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Garnfellow's World [Updated 12.26.05]
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<blockquote data-quote="Garnfellow" data-source="post: 1768117" data-attributes="member: 1223"><p><strong>Typical Black-Blade Troops</strong></p><p></p><p>The Black-Blades are the shock troops of King Tereus’s army. Although formidable in their own right, they are not as well trained as the Cataphract units.</p><p></p><p>=====</p><p></p><p><strong>Black-Blade Trooper:</strong> male ruck-man Strong hero 1; CR 1; HD 1d8+1; hp 5; Init -1; Spd 30 ft; AC 14, touch 10, flat-footed 14; BAB +1; Grp +3; Atk/Full Atk +3 melee (2d4+4/18–20, ruckblade) or +0 ranged (1d6+2, javelin); SA melee smash; SQ low-light vision, weapon familiarity (ruckblade); SV Fort +2, Ref -1, Will +0; Str 15, Dex 9, Con 12, Int 9, Wis 10, Cha 6.</p><p></p><p><em>Starting Occupation:</em> Ruckish Conscript (Intimidate, Survival are class skills).</p><p></p><p><em>Skills and Feats:</em> Climb +0*, Intimidate +1, Jump +0*, Survival +1; Archaic Weapons Proficiency, Armor Proficiency (Light), Simple Weapons Proficiency. *Includes a -2 armor check penalty.</p><p></p><p><em>Possessions:</em> ruckblade, chain shirt, 2 javelins, short sword, 8 days rations.</p><p></p><p>=====</p><p></p><p><strong>Black-Blade Veteran:</strong> male ruck-man Strong hero 2/Tough hero 1; CR 3; HD 2d8+2 plus 1d10+1; hp 17; Init -1; Spd 20 ft; AC 17, touch 12, flat-footed 17; BAB +2; Grp +4; Atk/Full Atk +6 melee (2d4+4/18–20, ruckblade) or +1 ranged (1d6+2, javelin); SA melee smash; SQ low-light vision, remain conscious, weapon familiarity (ruckblade); SV Fort +4, Ref -1, Will +0; Str 15, Dex 9, Con 12, Int 9, Wis 10, Cha 6.</p><p></p><p><em>Starting Occupation:</em> Ruckish Conscript (Intimidate, Survival are class skills).</p><p></p><p><em>Skills and Feats:</em> Climb -2*, Intimidate +3, Jump -2*, Spot +1, Survival +2; Archaic Weapons Proficiency, Armor Proficiency (Light), Armor Proficiency (Medium), Simple Weapons Proficiency, Weapon Focus (ruckblade). *Includes a -4 armor check penalty.</p><p></p><p><strong>Remain Conscious (Ex):</strong> The trooper can continue to perform actions when he would otherwise be considered unconscious and dying. When the trooper’s hit points reach -1, the trooper can perform as though he were disabled, making either an attack action or a move action every round until the trooper reaches -10 hit points (and dies) or the trooper’s hit points return to 1 or higher. The trooper can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage.</p><p></p><p><em>Possessions:</em> masterwork ruckblade, masterwork chainmail, 2 javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom.</p><p></p><p>=====</p><p></p><p><strong>Black-Blade Sergeant:</strong> male ruck-man Strong hero 4/Tough hero 1; CR 5; HD 4d8+4 plus 1d10+1; hp 28; Init -1; Spd 20 ft; AC 18, touch 13, flat-footed 18; BAB +4; Grp +7; Atk/Full Atk +6 melee (2d4+12/18–20, ruckblade) or +4 ranged (1d6+3, javelin); SA improved melee smash; SQ low-light vision, remain conscious, weapon familiarity (ruckblade); SV Fort +4, Ref +0, Will +1; Str 16, Dex 9, Con 12, Int 9, Wis 10, Cha 6.</p><p></p><p><em>Starting Occupation:</em> Ruckish Conscript (Intimidate, Survival are class skills).</p><p></p><p><em>Skills and Feats:</em> Climb +0*, Intimidate +4, Jump -1*, Spot +1, Survival +2; Archaic Weapons Proficiency, Armor Proficiency (Light), Armor Proficiency (Medium), Power Attack, Simple Weapons Proficiency, Weapon Focus (ruckblade). *Includes a -4 armor check penalty.</p><p></p><p><strong>Remain Conscious (Ex):</strong> The trooper can continue to perform actions when he would otherwise be considered unconscious and dying. When the trooper’s hit points reach -1, the trooper can perform as though he were disabled, making either an attack action or a move action every round until the trooper reaches -10 hit points (and dies) or the trooper’s hit points return to 1 or higher. The trooper can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage.</p><p></p><p><em>Possessions:</em> potion of <em>cure serious wounds</em>, masterwork ruckblade, masterwork chainmail, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom.</p><p></p><p>=====</p><p></p><p><strong>Black-Blade Junior Officer:</strong> male ruck-man Strong hero 5/Tough hero 2; CR 7; HD 5d8+5 plus 2d10+2; hp 40; Init -1; Spd 20 ft; AC 20, touch 14, flat-footed 20; BAB +6; Grp +9; Atk +8 melee (2d4+13/18–20, ruckblade); Full Atk +8/+3 melee (2d4+13/18–20, ruckblade) or +6/+1 ranged (1d6+3, javelin); SA advanced melee smash; SQ low-light vision, remain conscious, weapon familiarity (ruckblade); SV Fort +6, Ref +0, Will +1; Str 16, Dex 9, Con 12, Int 9, Wis 10, Cha 6.</p><p></p><p><em>Starting Occupation:</em> Ruckish Conscript (Intimidate, Survival are class skills).</p><p></p><p><em>Skills and Feats:</em> Climb -1*, Intimidate +5, Jump -2*, Spot +1, Survival +3; Archaic Weapons Proficiency, Armor Proficiency (Heavy) Armor Proficiency (Light), Armor Proficiency (Medium), Improved Bull Rush, Power Attack, Simple Weapons Proficiency, Weapon Focus (ruckblade). *Includes a -4 armor check penalty.</p><p></p><p><strong>Remain Conscious (Ex):</strong> The trooper can continue to perform actions when he would otherwise be considered unconscious and dying. When the trooper’s hit points reach -1, the trooper can perform as though he were disabled, making either an attack action or a move action every round until the trooper reaches -10 hit points (and dies) or the trooper’s hit points return to 1 or higher. The trooper can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage.</p><p></p><p><em>Possessions:</em> potion of <em>cure serious wounds</em>, potion of <em>heroism</em>, masterwork ruckblade, masterwork ruckish chain, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom.</p><p></p><p>=====</p><p></p><p><strong>Black-Blade Officer:</strong> male ruck-man Strong hero 6/Tough hero 3; CR 9; HD 6d8+6 plus 3d10+3; hp 52; Init +0; Spd 20 ft; AC 21, touch 15, flat-footed 21; BAB +8; Grp +11; Atk +9 melee (2d4+15/18–20, ruckblade); Full Atk +9/+4 melee (2d4+15/18–20, ruckblade) or +9/+4 ranged (1d6+3, javelin); SA advanced melee smash; SQ DR 1/—, low-light vision, remain conscious, weapon familiarity (ruckblade); SV Fort +6, Ref +3, Will +3; Str 16, Dex 10, Con 12, Int 9, Wis 10, Cha 6.</p><p></p><p><em>Starting Occupation:</em> Ruckish Conscript (Intimidate, Survival are class skills).</p><p></p><p><em>Skills and Feats:</em> Climb -1*, Intimidate +6, Jump -2*, Spot +2, Survival +3; Archaic Weapons Proficiency, Armor Proficiency (Heavy) Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Improved Bull Rush, Power Attack, Power Critical (ruckblade), Simple Weapons Proficiency, Weapon Focus (ruckblade). *Includes a -4 armor check penalty.</p><p></p><p><strong>Remain Conscious (Ex):</strong> The trooper can continue to perform actions when he would otherwise be considered unconscious and dying. When the trooper’s hit points reach -1, the trooper can perform as though he were disabled, making either an attack action or a move action every round until the trooper reaches -10 hit points (and dies) or the trooper’s hit points return to 1 or higher. The trooper can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage.</p><p></p><p><em>Possessions:</em> potion of <em>cure serious wounds</em>, potion of <em>haste</em>, masterwork ruckblade, masterwork ruckish chain, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom.</p><p></p><p>=====</p><p></p><p><strong>Black-Blade Captain:</strong> male ruck-man Strong hero 8/Tough hero 3; CR 11; HD 8d8+8 plus 3d10+3; hp 63; Init +0; Spd 20 ft; AC 22, touch 16, flat-footed 22; BAB +10; Grp +13; Atk +11 melee (2d4+15/18–20, ruckblade); Full Atk +11/+6 melee (2d4+15/18–20, ruckblade) or +11/+6 ranged (1d6+3, javelin); SA advanced melee smash; SQ DR 1/—, extreme effort, low-light vision, remain conscious, weapon familiarity (ruckblade); SV Fort +7, Ref +3, Will +3; Str 16, Dex 10, Con 12, Int 9, Wis 10, Cha 6.</p><p></p><p><em>Starting Occupation:</em> Ruckish Conscript (Intimidate, Survival are class skills).</p><p></p><p><em>Skills and Feats:</em> Climb -1*, Intimidate +7, Jump -2*, Spot +2, Survival +4; Archaic Weapons Proficiency, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Great Cleave, Improved Bull Rush, Power Attack, Power Critical (ruckblade), Simple Weapons Proficiency, Weapon Focus (ruckblade). *Includes a -4 armor check penalty.</p><p></p><p><strong>Extreme Effort (Ex):</strong> The trooper can push himself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check. The effort requires a full-round action and provides a +2 bonus on the check.</p><p></p><p><strong>Remain Conscious (Ex):</strong> The trooper can continue to perform actions when he would otherwise be considered unconscious and dying. When the trooper’s hit points reach -1, the trooper can perform as though he were disabled, making either an attack action or a move action every round until the trooper reaches -10 hit points (and dies) or the trooper’s hit points return to 1 or higher. The trooper can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage.</p><p></p><p><em>Possessions:</em> potion of <em>cure moderate wounds</em>, potion of <em>haste</em>, potion of <em>heroism</em>, masterwork ruckblade, masterwork ruckish chain, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 1768117, member: 1223"] [b]Typical Black-Blade Troops[/b] The Black-Blades are the shock troops of King Tereus’s army. Although formidable in their own right, they are not as well trained as the Cataphract units. ===== [B]Black-Blade Trooper:[/b] male ruck-man Strong hero 1; CR 1; HD 1d8+1; hp 5; Init -1; Spd 30 ft; AC 14, touch 10, flat-footed 14; BAB +1; Grp +3; Atk/Full Atk +3 melee (2d4+4/18–20, ruckblade) or +0 ranged (1d6+2, javelin); SA melee smash; SQ low-light vision, weapon familiarity (ruckblade); SV Fort +2, Ref -1, Will +0; Str 15, Dex 9, Con 12, Int 9, Wis 10, Cha 6. [I]Starting Occupation:[/i] Ruckish Conscript (Intimidate, Survival are class skills). [I]Skills and Feats:[/i] Climb +0*, Intimidate +1, Jump +0*, Survival +1; Archaic Weapons Proficiency, Armor Proficiency (Light), Simple Weapons Proficiency. *Includes a -2 armor check penalty. [i]Possessions:[/i] ruckblade, chain shirt, 2 javelins, short sword, 8 days rations. ===== [B]Black-Blade Veteran:[/b] male ruck-man Strong hero 2/Tough hero 1; CR 3; HD 2d8+2 plus 1d10+1; hp 17; Init -1; Spd 20 ft; AC 17, touch 12, flat-footed 17; BAB +2; Grp +4; Atk/Full Atk +6 melee (2d4+4/18–20, ruckblade) or +1 ranged (1d6+2, javelin); SA melee smash; SQ low-light vision, remain conscious, weapon familiarity (ruckblade); SV Fort +4, Ref -1, Will +0; Str 15, Dex 9, Con 12, Int 9, Wis 10, Cha 6. [I]Starting Occupation:[/i] Ruckish Conscript (Intimidate, Survival are class skills). [I]Skills and Feats:[/i] Climb -2*, Intimidate +3, Jump -2*, Spot +1, Survival +2; Archaic Weapons Proficiency, Armor Proficiency (Light), Armor Proficiency (Medium), Simple Weapons Proficiency, Weapon Focus (ruckblade). *Includes a -4 armor check penalty. [B]Remain Conscious (Ex):[/b] The trooper can continue to perform actions when he would otherwise be considered unconscious and dying. When the trooper’s hit points reach -1, the trooper can perform as though he were disabled, making either an attack action or a move action every round until the trooper reaches -10 hit points (and dies) or the trooper’s hit points return to 1 or higher. The trooper can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage. [i]Possessions:[/i] masterwork ruckblade, masterwork chainmail, 2 javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom. ===== [B]Black-Blade Sergeant:[/b] male ruck-man Strong hero 4/Tough hero 1; CR 5; HD 4d8+4 plus 1d10+1; hp 28; Init -1; Spd 20 ft; AC 18, touch 13, flat-footed 18; BAB +4; Grp +7; Atk/Full Atk +6 melee (2d4+12/18–20, ruckblade) or +4 ranged (1d6+3, javelin); SA improved melee smash; SQ low-light vision, remain conscious, weapon familiarity (ruckblade); SV Fort +4, Ref +0, Will +1; Str 16, Dex 9, Con 12, Int 9, Wis 10, Cha 6. [I]Starting Occupation:[/i] Ruckish Conscript (Intimidate, Survival are class skills). [I]Skills and Feats:[/i] Climb +0*, Intimidate +4, Jump -1*, Spot +1, Survival +2; Archaic Weapons Proficiency, Armor Proficiency (Light), Armor Proficiency (Medium), Power Attack, Simple Weapons Proficiency, Weapon Focus (ruckblade). *Includes a -4 armor check penalty. [B]Remain Conscious (Ex):[/b] The trooper can continue to perform actions when he would otherwise be considered unconscious and dying. When the trooper’s hit points reach -1, the trooper can perform as though he were disabled, making either an attack action or a move action every round until the trooper reaches -10 hit points (and dies) or the trooper’s hit points return to 1 or higher. The trooper can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage. [i]Possessions:[/i] potion of [i]cure serious wounds[/i], masterwork ruckblade, masterwork chainmail, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom. ===== [B]Black-Blade Junior Officer:[/b] male ruck-man Strong hero 5/Tough hero 2; CR 7; HD 5d8+5 plus 2d10+2; hp 40; Init -1; Spd 20 ft; AC 20, touch 14, flat-footed 20; BAB +6; Grp +9; Atk +8 melee (2d4+13/18–20, ruckblade); Full Atk +8/+3 melee (2d4+13/18–20, ruckblade) or +6/+1 ranged (1d6+3, javelin); SA advanced melee smash; SQ low-light vision, remain conscious, weapon familiarity (ruckblade); SV Fort +6, Ref +0, Will +1; Str 16, Dex 9, Con 12, Int 9, Wis 10, Cha 6. [I]Starting Occupation:[/i] Ruckish Conscript (Intimidate, Survival are class skills). [I]Skills and Feats:[/i] Climb -1*, Intimidate +5, Jump -2*, Spot +1, Survival +3; Archaic Weapons Proficiency, Armor Proficiency (Heavy) Armor Proficiency (Light), Armor Proficiency (Medium), Improved Bull Rush, Power Attack, Simple Weapons Proficiency, Weapon Focus (ruckblade). *Includes a -4 armor check penalty. [B]Remain Conscious (Ex):[/b] The trooper can continue to perform actions when he would otherwise be considered unconscious and dying. When the trooper’s hit points reach -1, the trooper can perform as though he were disabled, making either an attack action or a move action every round until the trooper reaches -10 hit points (and dies) or the trooper’s hit points return to 1 or higher. The trooper can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage. [i]Possessions:[/i] potion of [i]cure serious wounds[/i], potion of [i]heroism[/i], masterwork ruckblade, masterwork ruckish chain, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom. ===== [B]Black-Blade Officer:[/b] male ruck-man Strong hero 6/Tough hero 3; CR 9; HD 6d8+6 plus 3d10+3; hp 52; Init +0; Spd 20 ft; AC 21, touch 15, flat-footed 21; BAB +8; Grp +11; Atk +9 melee (2d4+15/18–20, ruckblade); Full Atk +9/+4 melee (2d4+15/18–20, ruckblade) or +9/+4 ranged (1d6+3, javelin); SA advanced melee smash; SQ DR 1/—, low-light vision, remain conscious, weapon familiarity (ruckblade); SV Fort +6, Ref +3, Will +3; Str 16, Dex 10, Con 12, Int 9, Wis 10, Cha 6. [I]Starting Occupation:[/i] Ruckish Conscript (Intimidate, Survival are class skills). [I]Skills and Feats:[/i] Climb -1*, Intimidate +6, Jump -2*, Spot +2, Survival +3; Archaic Weapons Proficiency, Armor Proficiency (Heavy) Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Improved Bull Rush, Power Attack, Power Critical (ruckblade), Simple Weapons Proficiency, Weapon Focus (ruckblade). *Includes a -4 armor check penalty. [B]Remain Conscious (Ex):[/b] The trooper can continue to perform actions when he would otherwise be considered unconscious and dying. When the trooper’s hit points reach -1, the trooper can perform as though he were disabled, making either an attack action or a move action every round until the trooper reaches -10 hit points (and dies) or the trooper’s hit points return to 1 or higher. The trooper can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage. [i]Possessions:[/i] potion of [i]cure serious wounds[/i], potion of [i]haste[/i], masterwork ruckblade, masterwork ruckish chain, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom. ===== [b]Black-Blade Captain:[/b] male ruck-man Strong hero 8/Tough hero 3; CR 11; HD 8d8+8 plus 3d10+3; hp 63; Init +0; Spd 20 ft; AC 22, touch 16, flat-footed 22; BAB +10; Grp +13; Atk +11 melee (2d4+15/18–20, ruckblade); Full Atk +11/+6 melee (2d4+15/18–20, ruckblade) or +11/+6 ranged (1d6+3, javelin); SA advanced melee smash; SQ DR 1/—, extreme effort, low-light vision, remain conscious, weapon familiarity (ruckblade); SV Fort +7, Ref +3, Will +3; Str 16, Dex 10, Con 12, Int 9, Wis 10, Cha 6. [i]Starting Occupation:[/i] Ruckish Conscript (Intimidate, Survival are class skills). [i]Skills and Feats:[/i] Climb -1*, Intimidate +7, Jump -2*, Spot +2, Survival +4; Archaic Weapons Proficiency, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Great Cleave, Improved Bull Rush, Power Attack, Power Critical (ruckblade), Simple Weapons Proficiency, Weapon Focus (ruckblade). *Includes a -4 armor check penalty. [b]Extreme Effort (Ex):[/b] The trooper can push himself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check. The effort requires a full-round action and provides a +2 bonus on the check. [b]Remain Conscious (Ex):[/b] The trooper can continue to perform actions when he would otherwise be considered unconscious and dying. When the trooper’s hit points reach -1, the trooper can perform as though he were disabled, making either an attack action or a move action every round until the trooper reaches -10 hit points (and dies) or the trooper’s hit points return to 1 or higher. The trooper can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage. [i]Possessions:[/i] potion of [i]cure moderate wounds[/i], potion of [i]haste[/i], potion of [i]heroism[/i], masterwork ruckblade, masterwork ruckish chain, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom. [/QUOTE]
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