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Underwater Adventer RG
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<blockquote data-quote="Neurotic" data-source="post: 7430937" data-attributes="member: 24380"><p>[h2]Tai-Tai[/h2]</p><p>[h4]Water Genasi Battlemaster 6[/h4]</p><p></p><p>[sblock=IMAGE]</p><p>[ATTACH]99918[/ATTACH]</p><p>[/sblock]</p><p></p><p>Alignment: Chaotic Good</p><p>Size: Medium</p><p>Type (Subtype): Humanoid (Water)</p><p>Init: +4 (w/ advantage)</p><p>Senses: Darkvision</p><p>Passive: Perception 15 (always rolls with advantage), Insight 12</p><p>Languages: Common, Primordial (Aquan), Deep Speech</p><p></p><p>DEFENSE </p><p>AC: (15 Half-plate, +2 Shield, +2 Dex) = 19</p><p>HP: 58 (13 + 5 x 9 )</p><p>Saves: Strength, Constitution</p><p>Special Defenses: Acid resistance, aquatic</p><p></p><p>OFFENSE</p><p>Speed: 30ft / Swimm 30 ft</p><p>Melee: Trident +7 / 1d6+6 P; Harpoon +7 / 1d6+6 P</p><p>Ranged: Harpoon +7/ 1d6+4 (30/120)</p><p></p><p>ATTRIBUTES</p><p>Str 18 (+4), Dex 14 (+2), Con 16 (+3), Int 13 (+1), Wis 14 (+2), Cha 11 (+0)</p><p>Saves: <strong>Str +7</strong>, Dex +2, <strong>Con +6</strong>, Int +1, Wis +2, Cha +0</p><p>[sblock="Base stats"]</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=205097" target="_blank">Attributes: 4D6.HIGH(3) = [5, 2, 5, 4] = 14</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=205097" target="_blank">4D6.HIGH(3) = [5, 4, 1, 2] = 11</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=205097" target="_blank">4D6.HIGH(3) = [5, 2, 5, 2] = 12</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=205097" target="_blank">4D6.HIGH(3) = [4, 6, 3, 6] = 16</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=205097" target="_blank">4D6.HIGH(3) = [2, 5, 6, 3] = 14</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=205097" target="_blank">4D6.HIGH(3) = [5, 2, 1, 6] = 13</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=205097" target="_blank"></a></p><p></p><p>STR 16 (+2 ASI)</p><p>DEX 14</p><p>CON 16 (14+2 racial)</p><p>INT 13</p><p>WIS 14 (13+1 racial)</p><p>CHA 11</p><p>[/sblock]</p><p></p><p>FEATS:</p><p>* Lucky</p><p></p><p>SKILLS: 2 fighter, 2 background</p><table style='width: 100%'><tr><td><strong>Proficiency</strong></td><td><strong>Source</strong></td></tr><tr><td>Athletics</td><td>Fighter</td></tr><tr><td>Perception</td><td>Fighter</td></tr><tr><td>Investigation</td><td>Haunted one</td></tr><tr><td>Survival</td><td>Haunted one</td></tr></table><p></p><p></p><table style='width: 100%'><tr><td><strong>Skill</strong></td><td><strong>Attrib</strong></td><td><strong>Mod</strong></td><td><strong>Prof</strong></td><td><strong>Total</strong></td></tr><tr><td>Acrobatics</td><td>DEX</td><td>+2</td><td></td><td>+2</td></tr><tr><td>Animal Handling</td><td>WIS</td><td>+3</td><td></td><td>+3</td></tr><tr><td>Arcana</td><td>INT</td><td>+1</td><td></td><td>+1</td></tr><tr><td>Athletics</td><td>STR</td><td>+4</td><td>+3</td><td>+7</td></tr><tr><td>Deception</td><td>CHA</td><td>+0</td><td></td><td>+0</td></tr><tr><td>History </td><td>INT</td><td>+1</td><td></td><td>+1</td></tr><tr><td>Insight</td><td>WIS</td><td>+2</td><td></td><td>+2</td></tr><tr><td>Intimidation</td><td>CHA</td><td>+0</td><td></td><td>+0</td></tr><tr><td>Investigation</td><td>INT</td><td>+1</td><td>+3</td><td>+4</td></tr><tr><td>Medicine</td><td>WIS</td><td>+2</td><td></td><td>+2</td></tr><tr><td>Nature</td><td>INT</td><td>+1</td><td></td><td>+1</td></tr><tr><td>Perception</td><td>WIS</td><td>+2</td><td>+3</td><td>+5</td></tr><tr><td>Performance</td><td>CHA</td><td>+0</td><td></td><td>+0</td></tr><tr><td>Persuasion</td><td>CHA</td><td>+0</td><td></td><td>+0</td></tr><tr><td>Religion</td><td>INT</td><td>+1</td><td></td><td>+1</td></tr><tr><td>Sleight of Hand</td><td>DEX</td><td>+2</td><td></td><td>+2</td></tr><tr><td>Stealth</td><td>DEX</td><td>+2</td><td></td><td>+2</td></tr><tr><td>Survival</td><td>WIS</td><td>+2</td><td>+3</td><td>+5</td></tr></table><p></p><p>[sblock=FEATURES]</p><p><strong>Water genasi</strong></p><p>Control water cantrip, Create / Destroy water 1/day</p><p>Acid resistance</p><p>Swimm speed</p><p>Can breathe underwater</p><p>Languages: Primordial (Aquan)</p><p></p><p><strong>Background</strong></p><p>Haunted One (ex-slave to Aboleth)</p><p>Feature: [sblock=Heart of Darkness]</p><p>Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. </p><p>[/sblock]</p><p>Skill Proficiencies: Choose two of Arcana, <strong>Investigation</strong>, Religion, and <strong>Survival</strong> </p><p>Languages: Choose one exotic language (Abyssal, Celestial, <strong>Deep Speech</strong>, Draconic, Infernal, Primordial, Sylvan, or Undercommon) </p><p>Equipment: [sblock=Monster Hunter’s Pack]</p><p>A monster hunter’s pack includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and three torches.</p><p>[/sblock]</p><p>and one trinket of special significance (choose one or roll on the Gothic Trinkets table) </p><p>Trinket: <a href="http://roll.coyotecode.net/lookup.php?rollid=206134" target="_blank">88: An old little doll made from a dark, dense wood and missing a hand and a foot</a></p><p></p><p><strong>Fighter</strong></p><p>Second wind: recover 1d10+4 hit points as bonus action</p><p>Action Surge: once per short rest take extra action</p><p>Fighting Style: Dueling</p><p>Extra Attack</p><p>Battlemaster</p><p>Combat Superiority: 4/rest 1d8</p><p>Student of War (proficiency with artisans tools)</p><p>Maneuvers (DC 15) (Riposte, Goading Attack, Precision Attack)</p><p>ASI x2</p><p>[/sblock]</p><p></p><p>Traits: I put no trust in divine beings. </p><p>Ideal: I try to help those in need, no matter what the personal cost. (Good) </p><p>Bond: There’s evil in me, I can feel it. It must never be set free. </p><p>Flaw: I talk to spirits that no one else can see. </p><p></p><p></p><p>[sblock=EQUIPMENT]</p><p>(a) chain mail </p><p>(a) a martial weapon and a shield or (b) two martial weapons </p><p>(a) a light crossbow and 20 bolts</p><p>(a) an explorer's pack </p><p></p><p>Trinket: <a href="http://roll.coyotecode.net/lookup.php?rollid=206136" target="_blank">74: A fan that, when unfolded, shows a sleeping cat</a></p><p></p><p>379gp</p><p>1 uncommon Trident of Warning</p><p>2 common (cast-off armor full-plate, awakened shrub)</p><p>10 gp shield</p><p>100gp healing potion x2</p><p>5gp Herbalism kit</p><p>4gp Net x2</p><p>2gp Manacles</p><p>5gp Signet ring</p><p>[/sblock]</p><p></p><p>[sblock=Description and History]</p><p>Traveller caught in the portal from the Water Realms</p><p></p><p>Tai-Tai doesn't really remember time before Master ruled his life. He occasionally gets glimpses of men, women and children, of events he is not sure if they are dreams, memories or something planted there by Masters Will. He lived for many years in rare rock that Master chose for his home, deep in the Plane of Water. He was trusted, he was dependable and able. And he brought Master more slaves. In turn, he was rewarded with better armor, better weapons, more nets and manacles. With amulets that enabled those only visiting The Deep to breathe until brought into The Home.</p><p></p><p>While he has misgivings occasionally, with new slaves pleading for their lives, Masters Will always overrode them. And once he returned, he would be cleansed of doubt, rewarded as he wished. Once, hunting around The Home, he found a pod, floating around and took it home. More for fun than any real need, he put it in a ceramic pot he collected somewhere along the way. He kept it as a curiosity, solid earth not something you see every day in The Deep. Common kelp grew out of it anchored in provided soil.</p><p></p><p>Unknown to him, the pot also imparted magic and sentience into the plant. Thus, one day, Tai-Tai awoke with the pot broken and kelp comfortably nested around his shoulders and under his chin, holding it off the stone and anchoring him to one place for sleep. Still woozy from the sleep, he shruged and turned the other way, not once sleeping in the sea you wake up surrounded with algae as you slightly float off your sleeping space. But indifference turned to alarm as he realized the creature actively followed him when he woke up, always staying around his neck and shoulders. With big stinger at one end and couple of small pods on the other, resembling eyes, from up close it looked dangerous. But it didn't attack and after short period of alarm, Tai-Tai shrugged again and continued his empty life.</p><p></p><p>The creature liked the motion and, as the two grew comfortable together, would mimic the movement when they talked. Thus, Shrug was born. And it provided needed impetus moving Tai-Tai to harder effort to free himself. Shrug was never around The Master so he remained free.</p><p></p><p>The chance came randomly, pure luck. Tai-Tai explored strange arch that seemed part of some ruins...which maybe sank deeper or were destroyed completely or whatever. The arch entry flickered and Tai-Tai found himself in darker and much colder waters, too deep for comfort, unfamilar taste of water and strange feeling of pulling. He chose to go against the pull as there were signs of light in the other direction. </p><p></p><p>In the minutes it took to swimm upwards, he realized another thing. For the first time in very long time, he couldn't feel Master pressing down on his own thoughts. Soon, the pressure eased, it grew lighter and he was confronted with armed sea-people. Exuberant with freedom, he didn't notice them until Shrug nearly choked him trying to draw his attention to them.</p><p></p><p>First among the Guardians was Kaeldos Nalorn ( [MENTION=6899077]EarlyBird[/MENTION] ) who took the genasi and maybe even recognized the signs of Aboleth influence. Tai-Tai now is free, albeit haunted, man who still lives the horrors he commited under the influence of The Master. There is evil in him, he just knows it. And he never, ever, lets it go unless he is fighting slavers or other vile things. He uses his new found freedom to free others from similar fate.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Neurotic, post: 7430937, member: 24380"] [h2]Tai-Tai[/h2] [h4]Water Genasi Battlemaster 6[/h4] [sblock=IMAGE] [ATTACH=CONFIG]99918._xfImport[/ATTACH] [/sblock] Alignment: Chaotic Good Size: Medium Type (Subtype): Humanoid (Water) Init: +4 (w/ advantage) Senses: Darkvision Passive: Perception 15 (always rolls with advantage), Insight 12 Languages: Common, Primordial (Aquan), Deep Speech DEFENSE AC: (15 Half-plate, +2 Shield, +2 Dex) = 19 HP: 58 (13 + 5 x 9 ) Saves: Strength, Constitution Special Defenses: Acid resistance, aquatic OFFENSE Speed: 30ft / Swimm 30 ft Melee: Trident +7 / 1d6+6 P; Harpoon +7 / 1d6+6 P Ranged: Harpoon +7/ 1d6+4 (30/120) ATTRIBUTES Str 18 (+4), Dex 14 (+2), Con 16 (+3), Int 13 (+1), Wis 14 (+2), Cha 11 (+0) Saves: [B]Str +7[/B], Dex +2, [B]Con +6[/B], Int +1, Wis +2, Cha +0 [sblock="Base stats"] [url=http://roll.coyotecode.net/lookup.php?rollid=205097]Attributes: 4D6.HIGH(3) = [5, 2, 5, 4] = 14 4D6.HIGH(3) = [5, 4, 1, 2] = 11 4D6.HIGH(3) = [5, 2, 5, 2] = 12 4D6.HIGH(3) = [4, 6, 3, 6] = 16 4D6.HIGH(3) = [2, 5, 6, 3] = 14 4D6.HIGH(3) = [5, 2, 1, 6] = 13 [/url] STR 16 (+2 ASI) DEX 14 CON 16 (14+2 racial) INT 13 WIS 14 (13+1 racial) CHA 11 [/sblock] FEATS: * Lucky SKILLS: 2 fighter, 2 background [table="width: 500, class: grid"] [tr] [td][B]Proficiency[/B][/td][td][B]Source[/B][/td] [/tr] [tr] [td]Athletics[/td][td]Fighter[/td] [/tr] [tr] [td]Perception[/td][td]Fighter[/td] [/tr] [tr] [td]Investigation[/td][td]Haunted one[/td] [/tr] [tr] [td]Survival[/td][td]Haunted one[/td] [/tr] [/table] [table="width: 500, class: grid"] [tr] [td][B]Skill[/B][/td] [td][B]Attrib[/B][/td] [td][B]Mod[/B][/td] [td][B]Prof[/B][/td] [td][B]Total[/B][/td] [/tr] [tr] [td]Acrobatics[/td] [td]DEX[/td] [td]+2[/td] [td][/td] [td]+2[/td] [/tr] [tr] [td]Animal Handling[/td] [td]WIS[/td] [td]+3[/td] [td][/td] [td]+3[/td] [/tr] [tr] [td]Arcana[/td] [td]INT[/td] [td]+1[/td] [td][/td] [td]+1[/td] [/tr] [tr] [td]Athletics[/td] [td]STR[/td] [td]+4[/td] [td]+3[/td] [td]+7[/td] [/tr] [tr] [td]Deception[/td] [td]CHA[/td] [td]+0[/td] [td][/td] [td]+0[/td] [/tr] [tr] [td]History [/td] [td]INT[/td] [td]+1[/td] [td][/td] [td]+1[/td] [/tr] [tr] [td]Insight[/td] [td]WIS[/td] [td]+2[/td] [td][/td] [td]+2[/td] [/tr] [tr] [td]Intimidation[/td] [td]CHA[/td] [td]+0[/td] [td][/td] [td]+0[/td] [/tr] [tr] [td]Investigation[/td] [td]INT[/td] [td]+1[/td] [td]+3[/td] [td]+4[/td] [/tr] [tr] [td]Medicine[/td] [td]WIS[/td] [td]+2[/td] [td][/td] [td]+2[/td] [/tr] [tr] [td]Nature[/td] [td]INT[/td] [td]+1[/td] [td][/td] [td]+1[/td] [/tr] [tr] [td]Perception[/td] [td]WIS[/td] [td]+2[/td] [td]+3[/td] [td]+5[/td] [/tr] [tr] [td]Performance[/td] [td]CHA[/td] [td]+0[/td] [td][/td] [td]+0[/td] [/tr] [tr] [td]Persuasion[/td] [td]CHA[/td] [td]+0[/td] [td][/td] [td]+0[/td] [/tr] [tr] [td]Religion[/td] [td]INT[/td] [td]+1[/td] [td][/td] [td]+1[/td] [/tr] [tr] [td]Sleight of Hand[/td] [td]DEX[/td] [td]+2[/td] [td][/td] [td]+2[/td] [/tr] [tr] [td]Stealth[/td] [td]DEX[/td] [td]+2[/td] [td][/td] [td]+2[/td] [/tr] [tr] [td]Survival[/td] [td]WIS[/td] [td]+2[/td] [td]+3[/td] [td]+5[/td] [/tr] [/table] [sblock=FEATURES] [B]Water genasi[/B] Control water cantrip, Create / Destroy water 1/day Acid resistance Swimm speed Can breathe underwater Languages: Primordial (Aquan) [B]Background[/B] Haunted One (ex-slave to Aboleth) Feature: [sblock=Heart of Darkness] Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. [/sblock] Skill Proficiencies: Choose two of Arcana, [B]Investigation[/B], Religion, and [B]Survival[/B] Languages: Choose one exotic language (Abyssal, Celestial, [B]Deep Speech[/B], Draconic, Infernal, Primordial, Sylvan, or Undercommon) Equipment: [sblock=Monster Hunter’s Pack] A monster hunter’s pack includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and three torches. [/sblock] and one trinket of special significance (choose one or roll on the Gothic Trinkets table) Trinket: [url="http://roll.coyotecode.net/lookup.php?rollid=206134"]88: An old little doll made from a dark, dense wood and missing a hand and a foot[/url] [B]Fighter[/B] Second wind: recover 1d10+4 hit points as bonus action Action Surge: once per short rest take extra action Fighting Style: Dueling Extra Attack Battlemaster Combat Superiority: 4/rest 1d8 Student of War (proficiency with artisans tools) Maneuvers (DC 15) (Riposte, Goading Attack, Precision Attack) ASI x2 [/sblock] Traits: I put no trust in divine beings. Ideal: I try to help those in need, no matter what the personal cost. (Good) Bond: There’s evil in me, I can feel it. It must never be set free. Flaw: I talk to spirits that no one else can see. [sblock=EQUIPMENT] (a) chain mail (a) a martial weapon and a shield or (b) two martial weapons (a) a light crossbow and 20 bolts (a) an explorer's pack Trinket: [url="http://roll.coyotecode.net/lookup.php?rollid=206136"]74: A fan that, when unfolded, shows a sleeping cat[/url] 379gp 1 uncommon Trident of Warning 2 common (cast-off armor full-plate, awakened shrub) 10 gp shield 100gp healing potion x2 5gp Herbalism kit 4gp Net x2 2gp Manacles 5gp Signet ring [/sblock] [sblock=Description and History] Traveller caught in the portal from the Water Realms Tai-Tai doesn't really remember time before Master ruled his life. He occasionally gets glimpses of men, women and children, of events he is not sure if they are dreams, memories or something planted there by Masters Will. He lived for many years in rare rock that Master chose for his home, deep in the Plane of Water. He was trusted, he was dependable and able. And he brought Master more slaves. In turn, he was rewarded with better armor, better weapons, more nets and manacles. With amulets that enabled those only visiting The Deep to breathe until brought into The Home. While he has misgivings occasionally, with new slaves pleading for their lives, Masters Will always overrode them. And once he returned, he would be cleansed of doubt, rewarded as he wished. Once, hunting around The Home, he found a pod, floating around and took it home. More for fun than any real need, he put it in a ceramic pot he collected somewhere along the way. He kept it as a curiosity, solid earth not something you see every day in The Deep. Common kelp grew out of it anchored in provided soil. Unknown to him, the pot also imparted magic and sentience into the plant. Thus, one day, Tai-Tai awoke with the pot broken and kelp comfortably nested around his shoulders and under his chin, holding it off the stone and anchoring him to one place for sleep. Still woozy from the sleep, he shruged and turned the other way, not once sleeping in the sea you wake up surrounded with algae as you slightly float off your sleeping space. But indifference turned to alarm as he realized the creature actively followed him when he woke up, always staying around his neck and shoulders. With big stinger at one end and couple of small pods on the other, resembling eyes, from up close it looked dangerous. But it didn't attack and after short period of alarm, Tai-Tai shrugged again and continued his empty life. The creature liked the motion and, as the two grew comfortable together, would mimic the movement when they talked. Thus, Shrug was born. And it provided needed impetus moving Tai-Tai to harder effort to free himself. Shrug was never around The Master so he remained free. The chance came randomly, pure luck. Tai-Tai explored strange arch that seemed part of some ruins...which maybe sank deeper or were destroyed completely or whatever. The arch entry flickered and Tai-Tai found himself in darker and much colder waters, too deep for comfort, unfamilar taste of water and strange feeling of pulling. He chose to go against the pull as there were signs of light in the other direction. In the minutes it took to swimm upwards, he realized another thing. For the first time in very long time, he couldn't feel Master pressing down on his own thoughts. Soon, the pressure eased, it grew lighter and he was confronted with armed sea-people. Exuberant with freedom, he didn't notice them until Shrug nearly choked him trying to draw his attention to them. First among the Guardians was Kaeldos Nalorn ( [MENTION=6899077]EarlyBird[/MENTION] ) who took the genasi and maybe even recognized the signs of Aboleth influence. Tai-Tai now is free, albeit haunted, man who still lives the horrors he commited under the influence of The Master. There is evil in him, he just knows it. And he never, ever, lets it go unless he is fighting slavers or other vile things. He uses his new found freedom to free others from similar fate. [/sblock] [/QUOTE]
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