease morality -1
17- Decrease morality -1
18- You convince him in wishing for thousands of rubies
19- You made him wish an aweful wish making him wish for the greenest gems on earth. -5 Morality
20- (He has the forbidden weapon) You lose... He wished for the Djinnitar of eternity.
 Quest/Plot Requests Scimit10

Reward for killing him(s): The Genie's Lamp
Reward for ruining his wish(s): 200 gold
Zane Kendric
Zane Kendric
Knight
Posts 1848
Gold 2458


D&D Character sheet
Name: Zane Kedric
Hit Points:
Quest/Plot Requests Left_bar_bleue44/75Quest/Plot Requests Empty_bar_bleue  (44/75)
Experience:
Quest/Plot Requests Left_bar_bleue47133/55000Quest/Plot Requests Empty_bar_bleue  (47133/55000)

PostZane Kendric July 31st 2015, 8:00 am

Dr.Kran wrote:Since I couldn't make a quest thread I'm making one here

Quest name: Akeloth and the lamp
Lvl Unknown
Class: Boss
Quest/Plot Requests Akelot13
Race: Human
Health:  125
Strength:28
Dexterity:10
Speed:    12
charisma: 12
Quest/Plot Requests Akelot10
Weapon: Stalagnite Pickaxe - doing Bludgeoning damage 14-37

*Reason for his stats*
The is to make him so strong that you couldn't kill him even if you tried
Because if you were to defeat him, you get the lamp... Impossible challenge yes, but well worth 3 wishes

¿Quest?
The quest is about you trying to get Akeloth from wishing the dreadful wish...
If he wishes it, everyone fails the quest...
It is your goal to manipulate him into liking you and getting him to make useless wishes..
Rolling the dice determines on what will happen...

¿How to do quest?
You gain morality equal to your charisma.
If you have no more morality you'll be given the option to fight or run.
For example I have 13 charisma, now I have 13 morality.


¿What he does if you Dice roll?
1- Nothing happens
2- Decrease morality +1
3- Decrease morality -2
4- He'll ask you what should I wish for? (roll a 4 dice) 1- A crown 2- A mountain of gold 3/4 -4 morality.)
2- Decrease morality -2
6- He'll ask you what should I wish for? (roll a 4 dice) 1- A crown 2- A mountain of gold 3/4 -4 morality.)
7- He'll ask for a drink -2 gold (optional) increases his favor +2)
8- Decrease morality -2
9- Decrease morality -1
10- Increase morality +3
11- Decrease morality -1
12- Increase morality +1
13- Decrease morality -1
14- Decrease morality -1
15- Increase morality +1
16- Decrease morality -1
17- Decrease morality -1
18- You convince him in wishing for thousands of rubies
19- You made him wish an aweful wish making him wish for the greenest gems on earth. -5 Morality
20- (He has the forbidden weapon) You lose... He wished for the Djinnitar of eternity.
 Quest/Plot Requests Scimit10

Reward for killing him(s): The Genie's Lamp
Reward for ruining his wish(s): 200 gold

@ Kran, This is terrific! Very well done on it! I like the idea for a future quest! Very Happy

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +5

+2 Quarterstaff: +8/+4 (1d6+3/1d6+3 x2)

AC: 12
Saving Throws: Fort: +3, Ref: +4, Will: +6

Zane's Spellbook

Daily Spells:
VerniusNightshade
VerniusNightshade
Knight Bachelor
Posts 3465
Gold 3295


D&D Character sheet
Name: Andreas Vox
Hit Points:
Quest/Plot Requests Left_bar_bleue20/49Quest/Plot Requests Empty_bar_bleue  (20/49)
Experience:
Quest/Plot Requests Left_bar_bleue17832/21000Quest/Plot Requests Empty_bar_bleue  (17832/21000)

PostVerniusNightshade January 5th 2017, 7:27 pm

Quest: Slaying of the Jabberwock

A Vicious monster is terrorizing the countryside and has raised several small villages and town, the King has issued a reward to slay the beast... 
Quest/Plot Requests Alices
Jabberwock
CR 23
Chaotic Evil
Huge
Dragon (air, fire)
Initiative +5
Senses: blindsight 120 ft., darkvision 120 ft., low-light vision, scent, true seeing; Perception +38
Aura: frightful presence (120 ft., DC 31)

DEFENSE
AC 40, touch 14, flat-footed 34 (+5 Dex, +1 dodge, +26 natural, –2 size)
hp 455 (26d12+286); fast healing 15
Fort +26, Ref +20, Will +24
DR 15/vorpal
Immune: fire, paralysis, sleep
Resist: acid 30, electricity 30, sonic 30
Sell Resistance: 31
Weaknesses: fear of vorpal weapons, vulnerable to cold

OFFENSE
Speed 40 ft., fly 80 ft. (poor)
Melee bite +37 (4d8+19/19–20/×3), 2 claws +37 (3d6+13/19–20 plus grab), tail slap +32 (2d8+19), 2 wings +32 (1d8+6)
Ranged 2 eye rays +29 touch (15d6 fire/19–20 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks: burble, burn (6d6, DC 34), eye rays, whiffling

STATISTICS
Str 37, Dex 20, Con 33, Int 12, Wis 29, Cha 26
Base Atk: +26/+41 (grapple)
Feats: Bleeding Critical, Dodge, Flyby Attack, Improved Bull Rush, Improved Critical (bite, claws, eye rays), Mobility, Power Attack, Spring Attack, Vital Strike
Skills: jump +35, Escape Artist +31, Intimidate +37, Knowledge (nature) +30, Sense Motive +38
Languages: Abyss, Common, Draconic, Gnome, Sylvan
Special Qualities: planar acclimation

SPECIAL ABILITIES
Burble (Su)
A jabberwock can burble once every 1d4 rounds as a standard action. This blast of strange noises and shouted nonsense in the various languages known to the jabberwock (and invariably some languages it doesn’t know) affects all creatures within a 60-foot-radius spread—these creatures must make a DC 31 Will save or become confused for 1d4 rounds. Alternatively, the jabberwock can focus its burble attack to create a 60-foot line of sonic energy that deals 20d6 points of sonic damage (DC 31 Reflex save for half). The confusion effect is mind-affecting; both are sonic effects. The save DC is Charisma-based.

Damage Reduction (Ex)
A jabberwock’s damage reduction can be bypassed only by weapons that possess the vorpal weapon enhancement.

Eye Rays (Su)
The jabberwock can project beams of fire from its eyes as a ranged touch attack as a standard action, with a range increment of 60 feet. It projects two beams, and can target different creatures with these beams if it wishes as long as both targets are within 30 feet of each other. A creature that takes damage from an eye beam suffers burn.

Fear of Vorpal Weapons (Ex)
A jabberwock knows that a vorpal weapon can kill it swiftly. As soon as it takes damage from a vorpal weapon, a jabberwock becomes shaken for 1 round. If it is hit by a critical threat from a vorpal weapon, whether or not the critical hit is confirmed, the jabberwock is staggered for 1 round.

Planar Acclimation (Ex)
A jabberwock is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.

Whiffling (Ex)
A jabberwock’s wings and violent motions create a significant amount of wind whenever it makes a full attack action. These winds surround the monster to a radius of 30 feet, and are treated as severe winds—ranged attacks take a –4 penalty when targeting a jabberwock while it is whiffling, and medium creatures must make a DC 10 Strength check to approach the creature. Small or smaller creatures in this area that fail a DC 15 Strength check are blown away. See weather for further details on the effects of severe winds.

Additional information: Variants
Lesser Jabberwock (CR 20): The notion of a “lesser” jabberwock is something of a misnomer, for even these creatures are powerful foes. A lesser jabberwock is generally a CR 20 version of the typical jabberwock—you can achieve a creature of this power by lowering the typical jabberwock’s Hit Dice by 3 and by reducing its ability scores by 4 points each. Alternatively, you can apply the young creature simple template, but bear in mind that such a monster isn’t technically any younger than a typical jabberwock. 

Variant Jabberwocks: As creatures from the primal world of the fey, some jabberwocks are as varied as the strange terrains and realms in that primal world, as if these environs have more to do with their manifestation than most scholars suspect. Generally, these changes simply alter the type of damage a jabberwock’s eye beams deal and the types of energy it is immune to. A jabberwock from a primeval glacial world would possess eye beams that deal cold damage, while a jabberwock from a storm-lashed world would deal electricity damage with its eye beams. If the nature of a jabberwock’s eye beams change, its burn ability changes to match, and it replaces its immunity to fire with immunity to the new energy type (while gaining resist fire 30 in place of the lost immunity to fire).

ECOLOGY
Environment: any forests
Organization: solitary
Treasure: triple

The jabberwock is a true creature of legend—a subject of poetry, song, and myth in many cultures. It is known to be a devastating creature in combat whose arrival presages times of ruin and violence; these stories also tell of the creature’s fear of the tools some say were created in ancient times for the sole purpose of defeating them—vorpal weapons. A jabberwock is 35 feet tall and weighs 8,000 pounds.

The jabberwock is not a creature of the Material Plane, but one from the primal world of the fey. It comes from a region of reality where life is more robust, where emotions are more potent, and where dreams and nightmares can come alive. Even in such incredible realms, though, the jabberwock is a creature to be feared. It belongs to a category of powerful Creatures whose shapes and types run the gamut of possibility—a group known collectively as the “Tane.” Of the Tane, the jabberwock is said to be the most powerful, but the others in this grouping are far from helpless. Said to have been created as goliaths of war and madness, dreamt and stitched into being by the strange gods of this primeval reality, the Tane are as mysterious as they are powerful. Two other creatures of the Tane are presented in this book—the sard and the thrasfyr. None of the Tane are lower than CR 16 in power and all possess the planar acclimation special quality, but beyond that, they generally share no specific abilities or characteristics save for their common source in the primal world.

When a jabberwock comes to the Material Plane, it does so to spread destruction and ruin. Typically, the monster seeks out a remote forest lair at least a day’s flight from civilization, then emerges from this den once a week to seek out a new place to destroy. It has no true interest in amassing treasure, but often gathers objects of obvious value to bring back to its den in order to encourage heroes to seek it out—to a jabberwock, it makes no difference whether it seeks out things to destroy or lets those things come to it.

Jabberwocks age, eat, drink, and sleep like any living creature, but they do not reproduce in the classic sense of the word. The creation of a new jabberwock—or of any of the Tane, in fact—is regulated by the strange and unknowable godlike entities that dwell in the primeval world. These fey lords create new jabberwocks as they are needed—sometimes varying the exact particulars (see Variant Jabberwocks), but always creating a fully formed adult creature. No young jabberwock has ever been encountered as a result.

The strange vulnerability a jabberwock possesses against vorpal weapons has long been a matter of intrigue and speculation among scholars. Most believe that, once upon a time, only one jabberwock existed, a creature of such great power that nothing could hurt it. Nothing, that is, save for a legendary sword forged for a mortal hero by a now-forgotten artisan or god. So epic was this battle that it created strange echoes throughout reality, and as a result, these echoes, in the form of the vorpal swords and jabberwocks known today, can be found on many worlds. 

Rewards: 
Killing/slaying>> Jabberwock Treasure, 30,000 GP and Renown from the king.  
Sending it another plane or place>> Magic Item(lesser) (DM's discretion)

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +6/+1
Dex: +3
Weapon: Scythe(Large)  +8/+3 melee (2d6)+4   x4 crit 
               Steel Greatsword +10/+5 melee (2d6)+4 x2 19-20 crit
AC: 17(18)(19), 14 flat-footed, 14(15) touch
Saving Throws: Fort: +10, Ref: +7 Will: +3

Power Attack: -attack rolls/+damage, x2 damage for two handed weapons 
Great Cleave: target down to 0 hp, strike another within weapon's reach, as many times as you can in a turn.
Gyre Cleave: cleave on critical hits (only once)
Deft scythe: has weapon fenesse and combat reflexes with scythes (any)
Whirling Defense +1: move no more than 5 foot in a round.
VerniusNightshade
VerniusNightshade
Knight Bachelor
Posts 3465
Gold 3295


D&D Character sheet
Name: Andreas Vox
Hit Points:
Quest/Plot Requests Left_bar_bleue20/49Quest/Plot Requests Empty_bar_bleue  (20/49)
Experience:
Quest/Plot Requests Left_bar_bleue17832/21000Quest/Plot Requests Empty_bar_bleue  (17832/21000)

PostVerniusNightshade January 27th 2017, 12:01 pm

Quest: Elimination/Subjugation of the main Leaders of the Black Triad rewards vary upon the persons and rewards given by one of the following, Guilds, Crown, or Clergy.


Name: Nadir, male human 
Class: Barbarian lvl 15 (subject to change)
Size: M (6, 3 in. tall)
HD: 15d12+30
Init: +2
Speed: 40 ft.
AC: 12(nothing equipped) 
Attack: +20/+15/+10 melee, or +17/+12/+7 ranged
Saving Throws: Fort +11, Ref +9, Will +10
Stats: Str 21, Dex 14, Con 14, Int 16, Wis 17, Cha 11
Languages Spoken:  Common, Orc, Gnoll
Skills: intimidation +12, jump +16, Hide +5, Listen +21, Move Silently +5, Ride +10, Spot +13, Swim +14
Feats: Cleave, Combat Reflexes, Dodge, Iron Will, Lightning Reflexes, Power Attack, Run.
Alignment: CE
CR: 15

Possessions:  59,000 gp in gear(subject to change)

Small Details:
A man scarred from countless battles, He’s not driven by gold, or valuables just takes a thrill out of killing others, he works for bloodied coin and is not afraid to kill anyone who gets in his way. He has a tattoo of a snake ascending from the back of his left hand, around his arm to the right side of his face, many who see him know him as Nadir the Black Serpent, or ‘Psychopath’ as an alternate name. He is 1 of 3 individuals who are wanted for crimes against the People, Clergy, and Crown, they wander the content to and from killing nobles, merchant, sacking/raiding villages to sow seeds of panic and turmoil, they are known as the order of the Black Triad. He is followed by a band of killers who share in his thirst for blood.   

Rewards: from the Guild

Name: Vagn, male human
Class: Necromancer lvl 15 (subject to change)
CR: 15
Size: M (5 ft., 8 in. tall)
HD: 15d6+30
Init: +2
Speed: 30 ft.
AC: 12 (nothing equipped) 
Attack: +7/+2 melee, or +9/+4 ranged
Saving Throws: Fort +7, Ref +7, Will +9
Alignment: CE
Stats: Str 10, Dex 15, Con 14, Int 20, Wis 10, Cha 16.
Languages Spoken:  Common, Abyssal, Gnoll, Orc.
Skills:  Craft (Carpentry) +20, Craft(Weaponsmithing) +17, Hide +2, Knowledge (Arcana) +6, Knowledge (Architecture and Engineering) +21, Knowledge (Dungeoneering) +21, Knowledge (Nature) +22, Knowledge (The Planes) +20, Move Silently +2, Spellcraft +22.
Feats: Armor Proficiency (Light), Combat Casting, Diligent, Eschew Materials, Forge Ring, Scribe Scroll, Silent Spell, Spell Penetration, Widen Spell.

Possessions:  59,000 gp  in gear.(subject to change)
*Additional info: Has made a phylactery a ring in a sealed box 

Spells: Spells per day lvl 1-6/lvl 2-6/ lvl 3-6/lvl 4-6/ lvl 5-6/lvl 6-6/ lvl 7-5/lvl 8-3/ lvl 9-1 + bonus spell for high int mod

Spells known: Access to Necromancer spell list. 


Small Details:
A man who finds himself and the concept of death to be beautiful, He’s driven by Gaining a following that will worship him as a ruler, he is brazen and comes into places after massacres and raises the dead to his bidding though he likes to search for the most ‘perfect’ types he can and preserves the body, he’ll even go directly into temples and defile them. Because of his nature he holds his well being the topmost priority, and will even sacrifice the lives (or un-life) of his minions to do so, many who see him know him as Vagn the Aesthete or ‘Narc’(short for narcissist) as an alternate name (though he calls himself a god). He is 1 of 3 individuals who are wanted for crimes against the People, Clergy, and Crown, they wander the content to and from killing nobles, merchant, sacking/raiding villages to sow seeds of panic and turmoil, they are known as the order of the Black Triad. He is followed by a band of occultist and undead that share in his beliefs.   

Rewards: from the Clergy

Name: Joseph, male human 
Class: Rouge 5/ assassin 10 (subject to change)
Size: M (5 ft., 10 in. tall)
HD: 15d6+15
Init: +7
Speed: 30 ft.
AC 14 (nothing equipped) 
Attack: +11/+6/+1 melee, or +16/+11/+6 ranged
Saving throw: Fort +6, Ref +14, Will +7
Alignment: CE
Stats: Str 11, Dex 20, Con 13, Int 15, Wis 15, Cha 12.
Languages Spoken:  Aquan, Common.
Skills:  Appraise +19, Decipher Script +20, Disable Device +12, Escape Artist +22, Hide +22, Jump +14, Listen +2, Move Silently +21, Open Lock +19, Search +17, Sense Motive +18, Sleight of Hand +16, Spot +2, Tumble +21; 
Feats: Diligent, Dodge, Endurance, [Evasion], Improved Initiative, Mobility, Stealthy, Weapon Finesse.
CR 15

Possessions:  59,000 gp  in gear.(subject to change)
(3 main subordinates carry 1/4th of cost of gear of thier leader, each separately.)

Spells: Assassin spells per day lvl 1-3/lvl 2-3/lvl 3-3/lvl 4-3 + bonus spells for high int mod

Known spells:4/4/4/4
1st Level: feather fall, ghost sound, sleep, true strike.
2nd Level: alter self, illusory script, pass without trace, spider climb
3rd Level: deep slumber, deeper darkness, false life, non-detection.
4th Level: dimension door, freedom of movement, glibness, greater invisibility.

Small Details:
A man who seeks power and wealth, He seeks to further his gain seize power when it arises, unlike the other two of this circle he is stealthy, the only thing people recognize him by is the name of his Assassin band the ‘Scattered Bones’. To others he's just Joesph (though it may not even be his real name) he assumes the role of the nobles he targets to gain their authority and wealth for while then disappears leaving only their corpses. He always leaves behind a mark that is intended for those to know He had killed his mark, and give rise to his infamy whilst keeping his own appearances a secret even from most his men, he only has 3 others who know his true face. He kills nobles, merchants and the like, even innocent by standards to silence anything that points to him, he lives by the motto, "leave no witnesses behind". The other men in the black triad know and call him as the ‘Machiavellian’. He is 1 of 3 individuals who are wanted for crimes against the People, Clergy, and Crown, they wander the content to and from killing nobles, merchant, sacking/raiding villages to sow seeds of panic and turmoil, they are known as the order of the Black Triad. He is followed by a band assassins that support his cause to usurp power.

Rewards: from the Crown

**The possessions is amount the gears cost, this does not include their treasure ratings and loot they may have obtain through their ill deeds, that will be decided by the DM and all information here is subject to change by the DMs discretion. (i.e. level increase or decrease, change of amounts gear worn, ect..)


Last edited by VerniusNightshade on January 29th 2017, 10:58 am; edited 2 times in total (Reason for editing : fixed the little typos and errors.)

~~~~~~~~~~~~~~~~~~


Base Attack Bonus: +6/+1
Dex: +3
Weapon: Scythe(Large)  +8/+3 melee (2d6)+4   x4 crit 
               Steel Greatsword +10/+5 melee (2d6)+4 x2 19-20 crit
AC: 17(18)(19), 14 flat-footed, 14(15) touch
Saving Throws: Fort: +10, Ref: +7 Will: +3

Power Attack: -attack rolls/+damage, x2 damage for two handed weapons 
Great Cleave: target down to 0 hp, strike another within weapon's reach, as many times as you can in a turn.
Gyre Cleave: cleave on critical hits (only once)
Deft scythe: has weapon fenesse and combat reflexes with scythes (any)
Whirling Defense +1: move no more than 5 foot in a round.
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