Heroes of the Legacy of the Tempest Game


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Lelland
Wood Elf Ranger (Fast Hero) 3
Hit Dice: 3d8+3 (27 hp)
Initiative: +5 (Dex)
Speed: 30 ft.
AC: 23 (+4 Class, +5 Dex, +4 Armor)
Attacks: +3 Base Attack Bonus +3 Strength Ranged +3 bab +5 dex
Damage: +8 1-6 +3 (MW shortsword), +6 1-6+3 non-lethal (brawl), or +9 1-8 +3 (MW Mighty+3 Composite Longbow)
Racial Features: Immunity to Sleep effects, +4 saving throw bonus versus enchantment spells or effects, Lowlight vision an elf can see three times as far as a human in starlight, moonlight, torchlight, and other conditions of poor illumination,+2 Listen, +4 Search and Spot, Auto-search by passing within 5' of seceret door,Bonus Feats:Martial Weapon Proficiency:longsword, rapier, longbow, composite longbow, shortbow, composite shortbow, and weapon focus:shortsword
Class Features: Bonus Feats (1), Tracking, Endurance, Rapid Shot(in light armor), Favoured Enemy: Tempest +2 bluff, listen, sense motive, spot, survival, and damage.
Talents: Evasion, Uncanny Dodge 1
Saves: +4 Fort, +8 Ref, +2 Will
Abilities: Str 16, Dex 20, Con 12, Int 8, Wis 12, Cha 8
Skills: Hide 10 (5 ranks), Knowledge, Nature 4 (5 ranks), Knowledge, Technology 2 (3 ranks cc), Listen 5 (2 ranks), Move Silently 10 (5 ranks), Search 4 (1 rank), Spot 8 (3 ranks), Survival 6 (5 ranks) [8 above ground]
Feats:Personal Firearms, Improved Unarmed Strike, Brawl, Weapon Focus: Shortsword
Equipment: Masterwork Shortsword (310 gp, 2lb), Masterwork Mighty+3 Composite Longbow (700 gp, 3lbs)unless replaced by laser weapon, Dagger (2gp, 1 lb) Mithral Shirt (1,100 gp, 12.5lbs), 40 arrows (2 gp, 6lbs), 20 Alchemical Silver arrows (41 gp, 3 lbs), 10 Adamantine arrows (601 gp, 1.5 lbs), Explorer's Outfit (n/a 8lbs), backpack (2 gp, 2lbs), bedroll (1 sp, 5lbs), flint & steel (1 gp, n/a), rations, trail [7days] (35 sp, 7 lbs), silk rope, 50' (10 gp, 5 lbs), waterskinx2 (2 gp, 8 lbs), whetstone (2 cp, 1 lb), Everburning torch (110 gp, 1 lb), wand of cure light wounds (750 gp) 66 lbs light encumbrance.

Money: 365 gp, 3 sp 8 cp

Leland's family was killed by the Tempest, ever since he has trained to fight them in whatever way possible, from bare hands to using thier own technology against them. He has also continued to hone his people's natural ability to survive in the wild.
 
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Sendar
Human Druid (Dedicated Hero) 3
Hit Dice: 3d8 + 6 (29 hp)
Initiative: +2 (Dex)
Speed: 30'
AC: 17 (+2 Class, +2 Dex, +3 Armor)
Attacks: +2 Base Attack Bonus -1 Strength +2 Dexterity
Damage: Quarterstaff +1 melee (1d6 -1) or Sling +3 ranged (1d4 -1)
Racial Features: Bonus Feats (2), Bonus Skill Points (3+Level), Adaptive Learning (Psychic Focus), +2 Wis
Class Features: Animal Companion (Shado), Nature Sense, Wild Empathy, Woodland Stride, Trackless Step
Talents: Empathy (+3), Healing Knack
Saves: +5 Fort, +3 Ref, +7 Will
Abilities: Str 8 (-1), Dex 14 (+2), Con 14 (+2), Int 14 (+2), Wis 18 (+4), Cha 12 (+1)
Skills: Psychic Focus (6 /10), Spot (6 /10), Listen (6 /10), Treat Injury (6 /12), Concentration (4 /6),
Knowledge: Nature (4 /6), Spellcraft (3 /5), Survival (6 /10), Swim (1 /0)
Feats: Sensitive, Mind Reading, Spell Focus (Conjuration), Augment Summoning, Brew Potion
Equipment: Quaterstaff (4 lbs), Sling, 20 Bullets (2 sp, 10 lbs), Handy Haversack (2000 gp, 5 lbs),
+1 Leather (1160 gp, 15 lbs), Peasant's Outfit (2 lbs), Healer's Kit (50 gp, 1 lb), Holly and Mistletoe,
5 Sunrods (10 gp, 5 lbs), 50' Silk Rope (10 gp, 5 lbs), Flint and Steel (1 gp), Fishhook (1 sp), Bedroll (1 sp, 5 lbs), Tent (10 gp, 20 lbs), Chalk (1 cp), 2 Potions of Invisibility (600 gp)
Encumberance: 72 lbs total, 46 in Haversack, 26 carried, Light Load
Money: 166 gp, 5 sp, 9 cp
Spellcasting: 0th (4), 1st (3), 2nd (2), DC 14 + spell level
0th - Flare (Fort), Create Water, Detect Magic, Read Magic
1st - Goodberry, Produce Flame, Shillelagh
2nd - Heat Metal (Will), Soften Earth and Stone (Ref)

Shado
Riding Dog
Hit Dice: 4d8 + 8 (26 hp)
Initiative: +2 (Dex)
Speed: 40'
AC: 18 (+2 Dex, +6 natural)
Attacks: +3 Base Attack Bonus +3 Strength
Damage: Bite +6 melee (1d6 +4)
Racial Features: Low-light Vision, Scent (+4 Survival when Tracking), Link, Share Spell, Evasion
Saves: +6 Fort, +7 Ref, +2 Will
Abilities: Str 16 (+3), Dex 16 (+3), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Skills: Jump (2 /9), Listen (2 /5), Spot (2 /5), Swim (1 /4), Survival (0 /1)
Feats: Alertness, Track, Power Attack

Common Summons:

Summon Ally I
Wolf
Hp: 21
Initiative: +2
Speed: 50'
AC: 14 (+2 Dex, +2 natural)
Attacks: +1 Base Attack Bonus +3 Strength
Damage: Bite +5 (1d6 +4)
Racial Features: Low-light Vision. Scent, Trip
Saves: +7 Fort, +5 Ref, +1 Will
Abilities: Str 17 (+3), Dex 15 (+2), Con 19 (+4), Int 2 (-4), Wis (+1), Cha 6 (-2)
Skills: Hide (0 /2), Listen (2 /3), Move Silently (1/ 3), Spot (2 /3), Survival (0 /1)
Feats: Weapon Focus (Bite), Track

Summon Ally II
Hippogriff
Hp: 31
Initiative: +2
Speed: 50', fly 100'
AC: 15 (-1 size, +2 Dex, +4 natural)
Attacks: +3 Base Attack Bonus +6 Strength
Damage: Claw +8 (1d4 +6), Claw +8 (1d4 +6), Bite +3 (1d8 +4)
Racial Features: Darkvision 60', Low-light Vision, Scent
Saves: +8 Fort, +5 Ref, +2 Will
Abilities: Str 22 (+6), Dex 15 (+2), Con 20 (+5), Int 2 (-4), Wis 13 (+1), Cha 8 (-1)
Skills: Listen (3 /4), Spot (3 /8)
Feats: Dodge, Wingover

Sendar was born a gifted boy. Sensitive to the movements of the spiritual world, he was apprenticed to his village's holy man and taught the ways of the Old Religion. As he grew older, he attracted a wife, Melissa, and she bore him a daughter, Valna.

His gifts only increased with age, and as he passed into adulthood he found himself able to read the minds of others. But even with this notable skill, all signs suggested that he would simply live out the rest of his life as his village's holy man before passing the mantle on to someone else.

And then the Tempest came.

They had heard that some hero had originated in the area, in one of the backwoods villages that dotted the area. Without any clear targets, they simply burned and destroyed any village they came across, slaughtering or enslaving the people who lived there.

Sendar did not realize what was to be his village’s fate until it was too late. They seemingly came from nowhere, possessing powers and abilities he had never dreamed of. Sendar raced to his home but his wife was gone, whereto he has never learned. Snatching his daughter, he fled from his home and into the woods.

A few others survived the massacre, and slowly Sendar gathered them together. He helped them build a small settlement in the woods, and kept them from the eyes of the Tempest.

Eventually, however, his need to learn of Melissa's fate tore him away from his people. Leaving Valna in the care of her aunt, he promised to one-day return.
 
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Marrack
Human Rogue (Strong Hero) 3
Hit Dice: 3d6+3 (hp 21)
Initiative: +4.
Speed: 30 ft.
AC: 19 (+3 armour, +2 class, +4 dex)
Attacks: Brawl +4, Heavy Mace +4, Light Crossbow +6.
Damage: Brawl d6+1 (nl), Heavy Mace d8+1, Light Crossbow d8.
Racial Features: Adaptive Learning : Disable Device.
Class Features: Sneak Attack +2d6, Trapfinding, Trap Sense +1, Evasion.
Talents: Improved ignore hardness (2 pts).
Saves: Fort +2, Ref +7, Will +1.
Abilities: Str 13 (+1), Dex 19 (+4), Con 12 (+1), Int 12 (+1), Wis 10 (+0), Cha 12 (+1)
Skills: Appraise: +5 (4 ranks, +1 int), Balance: +6 (2 ranks, +4 dex), Climb: +2 (1 ranks, +1 str), Disable Device: +12 (6 ranks, +1 int, +2 feat, +3 feat), Escape Artist: +5 (1 ranks, +4 dex), Hide: +12 (6 ranks, +4 dex, +2 feat), Jump: +2 (1 ranks, +1 str), Knowledge (Technology) cc: +3 (2 ranks, +1 int), Knowledge (Scrap Plains): +5 (4 ranks, +1 int), Listen: +6 (6 ranks, +0 wis), Move, Silently: +12 (6 ranks, +4 dex, +2 feat), Open Lock: +8 (2 ranks, +4 dex, +2 feat), Search: +7 (6 ranks, +1 int), Spot: +6 (6 ranks, +0 wis), Sleight of Hand: +5 (1 ranks, +4 dex), Tumble: +5 (1 ranks, +4 dex)
Feats: Brawl, Stealthy, Nimble Fingers, Skill Focus (Disable Device), Personal Firearms Proficiency.

Equipment:
Necklace of Fireballs I (1650gp), Feather Token : 1 Anchor, 1 Tree (50gp + 400gp), Masterwork studded leather armour (175gp, 20lbs), Gearstriker (masterwork heavy mace, 312gp, 8lbs), Masterwork artisan tool (55 gp, 5lbs), Light crossbow (35gp, 4lbs), 30 bolts (3gp, 3lbs), Masterwork thieve's tools (100gp, 2lbs), Backpack (2gp, 2lbs), Blanket, camoflagued (0.5gp, 3lbs), Block and tackle (5gp, 5lbs), Caltrops x5 (5gp, 10lbs), Prybar (2gp, 5lbs), Flint striker (3gp, -), Grappling hook (1gp, 4lbs), Oil, 5 pints (0.5gp, 5lbs), Pole, 10', x2 (0.4gp, 16lbs), Hemp rope, 150' (3gp, 30lbs), Rations x7 (3.5gp, 7lbs), Hooded lantern (7gp, 2lbs), Explorers outfit (10gp, 8lbs), Waterskin (1gp, 4lbs).
Non-magical total : 434gp. With magic : 2534gp.

The Tribe of the Jackal have eked out a rough sort of life under the very gunbarrels of the Tempest ever since the invasion. By melting away in front of attacking forces rather than resisting and always being prepared to move their camps, the nomads have managed to survive and wage a clandestine war of attrition and sabotage.

Marrack is one of the 'warriors' of his people, a scavenger and thief, an infiltrator and saboteur. Raised by his uncle into the profession, he has been part of a half-dozen raids on Tempest compounds or outlying machinery. He was more than content to continue on in this manner, until a chance meeting with one of the prophetesses, a flaxen haired, firery beauty named Seean, heralding the danger of the Tempest awakening the Great Old Ones. Admittedly, he wasn't thinking with the head on his shoulders when agreed to follow her.

Seean is long since gone, leaving Marrack some way from the home of his people, a stranger in a strange land. Nevertheless, he has managed to survive thus far, his skills as suited to the life of a burglar as to a saboteur.

Marrack is the consumate opportunist, willing to take almost any chance as it is presented to him. He comes across as cocky, sarcastic and decisive.
 
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Code:
[B]Name:[/B] Amrath 
[B]Class:[/B] Rogue 1/Fighter 2
[B]Race:[/B] Wood Elf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] Erevan Illesere

[B]Str:[/B] 18 +4 (8p.)     [B]Level:[/B] 3        [B]XP:[/B] XXXX
[B]Dex:[/B] 18 +4 (8p.)     [B]BAB:[/B] +2         [B]HP:[/B]27(6@1st,+10+8rolled+3Con)
[B]Con:[/B] 12 +1 (6p.)     [B]Grapple:[/B] +X     [B]Dmg Red:[/B] None
[B]Int:[/B] 14 +2 (6p.)     [B]Speed:[/B] XX'      [B]Spell Res:[/B] 0
[B]Wis:[/B] 12 +1 (4p.)     [B]Init:[/B] +X        [B]Spell Save:[/B] +2 vs Enchantment
[B]Cha:[/B]  8  -1 (0p.)     [B]Action Points:[/B] 6        

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc Misc  Total[/B]
[B]Armor:[/B]              10    +4    +    +4          +X  +4     +1*   22/23Dodge
[B]Touch:[/B] 16/17Dodge        [B]Flat-Footed:[/B] 14
[B]Defense Bonus[/B]:+4
 * Dodge
                       [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                           +3          +1
[B]Ref:[/B]                            +2          +4
[B]Will:[/B]                           +0          +1

[B]Weapon                  Attack       Damage     Critical[/B]
Greatsword                   +7         2d6+6     19-20x2
Machaira *                   +6         1d6+4     18-20x2
Kukri                        +6         1d4+4     18-20x2
Dagger                       +6         1d4+4     18-20x2  10' Increments
Long Composite Bow           +7/8w30'   1d8+4        20x3 110' Increments
Hand Crossbow                +6         1d4       19-20x2  30' Increments

*:Just a medium sized Kukri,greek/roman blade, scimitar stats.

[B]Languages:[/B]Elvish,Common,Sylvan.

[B]Abilities:[/B]

[B]Feats:[/B] Dodge(1st) Agile Riposte(F1),Personnal Firearms Proficiency(F2),
Point Blank Shot,(3rd),Double-Tap(Fast 2nd)

[B]Class:[/B]: Sneak Attack +1D6,Trapfinding.Proficient with all Simple
and Martial Weapons, as well as Personnal Firearms and Hand Crossbows.

[B]Talents:[/B] Evasion, Incanny Dodge
[B]Racial Bonuses:[/B]
Elfsight,+2 Int mod, Weapon Focus:Long Composite Bow,+4 Spot,Search,+2 Listen,
Detect Secret Doors within 5 feet,Immunity to Sleep and Sleeplike Spell Effects,
+2 vs. Enchantments,Low-Light Vision, se three times as far as a human in 
low-light situations.

[B]Skill Points:[/B] 36R,7F       [B]Max Ranks:[/B] X/X
[B]Skills                   Ranks  Mod  Misc  Total[/B]

Appraise                       0    2           +2    
Balance                        1    4     2*    +7  
Climb                          2    4           +6    
Decipher Script                2    2           +4       
Disable Device                 2    4     2     +6        
Escape Artist                  2    4           +6
Hide                           2    4           +6
Jump                           1    4     2*    +7                     
Knowledge-Dungeoneering        1    2           +3    
Knowledge-Geography            1    2           +3
Knowledge-History              1    2           +3
Know-Mythos     (cross)        1    2           +3
Know-Technology (cross)        1    2           +3
Listen                         4    1     4**   +9    
Move Silently                  2    4           +6    
Open Locks                     2    4     2     +8
Ride                           2    4           +6
Search                         4    2     4**   +10         
Sense Motive                   0    1           +1
Sleight of Hand                0    4           +4    
Spot                           4    1     4**   +9       
Survival                       0    1           +1
Swim                           0    4           +4
Tumble(1 rank as Cross)        5    4           +9           
Use Rope                       0    4           +4
* Synergy bonus from Tumble
** Elfsight Bonus


+1 Greatsword (2,350GP)
Mighty(+4Str) Long Composite Bow (500GP)
Mithril Shirt (1,100GP),Thieves Tools (30GP),
Quiver of 20 Arrows (1GP),Machaira (10GP),Kukri (8GP),
Pouch, 

1 GP left...

[B]Total Weight:[/B]XXlb      [B]Money:[/B] XXgp XXsp XXcp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               XXX   XXX   XXX   XXX   XXX

[B]Age:[/B] 46
[B]Height:[/B] 5'8"
[B]Weight:[/B] 145 pounds
[B]Eyes:[/B] Pale Green
[B]Hair:[/B] Blond with green streaks (dyed)
[B]Skin:[/B]  Pale (tanned when outside)


Appearance: Amrath appears as a rather tall Elf bedecked in green and grey leathers,
with pale grey wrappings along his limbs, so as to leave no skin exposed.Amrath wears a
mask, a pale green face of serene appearance. Several bladed weapons are strapped about his
body, as well as the long but slimmish Greatsword strapped to his back.
Amrath titters and giggles at odd times, as well as whispering to himself in a rather
disquieting manner. When things go bad however, he is all business, dealing out
death to his enemies in a most efficient and frightening manner.

Background: Amrath had lived as had many Elves before the coming of the Tempest;
feasting, frolicking and making merry among the boughs of the great woodlands.
All of this changed with the coming of the Old Ones, as the entire World was thrown into
Cataclysmic disarray. Amrath never looked back,his sole focus now destroying the Tempest.
Finding a proficiency for the weapons of the Enemy, Amrath has taken to carrying pistols
as well as his more traditional bow (whenever he can get his hands on them, that is).
 
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Surtsey Asbrand.
Human Cleric (Fast Hero) 3
Hit Dice: 3d8+6 (27 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 20 (+4 Class, +2 Dex, +4 Mithril Shirt)
Attacks: +5 (+2 BAB, +3 Str) or +4 (+2 BAB, +2 Dex)
Damage: +7 2d4+4 (with Masterwork Spiked Chain), +4 1d8 (with Masterwork Light Crossbow), +5 or +4 1d4+3 (with Dagger).
Racial Features: Bonus Feats (2), Bonus Skill Points (3+Level), Adaptive Learning (Survival)
Class Features: Domains: Fire and Storm, Electricity resistance 5, Turn Water Creatures or Rebuke Fire Creatures 3/day, Turn Undead 3/day.
Talents: Evasion, Opportunist.
Saves: +5 Fort, +3 Ref, +6 Will.
Abilities: Str 16, Dex 14, Con 14, Int 10, Wis 16, Cha 10.
Skills: Concentration +8 (6 ranks), Listen +3 (0 ranks), Spot +3 (0 ranks), Survival +9 (6 ranks), Treat Injury +9 (6 ranks).
Feats: Power Attack, Combat Reflexes, Cleave, Exotic Weapon Proficiency (Spiked Chain), Weapon Focus (Spiked Chain).
Spells: (4/3+1/2+1) 0 level: Cure Minor Wounds (x2), Light, Purify Food and Drink.
1st level: Burning Hands (Domain Spell), Command, Endure Elements, Magic Weapon.
2nd level: Align Weapon, Produce Flame (Domain Spell), Summon Monster II.
Equipment: Masterwork Spiked Chain (325 gp, 10 lb), Masterwork Light Crossbow (335 gp, 6 lb), Daggers (2 gp, 1 lb), Silvered Dagger (22 gp, 1 lb), Cold Iron Dagger (4 gp, 1 lb), Mithral Shirt (1,100 gp, 10 lb), Silver Holy Symbol (25 gp, 1 lb), 20 Crossbow Bolts (2 gp, 2 lb), 10 Silvered Crossbow Bolts (22 gp, 1 lb), 10 Cold Iron Crossbow Bolts (2 gp, 1 lb), Wand of Cure Light Wounds (750 gp), Backpack (2 gp, 2 lb) (Containing: Bedroll (1 sp, 5 lb), Everburning Torch (90 gp, 1 lb), Feather token (tree) (450 gp), Grappling Hook (1 gp, 4 lb), Handaxe (6 gp, 5 lb), Healer's Kit (50 gp, 1 lb), 2 Potions of Cure Light Wounds (100 gp), 7 Day's Trail Rations (4.5 gp, 7 lb), Silk Rope (50 foot) (10 gp, 5 lb), 4 Scrolls of Cure Light Wounds (100 gp), 2 Scrolls of Sanctuary, 2 Waterskins (one full) (2 gp, 4 lb),), Money pouch (43 pp, 12 gp, 10 sp). Total Weight Carried: 69 lb. Load: Light.


I was born on border of the human lands with the elven forests. As I grew up, I was tutored by scholars from both my own and the elven race. I learnt the ways of war from my human tutors, and the truth of nature and its cycles from the elves. As I matured, I found my faith in the church of Lord Ignan and Lady Articia, god of summer and goddess of winter. I am a servant of this cycle, and hold the balance of nature and the elements sacred.

The Tempest despoil our lands, break and pillage the surface of the world. All of our world rises and falls and rises again at Lord Ignan's and Lady Articia's will, but my god will not stand to see the cycle broken by these outsiders. The Tempest's vile forces annihilate our cities, towns and villages, smashing our armies as we try to stem their ill tide. Where we gather in numbers, they find us, so I have taken to the land, learning to survive on my own. I bring Lord Ignan's blessed fire to them, and perhaps I can balance the score a little back in our favour.
 

Ketrik Hement
Human Fighter 2/ Rogue 1 (Strong Hero)
Hit Dice: 2d10+1d6 (26 + 1d6 hp)
Initiative: +3 (Dex)
Speed: 30 ft.
AC: 19 (+2 Class, +3 Dex, +4 Mithril Shirt)
Attacks: +5 (+2 BAB, +3 Str) or +5 (+2 BAB, +3 Dex)
Weapons: +5 (Commando Carbine), +5 1d8+3 (with Two Bladded Sword), +5 (with Laser Gatling), +6 unarmmed (1d6+3 nonlethal).
Racial Features: Bonus Feats(2), Bonus Skill Points (4+Level), Adaptive Learning (Survival)
Class Features: Sneak Attack +1d6, Trapfinding
Talents: Ignore Hardness, Improved Ignore Hardness
Saves: +5 Fort, +5 Ref, +2 Will.
Abilities: Str 16, Dex 16, Con 14, Int 14, Wis 10, Cha 10.
Skills: Climb +8 (5 ranks), Craft(Writing) +8 (6 ranks), Disable Device +2 (1 rank), Handle Animal +5, Intimidate +6 (6 ranks), Jump +8 (5 ranks), Listen +1(1 rank), Move Silently +4 (1 rank), Search +2( 1 rank), Sense Motive +1 (1 rank), Spot +1 (1 rank), Use Magic Device +1 (1 Rank), Use Rope +4 (1 rank) .
Feats: Exotic Firearms Profieciency (Laser gattling), Personal Firearms Proficeincy(Commando carbine), Brawl, DODGE, EXOTIC WEAPON PROFICIENCY(Two Bladed Sword), IRON WILL.
Equipment: Two Bladed Sword (100gp, 10lb), Mithril Shirt(1,100 gp, 10 lb), Water Flask (3cp, 1.5 lb), 3 rations (15sp, 1 lbs).
Total Weight Carried: 26.5 lb. Load: Light

Other money given away, Ketrik sees little use for wordly possesions. He thinks that he has destiny on his side, and with destiny behind him, why should he sweat the small stuff.

Ketrik believes that he is the answer to the Tempest. After a nights sleep with vivid dreams of the Tempest's defeat, he awoke 'knowing' that he would defeat them. He has formed a complex philosophy around his dreams, believing that some men are born inherently above man's law, and that these "extraoridnary men" bring about change. he believes he is an "extraordinary man" (of course he had to be to have the theory, right?), and that he is destined to turn back the Tempest. He has little conern for 'normal' matters, but believes he will change history.
 

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