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msatran
Learned Scribe

USA
210 Posts

Posted - 23 Apr 2006 :  05:55:41  Show Profile  Visit msatran's Homepage Send msatran a Private Message  Reply with Quote  Delete Topic
Well, I bit the bullet and wrote down the outline for the campaign here.

The characters we have are:

Vimak, a rare Goliath from the mountains to the North who was abandoned by his tribe

Warsword Thund, the de-facto leader of the little band of volunteers that have to go through all of these horrible things....

Katervali Chernosk, the Triadic Knight wannabe from a disgraced family

Dmitri, an Impilturvian noble wizard who secretly reports to Queen Sambryl (A concept he chose, btw, WITHOUT knowing any of the information that you will see below, so you should all wait, as I will, to see the look on his face...)

And...a captured Drow Druid of Silvanus who has become submissive and weak, who travels with the group because the Warswords of Impiltur captured her on patrol, and the military decided to use her as a resource under the circumstances...

The Swordgather Compact

“The Last is the First, and the First is the Last, that is our oath, and that is our trust.” Sit on my knee, my granddaughter, and let me tell you of a story that happened in the days when I was young, when Impiltur was fractured by violence, and the young king Imbrar II ruled in Lyrabar. But our story does not begin there…

Long ago, in the Year of the Dawndance, Imphras Heltharn, the legendary War-Captain of Lyarabar, united the city-states of Impiltur, the Elves, and the Dwarves against the mighty Hobgoblin Horde of the Giantspire Mountains. Driven back to the shores of Bluefang Water they were, their blood staining the snow and thick frozen grass of winter, their horses left behind them as they died.

In their final stand, backs to the river as the Hobgoblin archers slew their men, the mighty Archmage Soargar, his friend Velgarbrin, and Soargar’s apprentice, the sorceress Sambral, combined their mighty magics and threw back the mighty hordes of Hobgoblins, sending them running into the mountains….

But the cost was high, perhaps too high. As the hobgoblins fled, Soargar’s blood ran red upon the ground, his breath fleeing his body from a sickly, poisonous wound, a horrid arrow lying next to him, while his apprentice, the sorceress Sambral, held his hand, his lifeblood running out of his body in the cold snows of winter. As he spoke his final words of the magic swords cached in his tower to Impiltur’s future king, Soargar breathed his last, his horrid rattle speaking one final sentence. His last words, overheard by Lord Heltharn, were “The last is the first, and the first is the last.” And there he died, Heltharn’s hand on his shoulder, Sambral’s hand in his….

Lord Heltharn married Sambral, who bore him two children, and from this line all the blood of Impilturvian royalty is founded. In the year of the Luminar Procession, King Imbrar marched into the mountains, accompanied by the Royal Guard, who bore the blades of Soargar’s legacy. Those hobgoblins were never seen again, and neither was King Imbrar, the blades vanishing into the mountains…

As the years went by, the rulership of Impiltur passed through many hands, and none of them managed to hold the throne for very long, the grim office of righteousness claiming many kings both old and young. The wars against the demons had weakened our people, the pockets of the Abyss beneath our land always breathing forth horrors and fiends. The Realm was paralyzed, unable to defend itself.

It was in the Year of Lightning Storms, 1374, in the first days of the month of Hammer, that the fires of Ilmwatch Keep grew high, the scrying stones vibrant, the old warning signs rich upon the horizon. As the time of the new king, Imbrar II, approached, the signs were clear. The hobgoblins had returned, a powerful champion, Marthok at the head of their army. And one of the swords of Soargar’s legacy was in his hands…


The choice was made by the Lords of Imphras II to supplement our military ranks with mercenaries, for the hobgoblins were numerous, and while our army was powerful, and our faith strong, they added to our ranks those who would adventure, those who would hate hobgoblins, and those who would honor the old alliances.

As the Hobgoblins poured down from the mountains, and made their way towards the site of the old battle, it became clear that the old wars would soon be the same as the new ones, unless someone cut off their supply lines and stopped them….







































1) The Mountain Fort of Kothag: The PC’s are hirelings, conscripts, or mercenaries in the Impilturvian army, who have been ordered by their commander, Darov, to slip into the mountains and target a Hobgoblin supply fort. On their way there, the PC’s discover a single survivor named Vastav, whose unit came this far. He gives them aid, and departs for Ilmwatch. The PC’s must infiltrate the fort, either by stealth or combat, and destroy the foodstuffs destined for the hobgoblin army. The commander, Kothag, is possessed of letters that indicate that a second force, following underground through secret tunnels dug over the years and underdark passages, is to cut off the army from behind after they are engaged with the first force of Hobgoblins. Marthok leads the flanking action. Kothag’s job is not to supply the main force. It is to ensure that the secondary force is resupplied after the flanking action. The PC’s must warn their commanders, but they are behind enemy lines, and the quickest way is through the underdark passages, which lead to where the flanking force is going to attack. Kothag has maps to the Underdark Entrance, which is not far from the supply fort.
NOTE: The PC’s did not choose this route. They journeyed across land instead, fearing what was in the (Already cleared) tunnels, and force-marched for four hours a day. There were helpful encounters and magic items that they might have acquired if they had gone that way, so the campaign description reflects this choice.

2) The Journey to the Army: The PC’s must journey across the wild landscape of the mountains, to try and reach the army, and warn them of the secret flanking force that awaits them at Bluefang Water. Along the way, they encounter hostile orcish refugees, Hobgoblin ambushers, and Clerics of Orcus and their zombies, all intent on preventing them from reaching their goal. When the heroes reach the army, they receive new orders, to scout out the Hobgoblin Flanking force and determine it’s location. Unfortunately, a hidden cave filled with Hobgoblins and their minions awaits, and Marthok and his men are already moving into position…

Chapter Two

As the heroes emerged into the light of day, a grim scene stretched out before them. Hundreds of bodies, both hobgoblin and human, stretched out across the snowy lands, reeking of blood and death. In the distance, the signs of a military camp could be seen, the grim drums of the hobgoblins echoing with terrible chants of victory. Bluefang Water ran red with the blood of the victors and the vanquished, and time for Ilmwatch was, it seemed…running out…

3) The Hobgoblin Camp: The PC’s discover Darov’s body, and their new orders on his person, which include the destruction of the Hobgoblins before they reach Ilmwatch. The heroes must infiltrate and destroy the Hobgoblins and Marthok, whose goal is nothing less than the total destruction of Ilmwatch. Marthok is a powerful opponent, but currently, the tents of the Hobgoblins are less well defended than a mighty fortress. When the PC’s defeat Marthok, they discover that his orders come from King Tuggmag, the mightiest Hobgoblin Chieftain of the mountains. As the last hobgoblin in the camp falls, the horns of the Triadic Knights can be heard, and one of them, Zarov, rides ahead. He tells the PC’s that they will be rewarded for their great deed, and that they are to travel to Lyrabar. He warns them, however, that the roads are not without danger, and many bandits and other creatures have risen from their holes in these difficult times. Soargar’s ghost appears at this point, not far from where the PC’s are. A terrible chill falls over everyone, and he points his hand at the player characters and says “The Last is the First, and the First is the Last…” He then wanders about the battlefield, clutching at an ephemeral bloody wound for a few minutes before disappearing.

4) The Journey to Lyrabar: The PC’s journey is interrupted by two hobgoblin raids, a pair of evil clerics of Orcus and their undead minions, and an attack by werewolves. All of these creatures seem to be directly targeting the PC’s. Perhaps there is some sort of connection? When the PC’s reach Lyrabar, they are attacked by assassins before they are greeted warmly by the Triadic Knights, and are shown into the presence of the Queen, Sambryl, who, as regent, knights each of them for their great deed. However, as the last sword falls upon the shoulder of a PC, terrible trumpets greet the ears of all within the ceremonial chamber…

Chapter Three

As the heroes stepped from the ceremonial chamber, the dreaded horns of warfare echoed through the castle, and people struggled to make ready for battle. As the navies prepared to sail, Queen Sambryl hailed the heroes and bid them make ready to depart before the army. If they could save the kingdom once, surely they might do so a second time. The ocean horns were only blown when word of danger from the oceans had arrived. But all that could be seen was a great fog, surrounded in a ghostly storm. Whatever it was, it could only mean more trouble for our wartorn nation. Something was coming from the sea…

5) The Fleet of Bones: The PC’s must head to the docks of the city and battle Lacedons, Drowned, and a Lacedon Sorcerer. Once they defeat these foes, the heroes will be called to the fastest vessel in the fleet, and sail out to try and find the source of the trouble while the fleet battles the army of the piratical dead. After fighting regular pirates, and dealing with a dragon turtle, the PC’s must fight the undead pirate leaders, who have also been separated from their troops during the battle, and bear the colors of the Impilturvian Navy. When the battle ends, a terrible whirlpool erupts, dragging the heroes and their boats into the watery deep….

6) The Drowned Queen: The PC’s wash ashore in a grotto with air, only to discover more undead, fiendish sorcerers, evil demons, and giant sea creatures. After navigating a terrible maze of death, the PC’s encounter the source of the undead army, the undead princess Aliia, now a lich. Aliia weeps for her people, and has lived for many years under the sea, but there is no way she can allow the PC’s to stop her from taking back Impiltur from her murderers. She seeks only her locket, which was torn from her at the moment of her sinking into the cold, undersea world. Her last words are “Soargar’s words…Soargar’s Words…” The PC’s rediscover one of the ancient blades gathered by Soargar, there should now be two in their possession. The PC’s also discover a series of notebooks and diaries that indicate that Soargar not only knew where the swords were kept, but also a great ritual surrounding them that would completely banish powerful fiends from the land, and even imprison the greatest of them.

Chapter Four

Returning to the surface, the heroes found the strange storm clouds lifted, and a nearby ship waiting to pick them up. As the fog parted across the

7) The Mountain Lair of Roaknir: After freeing Alia from her drowned curse, and letting her pass to the next world, the PC’s must retrieve her locket in order to speak to Soargar’s ghost. Unfortunately, the locket passed into the hands of the evil Storm Giant who caused Alia’s fleet to sink in the first place, and his descendants kept it as a momento. The Storm Giant’s lair is filled with other Storm Giants, servitor creatures, and a letter from Sonellion telling the Storm Giant that the PC’s are coming. When the PC’s speak to Soargar, he whispers “Nord…Buried…The Map is the Way…The Map is the Way…Sambral…Oh, Sambral…” He then bleeds profusely from the same ethereal wound in his chest, and vanishes.

8) The Tomb of Nord: In order to discover the location of the remaining swords that will unlock the puzzle of Soargar’s ghost, the PC’s must enter the Tomb of Nord, and undo the complex map puzzle where Nord lies in state. Unfortunately, the Abyssal Energies that rest in the demoncyst below Nord’s tomb have leaked into the place and corrupted it, turning the once proud paladin’s tomb into a sinkhole of extraplanar evil. To this place, the Cult of Orcus has come, in the hope of freeing the demons to wreak havoc on Impiltur above. When the PC’s unlock the puzzle, a glowing map of Faerun appears silhouetted on the ceiling, a single golden dot of light appearing where the swords necessary are stored. A little research will reveal that the location is the exact same location as the Citadel of Conjurers once was. But what lies there now, and how did these swords get there when Soargar clearly gave them all to Imphras II?…

Chapter Five

9) The Citadel of Conjurers: The PC’s must travel to the ruined site of the Citadel of Conjurers, where they must battle demons, more fiendish sorcerers, the Cult of Orcus, a Death Knight commander, and retrieve another sword. Here, the PC’s find evidence of the involvement of someone named Sonellion in the whole affair, along with a letter to Roaknir telling him that the PC’s will likely be along to visit him soon, signed by Imphras II? Wait a minute. Isn’t he dead? The letter also indicates that Impiltur is shortly doomed, at the hands of Sonellion’s most trusted agent. Ever since the fire at the Tower of Filur, the royal line has been doomed. A group will be at the tower to clean up any evidence that remains of the traitor’s identity. Shortly, it will end, the demon king Ndulu rising in his place, and over everything, the dreaded skull of Orcus. Divination spells and other magics will reveal that the letter was delivered from the lair of King Tuggmag, deep in the mountains of Impiltur.

10) The Tower of Filur: The PC’s must search the tower of Filur while evil, corrupted agents of Sonellion search the tower for evidence. The PC’s must battle the evil wizard Keortha, the Cleric of Orcus Zhultar, and their hobgoblin minions while they struggle to prevent a second fire, and multiple death knights. To make matters worse, monsters have moved into the tower, that do not appreciate the presence of the PC’s, but are largely friendly to those who serve evil. The villains are occupied with destroying some paintings of the great wizards of Impiltur, including Sambral all the way to Sambryl. A clever PC might notice that the pictures of Sambral and Sambryl are very similar….of course, they’re related, right?…Letters found on the person of Keortha indicate that Tuggmag is in the service of Sonellion, and that Sonellion is always with him. Soon, Tuggmag’s armies will march again, only this time, there will be thousands of demons on their side, unable to enter Impiltur for hundreds of years….Unless the PC’s can get to Tuggmag’s army before it leaves…

11) The Demon’s Mouth: The Hobgoblin lair of Tuggmag awaits, and the heroes must travel to the chieftain’s mountain lair, in order to defeat him and the mysterious Sonellion. The PC’s must face down Tuggmag, powerful hobgoblin warriors, hobgoblin clerics of Orcus, Death Knights, and Sonellion herself. Once all of these foes are beaten, only Sonellion’s Agent remains. Only Sonellion’s agent is more powerful than Sonellion herself, and has yet to be revealed….

12) The Triadic War: The PC’s return to Lyrabar with the swords, and the headquarters of the Triadic Knights, only to discover that many of the knights have already been killed or turned, or are away. The PC’s must navigate the shattered headquarters of the Knights, and get to the central chamber, where Sambryl and her knights are waiting for them. Long ago, an evil Maulagrym posed as a human, and worked on taking over Impiltur, but Sonellion and her schemes of domination over Impiltur got in the way. The Maulagrym struggled to eliminate Sonellion, but was only able to get as far as becoming Soargar’s apprentice and encouraging him to keep the demons out. Secretly, the Maulagrym approached Sonellion and encouraged an alliance, while keeping her own plans for the domination of Impiltur secret. Now all she needed to do was eliminate Sonellion, which the PC’s have just done. Through spells of domination and memory modification, she has ruled Impiltur for three generations. Now she will undo the ritual, bind Ndulu, and force him to service. The only thing standing in the way is the PC’s. And a legion of paladins stand between her and the heroes… Nothing beats having hacked your way through dozens of evil people only to discover the villain as she shouts “KNIGHTS OF IMPILTUR! DEFEND YOUR QUEEN!” As if THAT wasn’t bad enough, Ndulu will be freed from imprisonment (The joy of being a powerful evil wizard is that you can resummon evil Balors after the 101 years are up) beneath the hall of the Triadic Knights at the moment of the death of his “Servant,” culminating in a final brutal battle with the most powerful Balor in the Abyss. (Balor Blackguard 10 should probably be sufficient to mop the floor with them)

Is it mean to set them up against an opponent they're completely unprepared for with no reason to suspect that she is vulnerable to Silver? Sure! But that's what being a dungeon master is for! :)

So, guys...and Eric, who I am sure will have no end of zaps for me and ways to fix it, what do you think?

Torkwaret
Seeker

Poland
82 Posts

Posted - 26 Apr 2006 :  00:13:23  Show Profile Send Torkwaret a Private Message  Reply with Quote
Neato, I must say

We have a similiar style of campaign designing

What level ranges each of those parts have ??

...Mene Mene Tekel Upharsin...
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msatran
Learned Scribe

USA
210 Posts

Posted - 26 Apr 2006 :  05:42:03  Show Profile  Visit msatran's Homepage Send msatran a Private Message  Reply with Quote
Adventure 1: 1-3

Adventure 2: 3-4

Adventure 3: 4-5

Adventure 4: 6-8

Adventure 5: 8-10

Adventure 6: 10-11

Adventure 7: 11-12

Adventure 8: 12-14

Adventure 9: 14-16

Adventure 10: 16-17

Adventure 11: 17-19

Adventure 12: 19-21
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Torkwaret
Seeker

Poland
82 Posts

Posted - 26 Apr 2006 :  19:55:55  Show Profile Send Torkwaret a Private Message  Reply with Quote
I am currenly doing a drow campaign "Dark hearts, Dark souls", but my flowchart reaches up to 12 level so far

quote:
undead princess Aliia, now a lich/Adventure 6: 10-11
- won't she be very weak for a lich, with...9-10 spellcaster levels ??

quote:
8) The Tomb of Nord
- any "Boss Monster" here ?? Undead Nord mayhaps ??

...Mene Mene Tekel Upharsin...
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msatran
Learned Scribe

USA
210 Posts

Posted - 26 Apr 2006 :  20:09:35  Show Profile  Visit msatran's Homepage Send msatran a Private Message  Reply with Quote
She's going to have 12 caster levels. That's CR 14. VERY tough for a level 10 party. You have to understand that my players are excessively smart and experienced. Most of us have played D+D in it's various forms for over 25 years. The AVERAGE is 26. I run 3-5 games per week, and I've been DMing for 28 total years. So I'm pretty confident that my group can handle it.

I try not to rely on the "Boss Monster" concept too much, though there will be a powerful cleric of Orcus and a Glabrezu Fighter 1/Rogue 2 present.

And yes, Ndulu + 2 Mariliths is a VERY hard final battle, especially when you're already down hit points and spells.
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msatran
Learned Scribe

USA
210 Posts

Posted - 13 May 2006 :  18:18:37  Show Profile  Visit msatran's Homepage Send msatran a Private Message  Reply with Quote
Well, I've got to admit, I need a thirteenth adventure. Joy.

13) Return to the Citadel of Conjurers: Having slain Orcus's agents, defeated Sonellion, Sambryl, and Ndulu, you might think it's over. But apparently, it's not. Ndulu's death only leads to Eltab's freedom. Can the PC's return to the Citadel of Conjurers, open the summoning circle, and enter Eltab's secret hidaway, filled with demons, Thayvian wizards, fiendish constructs, and battle Eltab himself? Will he be banished for 101 years?
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Tio
Acolyte

Netherlands
13 Posts

Posted - 19 Jun 2006 :  10:03:49  Show Profile  Visit Tio's Homepage Send Tio a Private Message  Reply with Quote
Oh my goodness. I really like your approach msatran. I'm trying to setup a campaign in the Vast at the moment. But I've only worked out a very basic story-line and that hasn't been fully worked out yet.

Looks like i've got a lot to learn and do before I can let loose on my players.
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RodOdom
Senior Scribe

USA
509 Posts

Posted - 19 Jun 2006 :  14:53:44  Show Profile  Visit RodOdom's Homepage Send RodOdom a Private Message  Reply with Quote
Msatran, what books or resources are out there for the Implitur setting? Thanks.
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The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 19 Jun 2006 :  15:10:16  Show Profile Send The Sage a Private Message  Reply with Quote
The best information on Impiltur can be found by weaving together scattered references from the following products:-

Dreams of Red Wizards
The Bloodstone Lands
Sea of Fallen Stars
Champions of Ruin and Champions of Valor -- Eric told us that he sees the Impiltur sections in both as a convenient mini-setting for Impiltur campaigns
Dragon #277 - "Soargar's Legacy" -- George's detailing, with a little Impilturan lore, of these important weapons for the realm
Unapproachable East (last chapter)
FRCS

-- And finally, the upcoming issue of Dragon #346 for George's full article on Impiltur. See here:- http://candlekeep.com/forum/topic.asp?TOPIC_ID=7026

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Edited by - The Sage on 19 Jun 2006 15:14:49
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RodOdom
Senior Scribe

USA
509 Posts

Posted - 19 Jun 2006 :  15:28:35  Show Profile  Visit RodOdom's Homepage Send RodOdom a Private Message  Reply with Quote
Thank you so much, Sage. This will really help me with a player's next adventure.
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Kuje
Great Reader

USA
7915 Posts

Posted - 19 Jun 2006 :  17:45:38  Show Profile Send Kuje a Private Message  Reply with Quote
I'll add the Rage novels to the list. :)

For some of us, books are as important as almost anything else on earth. What a miracle it is that out of these small, flat, rigid squares of paper unfolds world after world, worlds that sing to you, comfort and quiet and excite you... Books are full of the things that you don't get in real life - wonderful, lyrical language, for instance, right off the bat. - Anne Lamott, Bird by Bird

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Edited by - Kuje on 19 Jun 2006 17:46:07
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Kajehase
Great Reader

Sweden
2104 Posts

Posted - 19 Jun 2006 :  19:05:41  Show Profile Send Kajehase a Private Message  Reply with Quote
And don't forget George's Impiltur article in one of the upcoming issues of Dragon Magazine (can't remember which issue, though - 346?)

There is a rumour going around that I have found god. I think is unlikely because I have enough difficulty finding my keys, and there is empirical evidence that they exist.
Terry Pratchett

Edited by - Kajehase on 19 Jun 2006 19:05:53
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Kuje
Great Reader

USA
7915 Posts

Posted - 19 Jun 2006 :  19:37:02  Show Profile Send Kuje a Private Message  Reply with Quote
quote:
Originally posted by Kajehase

And don't forget George's Impiltur article in one of the upcoming issues of Dragon Magazine (can't remember which issue, though - 346?)



Sage mentioned it above. :)

For some of us, books are as important as almost anything else on earth. What a miracle it is that out of these small, flat, rigid squares of paper unfolds world after world, worlds that sing to you, comfort and quiet and excite you... Books are full of the things that you don't get in real life - wonderful, lyrical language, for instance, right off the bat. - Anne Lamott, Bird by Bird

Scribe for the Candlekeep Compendium
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Kajehase
Great Reader

Sweden
2104 Posts

Posted - 19 Jun 2006 :  20:02:49  Show Profile Send Kajehase a Private Message  Reply with Quote
Look closer , he mentioned Soargar's Legacy in #277.

There is a rumour going around that I have found god. I think is unlikely because I have enough difficulty finding my keys, and there is empirical evidence that they exist.
Terry Pratchett
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Kuje
Great Reader

USA
7915 Posts

Posted - 19 Jun 2006 :  20:30:24  Show Profile Send Kuje a Private Message  Reply with Quote
quote:
Originally posted by Kajehase

Look closer , he mentioned Soargar's Legacy in #277.



Cough, I quote, "-- And finally, the upcoming issue of Dragon #346 for George's full article on Impiltur. See here:- http://candlekeep.com/forum/topic.asp?TOPIC_ID=7026"

For some of us, books are as important as almost anything else on earth. What a miracle it is that out of these small, flat, rigid squares of paper unfolds world after world, worlds that sing to you, comfort and quiet and excite you... Books are full of the things that you don't get in real life - wonderful, lyrical language, for instance, right off the bat. - Anne Lamott, Bird by Bird

Scribe for the Candlekeep Compendium
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msatran
Learned Scribe

USA
210 Posts

Posted - 20 Jun 2006 :  05:24:57  Show Profile  Visit msatran's Homepage Send msatran a Private Message  Reply with Quote
Wow, this thread got a lot of belated responses. Thanks, guys. I'm still hoping for more criticism, constructive or destructive. I rip people enough here that I deserve thorough scrutiny.
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Derulbaskul
Senior Scribe

Singapore
408 Posts

Posted - 13 Aug 2006 :  14:13:50  Show Profile Send Derulbaskul a Private Message  Reply with Quote
msatran, I was wondering if George's excellent Dragon article had inspired any changes to your campaign plans?

Cheers
D

NB: Please remember: A cannon is a big gun. Canon is what we discuss here.
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