Thursday, May 26, 2011
Backstories Posts
The next few posts will be those of character backstories. They will follow the same basic format - each will open with a short bio entry for the character, and the backstory will follow it. Enjoy!
Session Recap #2: Hypnotism! Hypnotism!
Last night's session, if I do say so myself, was a good one - we went an hour and a half longer and managed to polish off the first adventure, along with the first encounter of the second one. Roleplaying was done and laughs were had. Let's get right into it.
All four players were in attendance this time, and Iados was introduced rather unceremoniously to the other adventurers who had joined his company, the Blacksword Band. Iados and the rest of the party had a bit of acquainting to do at first, but after a bit of a Mexican standoff they figured out who was who and got to work. Heading down through the trap door they had discovered at the end of last session, the party found themselves in a kennel full of dead (and undead) dogs, along with the skinwalker skeleton who had escaped them before. The tight quarters of this battle proved to make things difficult, as the hounds tore into everyone but Iados, leaving them bloodied or nearly dead by the end of the fight. Adrie in particular found herself in dire straits, as she was dying and had ongoing damage - if the turn order had come around to her again she would've been at -12, 1 HP from outright death.
Naturally, the party took the opportunity to rest after this - this was not something I'd anticipated them doing, but given the difficulty of the kennel encounter perhaps it was for the best. Really need to start keeping track of time so the party doesn't go to sleep mid-adventure all the time... Anyway, after their uneventful rest the party returned to the kennels, and after some exploration they found another trapped door buried under a pile of rotting gore - this gore was no match for Erik and his filter mask, however. Below they found Rover - zombified and hostile, along with a second gravehound, three more skinwalker skeletons and the apparent leader of this operation, a deathlock wight by the name of Beleak.
This combat, the last of the adventure, proved far less difficult than the previous one, thanks to a daily dump on the part of the party. Mika ensured that the monsters didn't even have the opportunity to move for about 2 rounds, and the gravehounds (with the exception of Rover) were quickly dispatched - the skinwalker skeletons fell not long after, and Beleak was unable to hold up at that point. With just Rover left, the party opted to "mercy kill" the poor hound - that is to say, Mika burst its head open with a magic missile. In the aftermath the party explored the cave and found that the ritual circle was inscribed with the religious icons of two rather disturbing powers - one was a symbol of Orcus (a mace with a human skull for a head) with a small crown over it, and the other was a spider-like symbol of Lolth. Being that these two beings are the Demon Prince of the Undead and the Demon Queen of Spiders, respectively, the party was understandably concerned at this revelation. Additionally the party found a spiderweb-choked tunnel - this tunnel ended after a ways, however, in a cave-in, and prevented the party from moving any further.
In lieu of returning to Cairnmoor with a rotting undead headless dog corpse, the party went back and explained the situation, first to Halpern, and then to Ulrick. The scene with Ulrick was understandably awkward - given Ulrick's (admittedly unusual) attachment to his dog, the party found themselves in a bit of a spot. Adrie was quite comforting to Ulrick, however, and netted a bit of bonus XP in the process. The rest of the party remained rather silent, and after claiming their reward, they quietly let themselves out, leaving Ulrick to grieve. After that, the party enjoyed a respite at the Misty Morning Inn, doing a little roleplaying as they got to know eachother. Having finally acquired the money to do so, the ladies got themselves luxury rooms - the guys took their chances with the standard rooms, but were fortunate enough to land a room to themselves.
The party's respite was interrupted the next morning by the ringing of the town bell - they looked outside to find people fleeing through the streets, many of them dressed in the finery worn by the clergy of Pelor. Following the screams, the party reached the Temple of Pelor, and found out from Halpern that skeletons had broken through the floor of the Temple (more of a monastery in construction) and begun slaughtering the worshipers attending morning services. Making things even more interesting, the High Priestess was trapped inside, and a skeleton archer had his bow trained on anyone coming into the main section of the Temple. This proved to be an interesting encounter, as the party had to use the pews for cover or, as Erik experienced firsthand, find themselves bombarded with arrows. This encounter nearly killed Erik, as the DM's dice were rolling pretty high in this encounter, and the archers targeted Erik every time save once. Revenge was had, however, as Erik dealt the killing blow to the skeleton archer which had earlier been knocked into the hole, and drew an opportunity attack trying to climb back out.
The party stabilized the High Priestess, and Halpern brought what was left of his guards, who had been beaten up pretty badly by the skeletons, in to survey the situation. The party learned by talking to the High Priestess and Halpern that these skeletons had come from the Catacombs of Sir Cairnstone, the burial ground for the war hero who had founded Cairnmoor and his loyal men. The situation was revealed to be quite dire, as the catacombs contained upwards of 300 men who could quite possibly overwhelm the town if they attacked in numbers. Iados volunteered the Blacksword Band's services in dealing with this matter, and the party headed down into the hole. There was an attempt on Mika's part to hypnotize someone into jumping into the hole, but her attack rolls took so long to connect that, by the time she had, everyone else had already jumped down. This led to the titular situation of this recap: Mika shouting "Hypnotism! Hypnotism! Hypnotism!" at nothing while the High Priestess, Halpern, and the guards stared in confusion. We ended the session with everyone down in the catacombs.
Events are beginning to unfold in the Titangrave campaign - the sleepy town of Cairnmoor appears to have quite a problem on its hands, and the Blacksword Band find themselves right in the thick of it. What horrors await in the Catacombs of Sir Cairnstone? What dark forces (apparently under the influence of Orcus & Lolth) have designs on the town? Will Mika having a considerable bust size become canon? I suppose we'll just have to be there to find out...
All four players were in attendance this time, and Iados was introduced rather unceremoniously to the other adventurers who had joined his company, the Blacksword Band. Iados and the rest of the party had a bit of acquainting to do at first, but after a bit of a Mexican standoff they figured out who was who and got to work. Heading down through the trap door they had discovered at the end of last session, the party found themselves in a kennel full of dead (and undead) dogs, along with the skinwalker skeleton who had escaped them before. The tight quarters of this battle proved to make things difficult, as the hounds tore into everyone but Iados, leaving them bloodied or nearly dead by the end of the fight. Adrie in particular found herself in dire straits, as she was dying and had ongoing damage - if the turn order had come around to her again she would've been at -12, 1 HP from outright death.
Naturally, the party took the opportunity to rest after this - this was not something I'd anticipated them doing, but given the difficulty of the kennel encounter perhaps it was for the best. Really need to start keeping track of time so the party doesn't go to sleep mid-adventure all the time... Anyway, after their uneventful rest the party returned to the kennels, and after some exploration they found another trapped door buried under a pile of rotting gore - this gore was no match for Erik and his filter mask, however. Below they found Rover - zombified and hostile, along with a second gravehound, three more skinwalker skeletons and the apparent leader of this operation, a deathlock wight by the name of Beleak.
This combat, the last of the adventure, proved far less difficult than the previous one, thanks to a daily dump on the part of the party. Mika ensured that the monsters didn't even have the opportunity to move for about 2 rounds, and the gravehounds (with the exception of Rover) were quickly dispatched - the skinwalker skeletons fell not long after, and Beleak was unable to hold up at that point. With just Rover left, the party opted to "mercy kill" the poor hound - that is to say, Mika burst its head open with a magic missile. In the aftermath the party explored the cave and found that the ritual circle was inscribed with the religious icons of two rather disturbing powers - one was a symbol of Orcus (a mace with a human skull for a head) with a small crown over it, and the other was a spider-like symbol of Lolth. Being that these two beings are the Demon Prince of the Undead and the Demon Queen of Spiders, respectively, the party was understandably concerned at this revelation. Additionally the party found a spiderweb-choked tunnel - this tunnel ended after a ways, however, in a cave-in, and prevented the party from moving any further.
In lieu of returning to Cairnmoor with a rotting undead headless dog corpse, the party went back and explained the situation, first to Halpern, and then to Ulrick. The scene with Ulrick was understandably awkward - given Ulrick's (admittedly unusual) attachment to his dog, the party found themselves in a bit of a spot. Adrie was quite comforting to Ulrick, however, and netted a bit of bonus XP in the process. The rest of the party remained rather silent, and after claiming their reward, they quietly let themselves out, leaving Ulrick to grieve. After that, the party enjoyed a respite at the Misty Morning Inn, doing a little roleplaying as they got to know eachother. Having finally acquired the money to do so, the ladies got themselves luxury rooms - the guys took their chances with the standard rooms, but were fortunate enough to land a room to themselves.
The party's respite was interrupted the next morning by the ringing of the town bell - they looked outside to find people fleeing through the streets, many of them dressed in the finery worn by the clergy of Pelor. Following the screams, the party reached the Temple of Pelor, and found out from Halpern that skeletons had broken through the floor of the Temple (more of a monastery in construction) and begun slaughtering the worshipers attending morning services. Making things even more interesting, the High Priestess was trapped inside, and a skeleton archer had his bow trained on anyone coming into the main section of the Temple. This proved to be an interesting encounter, as the party had to use the pews for cover or, as Erik experienced firsthand, find themselves bombarded with arrows. This encounter nearly killed Erik, as the DM's dice were rolling pretty high in this encounter, and the archers targeted Erik every time save once. Revenge was had, however, as Erik dealt the killing blow to the skeleton archer which had earlier been knocked into the hole, and drew an opportunity attack trying to climb back out.
The party stabilized the High Priestess, and Halpern brought what was left of his guards, who had been beaten up pretty badly by the skeletons, in to survey the situation. The party learned by talking to the High Priestess and Halpern that these skeletons had come from the Catacombs of Sir Cairnstone, the burial ground for the war hero who had founded Cairnmoor and his loyal men. The situation was revealed to be quite dire, as the catacombs contained upwards of 300 men who could quite possibly overwhelm the town if they attacked in numbers. Iados volunteered the Blacksword Band's services in dealing with this matter, and the party headed down into the hole. There was an attempt on Mika's part to hypnotize someone into jumping into the hole, but her attack rolls took so long to connect that, by the time she had, everyone else had already jumped down. This led to the titular situation of this recap: Mika shouting "Hypnotism! Hypnotism! Hypnotism!" at nothing while the High Priestess, Halpern, and the guards stared in confusion. We ended the session with everyone down in the catacombs.
Events are beginning to unfold in the Titangrave campaign - the sleepy town of Cairnmoor appears to have quite a problem on its hands, and the Blacksword Band find themselves right in the thick of it. What horrors await in the Catacombs of Sir Cairnstone? What dark forces (apparently under the influence of Orcus & Lolth) have designs on the town? Will Mika having a considerable bust size become canon? I suppose we'll just have to be there to find out...
Tuesday, May 24, 2011
Next Session & Question For Players
Our next session will be tomorrow, from 6 PM Pacific (8 PM Central) to 10 PM Pacific (Midnight Central). As usual we will allow for the session to go later if everyone wishes.
Since I nearly have everyone's backstory in, I'd like to ask if you guys would like those backstories to be posted on this blog. Let me know what you think of this in the comments, please.
Since I nearly have everyone's backstory in, I'd like to ask if you guys would like those backstories to be posted on this blog. Let me know what you think of this in the comments, please.
Wednesday, May 18, 2011
Session Recap #1: Adventures in Cantrips
Tonight we had our first session of the new campaign! Sal was unable to attend, so his character Iados wasn't present for this first adventure. The party, which consisted of Andrew's human fighter Erik, Bibart's human mage Mika, and Traver's elf warpriest Adrie, were all referred to a dwarf by the name of Rangrim in a tavern called the Red Mare Tavern. They all spoke with him about starting an adventuring company, for various reasons - Erik & Adrie wish to help people, whereas Mika (who started the session flat broke) is looking to make some money so she can start tracking down Marlannan. Rangrim referred them to a herald (basically an organizer/promoter for adventuring companies) named Smolkin Stanbeard. He also asked them for a tip, and Erik and Adrie were happy to oblige. Mika, being completely broke, was unable to provide anything, though Rangrim begrudgingly permitted her to "follow the others".
Arriving at Smolkin's office, they were sent in by the office clerk, who seemed rather annoyed at the mention of Smolkin's name. Smolkin turned out to be a very unusual character for a dwarf - whereas most dwarves speak in archaic language, using words like "aye", "nay", "lad" and "lass", Smolkin made no such use of these words, speaking much more like your average human. He offered to set the party up as an adventuring company and work on drawing notice to them from the city's noble patrons in exchange for a 10% cut of their rewards from the jobs they finish, a deal they took. Smolkin then set about asking them what their adventuring company would be called - after no real suggestions were put forth, Smolkin offered to merge them in with another company that had been registered with him and needed adventurers anyhow - the Blacksword Band, a company registered by a tiefling (Iados). Smolkin also put 15 gold pieces into an envelope marked "Rangrim" - apparently a payoff for their referral. Intersting that Rangrim told them he had no money and asked them for a tip in exchange for information he seems to be getting paid well for giving out, wouldn't you say? Smolkin sent them on their first quest - a man named Ulrick, one of Smolkin's friends in the northern town of Cairnmoor, needed help finding a "missing family member", and Smolkin decided to send their group out to help.
Afterward, the party set out for Cairnmoor. They had two real options - take the road and spend the night in Kinderwood, or cut across the countryside and get there in a day's time. Since they weren't looking forward to spending their money for an inn room in Kinderwood, the party opted to cut across the countryside. In doing so, they encountered a pack of wolves which got the drop on them. The wolves landed some good initial hits on Erik, but in the end they were beaten and ran off (albeit with one of them now glowing from Mika's Light cantrip). Interestingly, the party discovered that these wolves (who normally would steer clear of humanoids, the only real challenge in the region to their apex predator status) seemed to be starving and attacking out of desperation. There was an attempt to distract the wolves with a conjured steak - but Mika's unfortunate Bluff roll botch prevented that from succeeding.
The party continued on to Cairnmoor, passing a hooded stranger carrying a large burlap sack along the way. They made their way to Ulrick's place - after talking to his landlady (who seemed annoyed by the prospect of Ulrick having a "missing family member") they were introduced to Ulrick - a weepy, hysterical mess in the absence of this family member. Talking to Ulrick, the party quickly realized they hadn't been sent here to find a person - they'd been sent to find a dog. Ulrick's pet dog, Rover, had been missing for several days - something Ulrick found unusual, because Rover typically returned home daily. They gathered what information they could, then went to talk to the leader of the town guard, Constable Halpern. Halpern seemed to have a lot of problems on his hands, and was quite irritated with the issue of a missing dog being brought to him when he had missing livestock to worry about. The party told him of the hooded stranger they'd seen leaving the town. Halpern realized the party was a group of adventurers, and offered to keep an eye out for the dog in exchange for their help figuring out what happened to the livestock. The party intended to check out the farms livestock had been taken from, but night was to fall soon, so they purchased a room in the local Misty Morning Inn and went to sleep for the night.
They were awoken in the middle of the night by a single ring of the town guard's warning bell - rushing outside, they saw a pair of guards killed by horrific undead hounds. The party engaged the hounds, and triumphed quite handily through Mika's use of burst powers to clear out the minion hounds. Halpern and his guards, only informed of the situation when a town resident came to them, arrived to take care of cleanup.
In the morning, the party decided to try and find any tracks left by the dogs. Adrie nailed two successive Perception checks to follow the tracks, and the party was led to a farmhouse west of town. All signs pointed to it being deserted - objects had been left out in the rain, the plants in the small crop garden were dead, the inside of the farmhouse was quite dark and musty, and the stables reeked of death. Erik entered the house, and as he did, Mika caught sight of another of the hooded strangers coming out of the back door. Inside, Erik found a dried bloodstain on the floor of the small farmhouse's bedroom, and a journal mentioning a number of "hooded men". Erik then went out the back door - only to immediately be attacked by a zombie guard dog stationed there, chained in place. This began the last encounter of the night.
The zombie guard dog landed some good initial hits, enough to bloody Erik, but it was quickly dispatched. The emaciated man in the robe attacked Adrie, and the party came to see that these men (another emerged from the stables when the fight started) appeared to have no muscle mass or tone of any kind, as if the were quite literally skin and bones. The party discovered this to be the truth when they tore open the skin of one of the men, discovering that underneath was nothing but a skeleton. They killed one of these "skinwalker skeletons"; however the other escaped back into the stables and disappeared. Examining the fallen skeleton, they discovered that the skin it wore was magically grafted onto its bones - there were no seams or marks where the skin would've been sewed on via more mundane means. At this point the party began to throw around lights and cause all manner of unusual things to happen - Mika made a well glow, caused a vuvuzela noise to emanate loudly from Adrie (as well as making Adrie glow also), and made Erik smell like flowers after he faceplanted in bloodsoaked hay as a result of a botched Strength check to break down a severely weakened door. Adrie returned the favor by making Mika glow right back. When they finally made it inside the stables, the party found the skinwalker skeleton nowhere in sight - however, after some searching they located a trap door hidden under some hay. After this revelation, we stopped for the night.
There's our recap of the first session. I will try and post one of these after every session so that people can read them to recall what happened last week if they forgot, or see what happened last week if they were unable to attend at all. Hope to see everyone for our next session on May 25th!
Arriving at Smolkin's office, they were sent in by the office clerk, who seemed rather annoyed at the mention of Smolkin's name. Smolkin turned out to be a very unusual character for a dwarf - whereas most dwarves speak in archaic language, using words like "aye", "nay", "lad" and "lass", Smolkin made no such use of these words, speaking much more like your average human. He offered to set the party up as an adventuring company and work on drawing notice to them from the city's noble patrons in exchange for a 10% cut of their rewards from the jobs they finish, a deal they took. Smolkin then set about asking them what their adventuring company would be called - after no real suggestions were put forth, Smolkin offered to merge them in with another company that had been registered with him and needed adventurers anyhow - the Blacksword Band, a company registered by a tiefling (Iados). Smolkin also put 15 gold pieces into an envelope marked "Rangrim" - apparently a payoff for their referral. Intersting that Rangrim told them he had no money and asked them for a tip in exchange for information he seems to be getting paid well for giving out, wouldn't you say? Smolkin sent them on their first quest - a man named Ulrick, one of Smolkin's friends in the northern town of Cairnmoor, needed help finding a "missing family member", and Smolkin decided to send their group out to help.
Afterward, the party set out for Cairnmoor. They had two real options - take the road and spend the night in Kinderwood, or cut across the countryside and get there in a day's time. Since they weren't looking forward to spending their money for an inn room in Kinderwood, the party opted to cut across the countryside. In doing so, they encountered a pack of wolves which got the drop on them. The wolves landed some good initial hits on Erik, but in the end they were beaten and ran off (albeit with one of them now glowing from Mika's Light cantrip). Interestingly, the party discovered that these wolves (who normally would steer clear of humanoids, the only real challenge in the region to their apex predator status) seemed to be starving and attacking out of desperation. There was an attempt to distract the wolves with a conjured steak - but Mika's unfortunate Bluff roll botch prevented that from succeeding.
The party continued on to Cairnmoor, passing a hooded stranger carrying a large burlap sack along the way. They made their way to Ulrick's place - after talking to his landlady (who seemed annoyed by the prospect of Ulrick having a "missing family member") they were introduced to Ulrick - a weepy, hysterical mess in the absence of this family member. Talking to Ulrick, the party quickly realized they hadn't been sent here to find a person - they'd been sent to find a dog. Ulrick's pet dog, Rover, had been missing for several days - something Ulrick found unusual, because Rover typically returned home daily. They gathered what information they could, then went to talk to the leader of the town guard, Constable Halpern. Halpern seemed to have a lot of problems on his hands, and was quite irritated with the issue of a missing dog being brought to him when he had missing livestock to worry about. The party told him of the hooded stranger they'd seen leaving the town. Halpern realized the party was a group of adventurers, and offered to keep an eye out for the dog in exchange for their help figuring out what happened to the livestock. The party intended to check out the farms livestock had been taken from, but night was to fall soon, so they purchased a room in the local Misty Morning Inn and went to sleep for the night.
They were awoken in the middle of the night by a single ring of the town guard's warning bell - rushing outside, they saw a pair of guards killed by horrific undead hounds. The party engaged the hounds, and triumphed quite handily through Mika's use of burst powers to clear out the minion hounds. Halpern and his guards, only informed of the situation when a town resident came to them, arrived to take care of cleanup.
In the morning, the party decided to try and find any tracks left by the dogs. Adrie nailed two successive Perception checks to follow the tracks, and the party was led to a farmhouse west of town. All signs pointed to it being deserted - objects had been left out in the rain, the plants in the small crop garden were dead, the inside of the farmhouse was quite dark and musty, and the stables reeked of death. Erik entered the house, and as he did, Mika caught sight of another of the hooded strangers coming out of the back door. Inside, Erik found a dried bloodstain on the floor of the small farmhouse's bedroom, and a journal mentioning a number of "hooded men". Erik then went out the back door - only to immediately be attacked by a zombie guard dog stationed there, chained in place. This began the last encounter of the night.
The zombie guard dog landed some good initial hits, enough to bloody Erik, but it was quickly dispatched. The emaciated man in the robe attacked Adrie, and the party came to see that these men (another emerged from the stables when the fight started) appeared to have no muscle mass or tone of any kind, as if the were quite literally skin and bones. The party discovered this to be the truth when they tore open the skin of one of the men, discovering that underneath was nothing but a skeleton. They killed one of these "skinwalker skeletons"; however the other escaped back into the stables and disappeared. Examining the fallen skeleton, they discovered that the skin it wore was magically grafted onto its bones - there were no seams or marks where the skin would've been sewed on via more mundane means. At this point the party began to throw around lights and cause all manner of unusual things to happen - Mika made a well glow, caused a vuvuzela noise to emanate loudly from Adrie (as well as making Adrie glow also), and made Erik smell like flowers after he faceplanted in bloodsoaked hay as a result of a botched Strength check to break down a severely weakened door. Adrie returned the favor by making Mika glow right back. When they finally made it inside the stables, the party found the skinwalker skeleton nowhere in sight - however, after some searching they located a trap door hidden under some hay. After this revelation, we stopped for the night.
There's our recap of the first session. I will try and post one of these after every session so that people can read them to recall what happened last week if they forgot, or see what happened last week if they were unable to attend at all. Hope to see everyone for our next session on May 25th!
Tuesday, May 17, 2011
The Day Before: Start Time & Other Things
We'll be starting the campaign tomorrow (Wednesday, May 18th) - here's some information for everyone to make sure it goes smoothly:
- We will be starting at 6 PM Pacific time, and we will go until 10 PM Pacific time (or longer if such is agreeable to everyone). For Central time players, that's an 8 PM start time, and a Midnight end time (again, or later if agreed upon).
- I currently only have complete backstory information for Bibart's character, Mika. I have most of the information for Traver's character, Adrie, but there are a few missing pieces (see your email for the details, Traver) and the information needs to be organized. I have no information as of this writing for Andrew's character, Erik, or Sal's character, Iados. Please get this stuff to me ASAP!
- The introduction of our first session will have your characters coming together as a group - you will be starting out individually in Falconia, and we will do a little roleplaying to bring the group together. You'll need to come up with a name for your adventuring company as well, so give some thought to names which might be good. I have an idea or two if nobody is able to come up with a good one; this name could change down the line if certain exploits of the party demand it, as well.
Saturday, May 7, 2011
Backstories Update
I would like to have everyone's backstories and characters finalized by May 13th (this coming Friday). This will allow me plenty of time to get any potential personal storylines worked into the campaign, and to make sure that everyone's characters/backstories look good. As for what to cover, include:
In order to speed up the backstory/character finalization process I'd like to meet with everyone for an hour (perhaps longer if necessary) individually to make sure everyone's set to go, help filling in details about a backstory (or perhaps coming up with a backstory), and any other things you may need help with regarding the campaign. Please let me know in the comments section below what time would be best for you!
- An answer to each of the "questions" posed in the Background Prompt Generator. You may include more if you like.
- A physical description of your character - height, weight, age, hair color, eye color, skin color, body build. See your race's description for the averages/standards of these.
- Choose at least one distinguishing feature for your character from this list: a scar, jewelry, clothing, a tattoo, a birthmark, a hairstyle, or a unique posture. You can choose more if you like - be sure to add these to your character's physical description, and briefly describe what makes this feature of your character distinguishing or unique. You can also choose a distinguishing feature not covered here, just make sure to check with me first.
- If there are any significant NPCs in your backstory (nemeses, loved ones, mentors, etc.) be sure to give them a first name. If you can't come up with one let me know and give me a brief idea of the character, and I'll name it.
In order to speed up the backstory/character finalization process I'd like to meet with everyone for an hour (perhaps longer if necessary) individually to make sure everyone's set to go, help filling in details about a backstory (or perhaps coming up with a backstory), and any other things you may need help with regarding the campaign. Please let me know in the comments section below what time would be best for you!
Tuesday, May 3, 2011
Update: Finalized Start Date
We'll be starting on May 18th, about 2 weeks from now. I'll make sure to check with everyone to help along the character finalization process, and coming up with backstories.
Subscribe to:
Posts (Atom)