Page 4 of 11 FirstFirst 12345678 ... LastLast
Results 46 to 60 of 162

Thread: [LUPO SOLITARIO] Libro XV: The Darke Crusade

  1. #46
    Lieutenant
    Join Date
    Feb 2004
    Location
    Bresso
    Posts
    4.677

    Default

    Go left (sud)!

  2. #47
    Ensign Jesper's Avatar
    Join Date
    Jul 2004
    Location
    Cesena
    Posts
    3.748

    Default

    Kalu

    Comunque sia, prendiamo anello, chiave e 2 pozze; e droppiamo meal, specchio e chiavi vecchie!

    E poi rotoliamo verso sud!

    Abandoning the shelter of the bridge, you work your way slowly along the ice-filled ditch to a point directly in front of the south trench. Here you settle to observe the Drakkarim guards who are dutifully keeping watch over this sector. All you can see of them is their brutal faces peering over the rim of their dugout, but, after a while, one by one these faces disappear. Your keen hearing detects the sound of laughter, some clicks, and a few Giak curses, and judging by what you have heard you hazard a guess that the guards are busy gambling with dice.

    You decide that now would be the best time to make your move, while the guards are distracted from their duty. Prarg insists that he lead the way; he has crossed here once before and he knows a safe way through. The ground in front of the trench-line looks clear but there are concealed pits out there just waiting to snare the careless or unwary. You nod your agreement and follow in his wake as he crawls a zigzagging route towards the distant trench.

    Two minutes later you reach the mound of frost-hardened earth abutting the dugout. Silently you motion to Prarg to get ready to attack, but before he can draw his sword, one of the enemy guards pops his head up to take a cursory glance over the parapet. He is less than an arm’s length from you, and his eyes and mouth spring open with sheer terror when he finds himself staring into the face of a Kai Grand Master!

    Instinctively you lash out with the edge of your hand, aiming for his right temple, hoping to render him unconscious before he can warn his confederates. But the shock of seeing you makes him reel backwards, and your blow misses by a hair’s breadth.

    Pick a number from the Random Number Table.

    If the number you have chosen is 0–2, turn to 206.

    If it is 3–6, turn to 337.

    If it is 7–9, turn to 164.
    Lupo Solitario, Kung-Fu master!

    Roll...5!

    Quote Originally Posted by 337.
    The guard crashes to the bottom of the trench, screaming, ‘Gaz rekenarim! Gaz rekenarim!

    The other Drakkarim are slow to react, and only one manages to snatch up his spear in his defence as you come leaping over the parapet. He thrusts it at your head and you dodge aside just in time to avoid a fatal wound, yet the tip gouges your shoulder: lose 2 ENDURANCE points.

    ‘Sarnac and Lencia!’ cries Prarg, as side-by-side you land in the trench and strike out at its defenders. Your attack is swift and deadly. In less than five seconds, you have dispatched all four of the Drakkarim trench-troopers who occupy this position, overcoming three of them before they could even unsheathe their swords.

    Keen to maintain your advantage of surprise, you quickly leave the trench and rush across the remaining strip of open ground which separates you from the town’s outlying dwellings. Prarg points ahead to an alleyway that lies sandwiched between two burnt-out hovels, and immediately you follow as he hurries towards its shadowy entrance.

    Turn to 178.
    Badass!

    Quote Originally Posted by 178.
    The dark alleyway leads to a square where, an age ago, the grand mansions of Lencian noblemen encircled a shrine dedicated to the Goddess Ishir, High Priestess of the Moon. But now this square, in common with the rest of the town, bears little resemblance to, or trace of, its Lencian origins. When the Drakkarim first captured Ferndour, as it was then called, all the houses and public buildings which had stood for centuries were demolished. In their place were erected ungainly dormitories and ugly communal dwellings made entirely of timber culled from the surrounding forest. The town’s once-picturesque plazas and narrow, winding streets were replaced with coldly functional military avenues for the marching Drakkarim hordes.

    From the shadows of a doorway, you and Prarg observe a small covered wagon and a troop of weary Drakkarim soldiers entering the square from the north. This small procession swings right and approaches an avenue which exits the square, leading off to the west towards the centre of the town. Magnaarn’s headquarters are located in the middle of Shugkona and, with night fast approaching, Prarg suggests you follow the troop using the gathering darkness for cover. You are about to agree with him when suddenly the door of a nearby hovel swings open, and out into the alley step three burly, drunken Drakkarim.

    Instinctively you both leap for cover to avoid being seen. Prarg drops down behind a stack of empty ale casks, whilst you dive behind a mound of rotten timbers. The moment you hit the ground you feel it sag beneath your weight; then, in a moment of terror, the ground collapses and you fall headlong into darkness. You have crashed through the rot-infested timbers of a trapdoor into a damp and dingy cellar.

    Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked.

    If your total score is now 0–4, turn to 237.

    If it is 5 or higher, turn to 58.
    Roll...1 Anche Grand Huntmastery non ci aiuta, in questo caso...

    Quote Originally Posted by 237.
    You land with a jolt, crashing down upon a stack of ale barrels which topple and fall, pinning you beneath them: lose 3 ENDURANCE points.

    Stunned by the fall, and with blood trickling into your eyes from a gash on your forehead, at first you feel totally unable to move. Then you hear sounds that immediately stir you into action. In the alleyway above, you hear the sounds of a struggle taking place: the Drakkarim have found Prarg and they are attempting to overpower him by force.

    Turn to 225.
    Sarà questa la Death Aura venuta a reclamare Prarg ed i suoi magnifici mustacchi?

    Quote Originally Posted by 225.
    The sounds of the struggle cease abruptly and you hear gruff Drakkarim voices yelling and cursing in anger. A yellowy light flares up and grows brighter as it approaches the broken trapdoor. Then the face of a Drakkar appears, framed in the ragged hole, illuminated grotesquely by the guttering flames of a torch. The Drakkar thrusts the torch through the shattered door and peers into the cellar, his small piggy eyes probing into every corner. You keep completely still, and he fails to see you lying beneath the clutter of barrels and casks.

    The moment the face and the torch disappear, you prise yourself free and then scramble up onto an upright barrel in order to reach the trapdoor. Prarg and the Drakkarim are no longer in the alleyway, yet as you pull yourself through the gaping hole, you catch sight of them in the square beyond. The Drakkarim have captured Prarg; they have tied his hands and they are marching him along the west avenue towards the centre of the town, towards Magnaarn’s headquarters.

    Turn to 149.
    Prarg è sempre più Paido 2.0

    Quote Originally Posted by 149.
    You clamber out of the cellar and set off after the Drakkarim with weapon in hand, determined to free your companion from their clutches, but as you hurry into the western avenue you see that they have already joined with the troops who are escorting the covered wagon. The wagon has halted and you count more than fifty Drakkarim jostling the helpless Prarg, bullying and cursing him vilely. More than one voice calls out in the Giak tongue—‘Let’s kill the Lencian spy!’

    Fearful that they are going to beat him to death, you decide to charge headlong into the crowd in a desperate attempt to save him, despite the overwhelming odds against your success. But before you can act, a Drakkarim officer on horseback appears and commands the troops to order. An uneasy silence descends on the group; then dutifully they step away from Prarg and form up in a column facing the officer and his mount. Prarg, who has been left lying on the ground, barely conscious, is bundled into the wagon. The officer raises his hand and the wagon trundles off along the avenue towards a distant square, with the troop of soldiers marching smartly in its wake.

    You follow and observe, taking in every aspect, every detail that might help you to free your companion. When you reach the square at the end of the avenue, you discover that it is dominated by a tall tower. It is Magnaarn’s tower. His flag, emblazoned with the emblem of a black eagle clutching two fiery swords, flutters lazily from its slender wooden spire. The wagon draws up in front of a building adjacent to the tower and Prarg is dragged unceremoniously inside. Judging by the bars which adorn its windows, and the armed guards at its entrance, you hazard a guess that this is the Shugkona Gaol.


    Patiently you watch the square for several minutes while you try to formulate a plan. Then the assembled troops are galvanized into action when an order from their officer sends them off in pairs to search the town for other spies. Several Drakkarim come towards your location and you are forced to seek somewhere to hide. Looking around you can see only two dwellings that may offer some hope of a safe haven. The first is a warehouse; the second a stables.

    If you wish to hide in the warehouse, turn to 324.

    If you choose to hide in the stables, turn to 96.
    Dove ci nasconderemo (coraggiosamente)?

    ************************************************** ***********************
    Lupo Solitario, Sun Knight

    CS: 41 (+8 Sommerswerd, +2 Silver Helm, +4 Weaponmastery, +5 Circoli Magnakai, +2 Silver Bracers, +3 Kagonite Chainmail, +2 Levelup)
    --> 45 (con +4 Mindblast)
    --> 49 (con +8 Kai-Surge)

    EP: 30/42 (+1 Kagonite Chainmail, +11 Circoli Magnakai, +1 Silver Bracers, +4 Levelup)

    Discipline Grand Master
    - Grand Huntmastery
    - Grand Pathmanship
    - Kai-Alchemy
    - Kai-Surge
    - Kai-Screen
    - Magi-Magic

    Weapons (2): Dagger, Scarlet Warrior's Sword

    Backpack (8): Rope, Adgana (LA DROGGA +6CS, su roll di 0 o 1 diventiamo dipendenti e perdiamo 4 EP permanentemente), Gnallia Meal (cura 2 EP), Laumpspur (cura 4 EP), Laumpspur (cura 4 EP), Laumpspur (cura 4 EP), Signet Ring, Brass Key

    Special Items (12): Sommerswerd!, Silver Bow of Duadon, Silver Helm (+2 CS), Silver Bracers (+ 2CS, +1 EP), Quiver (6), Kagonite Vest (+3 CS +1 EP), Helshezag (+5 CS, +7CS vs Darklords; al secondo round riduce permanentemente gli EP di 1), Statuette of Zagarna, Green Key
    [Non occupano spazio]: Korlinium Scabbard, Map of Mogaruith

    Money (50): 42 Corone, 10 Kika (10=1C), 20 Lune (4=1C)


    MORTOMETRO: XI
    - Istakillato dall'esca+party hiddato (Libro I)
    - Caduto in una trappola da caccia Giak (Libro I)
    - Inchiappato nel sonno da un agente dei Darklords (Libro II)
    - Fatto Bunjee Jumping senza l'elastico insieme ad un Helghast (Libro II)
    - Vittime di una Cantina (Libro IV)
    - Tentacle-raped (Libro VII)
    - Sparati da un Nano storpio (Libro VIII)
    - 1v1 con lo Zakhan Kimah (Libro IX)
    - 1v100 con il Baron Shinzar (Libro X)
    - Caduti durante la scalata ad Haagadar (Libro XI)
    - 1v1 con Vonotar all'ultimissimo sangue (Libro XI)
    ************************************************** ******
    Let's Play: la serie di Lupo Solitario, di Joe Dever

    Let's Play: Highway Warrior, di Joe Dever

  3. #48
    Master Chief Petty Officer Rise-the-Sky's Avatar
    Join Date
    Sep 2004
    Posts
    2.485

    Default

    In una bottega ci saranno loot migliori che in una stalla no?

    Ergo andiamo a vedere se possiamo incrementare il nostro bottino mentre sodomizzano con ferri roventi l'inutile baffuto.
    spamm is life.

  4. #49
    Bortas's Avatar
    Join Date
    Oct 2003
    Location
    Valdarno's Baiou, near Padule
    Posts
    12.463

    Default

    Anche io sono per il magazzino, non siamo ladri di bestiame.
    LA VERITA' E' LA FUORI! MA ANCHE NO...
    Spoiler

    Spoiler


  5. #50
    Master Chief Petty Officer Rise-the-Sky's Avatar
    Join Date
    Sep 2004
    Posts
    2.485

    Default

    Quote Originally Posted by Bortas View Post
    Anche io sono per il magazzino, non siamo ladri di bestiame.
    ... a dire il vero da qualche parte siamo ancora ricercati per furto del cavallo (dell'arcere che avevamo battutto per conquistare l'ARCODIDDIO).. ghgh
    spamm is life.

  6. #51
    Ensign Jesper's Avatar
    Join Date
    Jul 2004
    Location
    Cesena
    Posts
    3.748

    Default

    Ci nascondiamo nel magazzino!

    Quote Originally Posted by 324.
    You enter the warehouse through a broken window and soon find a hiding place among hundreds of rolls of canvas that are being stored on the ground floor. Periodically, Drakkarim enter and search the length and breadth of this sprawling building, but they fail to detect you.

    While you are hiding from their search parties, you consider your companion’s plight and grow ever more fearful for his safety. You are also very anxious that, under torture, he will reveal your identity and the reason why you have come to this town. You are determined not to allow this to happen and so, as midnight approaches, you slip away from your hiding place and make your way stealthily towards the Shugkona Gaol.

    Turn to 260.
    Niente loot, purtroppo

    Quote Originally Posted by 260.
    The dark alleys and streets surrounding the gaol are illuminated by a hundred guttering brands. Magnaarn’s soldiers are everywhere, casting their suspicious eyes over every section of the nighted town laid bare by their torches. Your Kai skills keep you hidden from sight and soon you reach the gaol, but only to discover that the entrance is now heavily guarded by a platoon of Drakkarim.

    You abandon your hopes of entering by the front door and instead you circle around to an alley at the rear of the building where you discover a line of windows, each one criss-crossed with iron bars. Instinct leads you to the last in the line and you peer inside to see Captain Prarg lying on a bed of filthy straw. He looks in poor shape; both his eyes are bruised, his lips are swollen, and his bushy moustache is caked with dried blood. You whisper his name and wearily he turns his head towards the cell window. Then he sees you and suddenly his whole face lights up with renewed hope.

    ‘Thank the gods you are still free, Lone Wolf,’ he says quietly, pressing his battered face to the bars. ‘The Drakkarim have tried to make me talk but I have kept silent. They know nothing about the mission.’

    You examine the cell window and reassure Prarg that you will soon spring him from this gaol, but he insists that you do not risk your life on his account.

    ‘Listen, Sire. I have learned that Magnaarn isn’t here in Shugkona. When the gaolers beat me, I feigned unconsciousness and overheard them say that their leader is at a place called Antah. It’s a ruined temple some forty miles away to the north. They talked of certain victory now that their warlord has found “the stone”. Please, Lone Wolf, I beseech you to continue without me. Go to Antah and defeat Magnaarn, before it is too late.’

    Then a yellowy flicker of torchlight at the end of the alley cuts short your conversation. It is a Drakkarim patrol. They turn the corner and come marching towards you with purposeful steps.

    ‘Don’t give up hope, captain,’ you say, as you make ready to run from the approaching patrol. ‘I’ll come back for you.’

    Turn to 79.
    Sire?

    Quote Originally Posted by 79.
    This quarter of the town is now teeming with enemy soldiers, and as you hurry away from the cell window, you know that you are in grave danger of being caught unless you can find somewhere safe to hide.

    At length you discover a refuge on the far side of the main square. It is an empty grain storage tower which overlooks Magnaarn’s headquarters and the gaol, and it is here that you spend a sleepless night contemplating the mission and the fate of your captured companion. Now that it appears Magnaarn has found the Doomstone, you know you should do as Captain Prarg insisted; you should try to reach Antah and confront him before he can use his newfound power against the Lencians. But you are loath to abandon your guide. You have promised Prarg that you will help him escape, and a Kai Grand Master never breaks his word. The captain has been captured as a spy, and as such, he can expect no mercy from the Drakkarim.

    Soon after dawn you witness some activity in the main square which confirms your worst fears. A squad of Drakkarim engineers arrive and set to work constructing a raised wooden platform in the centre of the square.

    An hour later, when their work is complete, a covered wagon arrives. The engineers unload a large lump of black oak which they place in the middle of the platform, and as you focus on this block, a shiver runs the length of your spine the moment you realize its grim purpose.

    Turn to 118.
    Chissà che bella la facoltà di Ingegneria Drakkarim Probabilmente è dove Tanek ha imparato a killare i grigggi!

    Quote Originally Posted by 118.
    The solid lump of oak is an executioner’s block. Its surface is cut and scarred by blows from a heavy axe, and its sides are stained dark with the blood of a hundred Lencian prisoners who have lost their lives upon it.

    Suddenly your thoughts are disturbed by the rhythmic stamp of marching feet and your eyes are drawn to the avenue which runs alongside Magnaarn’s headquarters. Down this thoroughfare come a regiment of Drakkarim. They file into the square and form up in three lines facing the platform. Then an open wagon, drawn by a brace of half-starved oxen, emerges from the alleyway beside the gaol. Captain Prarg is standing in the rear of the wagon with his hands tied behind his back. Despite the bumpy ride he stands rigidly at attention, proudly defiant in the face of imminent death. The wagon halts and the captain is dragged up onto the platform by three brutish gaolers. He is made to kneel down before the block as a Drakkarim officer hurriedly reads the contents of a scroll to the assembled troops. He is condemning the captain to death for spying. When he finishes the reading, he takes a two-handed axe from one of the gaolers and walks slowly across the platform towards the block. Clearly he intends to carry out the execution personally.

    Illustration VII—The captain is dragged up onto the platform and is made to kneel before the solid oak executioner’s block.

    If you have a Bow and wish to use it, turn to 270.

    If you do not possess a Bow, or if you do not wish to use it, turn instead to 85.
    Vogliamo salvare Lemmy?



    Let's Play: la serie di Lupo Solitario, di Joe Dever

    Let's Play: Highway Warrior, di Joe Dever

  7. #52
    Bortas's Avatar
    Join Date
    Oct 2003
    Location
    Valdarno's Baiou, near Padule
    Posts
    12.463

    Default

    Forse potrà essere la prima istadeath con l'arcodiddio, ma dobbiamo usarlo se non avessi l'arcodiddio mi sentirei nudo come paido... 270 tutta la vita
    LA VERITA' E' LA FUORI! MA ANCHE NO...
    Spoiler

    Spoiler


  8. #53
    Master Chief Petty Officer Rise-the-Sky's Avatar
    Join Date
    Sep 2004
    Posts
    2.485

    Default

    Poniamo fine alle sofferenze del baffuto con una bella freccia in fronte.
    spamm is life.

  9. #54
    Lieutenant Commander Defender's Avatar
    Join Date
    Sep 2003
    Location
    Bologna
    Posts
    6.344

    Default

    No man will be left behind!!

    A costo di spararci un 1 vs 50.... ARCODIDDIO GO!!

    Edit: a proposito cosa abbiamo deciso poi per i risultati dell'arcodiddio?

    Io rimango fedele alla mia teoria...

  10. #55
    Bortas's Avatar
    Join Date
    Oct 2003
    Location
    Valdarno's Baiou, near Padule
    Posts
    12.463

    Default

    Quote Originally Posted by Defender View Post
    Edit: a proposito cosa abbiamo deciso poi per i risultati dell'arcodiddio?

    Io rimango fedele alla mia teoria...
    La teoria è giusta io userei l'arcodiddio in automatico anche se servisse a spararci su un piede, quindi si potrebbe andare in automatico, ma preferisco la che rimanga l'opzione di decidere, perchè è bello scrivere ARCODIDDIO urlandolo come fosse un potere di Mazinga.
    LA VERITA' E' LA FUORI! MA ANCHE NO...
    Spoiler

    Spoiler


  11. #56
    Sturm's Avatar
    Join Date
    Jan 2005
    Location
    Roma
    Posts
    13.636

    Default

    Arcodiddio in azione!
    Glielo appoggio a bortas che si che gli piace tanto!
    “Perché io?”
    “Perché eri un cacciatore senza denti. Sei stato scelto per la tua rabbia, sei stato scelto per tutte le ferite che avevi subito, scelto per tutte le volte che eri stato colpito, picchiato e umiliato davanti agli altri. Scelto per la rabbia che eri costretto a tenerti dentro,per le parole che non potevi pronunciare. Scelto per la furia cieca che avvolgeva il tuo cuore come una morsa dopo ogni pugno e ogni calcio che ti veniva inferto,dopo ogni sasso che ti veniva lanciato. E per la rabbia più grande di tutte,quella che riservavi a te stesso,perché eri incapace di reagire,dato che loro erano sempre di più, e sempre più grandi, e sempre più forti. Ma se le cose cambiassero? C’è forse miglior cacciatore di chi un tempo era la preda? Qualcuno che sarebbe spinto a difendersi dalle forze oscure mandate dal mondo,che non si fermerebbe mai neppure se fossero tante, e molto più grandi e potenti di lui. Perché essendo stato un tempo preda non permetterebbe mai a se stesso di ridivenirlo. Non si arrenderebbe mai. Morirebbe piuttosto che sottomettersi. Perché tu? Perché fra tutti quelli che erano presenti quel giorno,c’era un solo cacciatore. E come ti dice la tua adorata scienza…i simili si attraggono,la presenza dell’osservatore influenza l’osservato,ed è matematico che non esistano casi e coincidenze. C’è solo…cortesia professionale.”

    Quote Originally Posted by Wolfo in ts
    Sono un materialista del culo

    Spoiler


  12. #57
    Lieutenant Commander Defender's Avatar
    Join Date
    Sep 2003
    Location
    Bologna
    Posts
    6.344

    Default

    Ma in realtà io mi riferivo alla questione dei roll e dei bonus che abbiamo con le discipline Magnakai :O

    Ovvero il fatto che è un po' insensato il sommare in automatico +6 (+9 con l'ARCODIDDIO ma quello ci sta è un item) quando ci sono fasce di risultato che vanno da 0 a 5 tipo..

    Considerando poi che in teoria chiunque giochi questi libri dovrebbe tener conto delle passate discipline e non solo chi si è giocato le avventure dalla 1 alla 12, non so se mi spiego.

  13. #58
    Ensign Jesper's Avatar
    Join Date
    Jul 2004
    Location
    Cesena
    Posts
    3.748

    Default

    Ok, usiamo l'Arcodiddio!

    Per quanto riguarda l'utilizzo, direi di fare una soluzione intermedia e abbastanza sensata:

    Di conseguenza, non sommiamo il bonus di Weaponmastery (disciplina Magnakai) ai tiri di arco; ma quando (se) prenderemo Grand Weaponmastery, ci sommeremo il bonus relativo.

    Per cui per ora rolliamo solo con il +3 dell'Arcodiddio!

    Quote Originally Posted by 270.
    You take an Arrow from your Quiver and place it to your bow in readiness to shoot. You gauge the range at forty yards as you take aim at the Drakkarim officer. Patiently you wait for him to reach the execution block, and at the very moment he stops moving, you release your straining bowstring and send your Arrow arcing through the air towards his head.


    Pick a number from the Random Number Table. If you have Grand Weaponmastery with Bow, add 4 to the number you have picked.

    If your total score is 5 or less, turn to 183.

    If it is 6 or more, turn to 201.
    Rolliamo con +3...1

    Quote Originally Posted by 183.
    The Arrow flies true, but at the very last moment before impact, the Drakkar spins around to face the assembled soldiers, and your shaft shatters harmlessly upon the blade of his axe. For a few seconds he is stunned by the nearness of your attack; then suddenly he points to the grain tower and begins to scream like a madman:

    ‘Up there! At the window! The arrow was fired from up there!’

    Turn to 254.
    FCUK!

    Quote Originally Posted by 254.
    As one, the soldiers draw their weapons and come rushing towards the ground floor entrance to the tower. You retreat from the window and look around for a means of escape for already you can hear the first of the enemy climbing the stairs. With fear running cold in your veins you cross to a window on the far side of the tower. But before you reach it you are confronted at the top of the stairs by two formidable warriors. They are Death Knights, the fighting élite of the Drakkarim.

    Death Knights: COMBAT SKILL 38 ENDURANCE 40

    If you win this combat in three rounds or less, turn to 35.

    If this combat takes four rounds or longer to resolve, turn instead to 160.
    Ok, dobbiam vincere il combat in 3 round o meno. La nostra COMBAT RATING è +7 con Mindblast o +11 con Kai-Surge. Cosa uso? Abbiamo 36 EP.
    Let's Play: la serie di Lupo Solitario, di Joe Dever

    Let's Play: Highway Warrior, di Joe Dever

  14. #59
    Bortas's Avatar
    Join Date
    Oct 2003
    Location
    Valdarno's Baiou, near Padule
    Posts
    12.463

    Default

    Surge e spacchiamo tutto il cazzo di tutto
    LA VERITA' E' LA FUORI! MA ANCHE NO...
    Spoiler

    Spoiler


  15. #60
    Master Chief Petty Officer Rise-the-Sky's Avatar
    Join Date
    Sep 2004
    Posts
    2.485

    Default

    L'ARCODIDDIO ha chiaramente indicato che il baffo deve morire.

    Non è però il caso di seguirlo sommersi d a Drakkarim dalle anti-igieniche arme a lama dentata quindi usiamo tutto il nostro potere per farli a fette rapidamente.
    spamm is life.

Page 4 of 11 FirstFirst 12345678 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
[Output: 141.94 Kb. compressed to 126.16 Kb. by saving 15.78 Kb. (11.12%)]