Modest_Proposal Posted January 19 Clone Share Posted January 19 Cecil Brandybuck There was nowhere to hide from that skittish arrow. He could only hope that Ernstyr was ready with arrow nocked. “Well! Is this how you treat all the weary that wash upon your shores, or do we look especially miserable? I'd say - if you meant to loosen that arrow, you wouldn't have told us the whereabouts of your kin. Am I right, yes? No harm done, no harm! See, we are not all strangers.” He gestured to Ernstyr and Gramtyng. "We only wish to speak with your people." Name xDiceName xDiceResult xDiceString xDiceRolls Persuade [2] (1,3) = 6 tor(2,no) 2,1,3 Link to comment Share on other sites More sharing options...
Vladim Posted January 19 Author Clone Share Posted January 19 An expression of recognition came over the face of the child as Cecil motioned towards Ernstyr and Gramtyng. There were still a good few dozen paces between him and the company, but his eyes lingered on the Woodman, and he relaxed his stance, if only slightly. "My people," he answered, "...are to the south, as I have said already. Seek them there if you wish." There was a hesitant pause, but soon he added a few more words. "Have you not come for the market, then?" OOC Even though Cecil failed his Persuade check, interaction can continue as saying certain things here can ensure a reaction. Basically, RP >> rolls in some cases in this scene. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Modest_Proposal Posted January 22 Clone Share Posted January 22 Cecil Brandybuck Market... Anywhere else, that word would mean fresh bread and cakes, cabbage, mushrooms, and eggs. But not here. Not in this miserably place… “That is for us to decide, my boy, and decide we will! But first we must find them. You've been helpful - and they will know of it. Goodbye for now." He bowed with a tuck of his cloak, spun around, and walked as cooly as he could manage with an arrow still nocked before him. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
thesloth Posted January 22 Clone Share Posted January 22 Dahr-Ol of the Beornings Dahr-Ol and Elfwynn whispered quietly between themselves as the boy talked with Cecil. After a moment Dahr-Ol grunted and shrugged. Elfwynn handed her spear to Dahr-Ol before addressing the lad in her strongly accented common, "Chyeld, dangerous this place is. If your people left you here you to guard their camp you must be brave and a good shot. Foul creatures stawlk these fields. If your people will be long in returning, you would be welcome to travel with us. Large bands roam these lands, such as even you might not be able to fend off. In fact, we could help you in meeting with your people if you were willing to guide us." Name xDiceName xDiceResult xDiceString xDiceRolls Persuade check, Dahr Ol will burn a point of Courage if that is allowable [1] (3,3) = 7 tor(2,no) 1,3,3 Link to comment Share on other sites More sharing options...
Vladim Posted January 22 Author Clone Share Posted January 22 Cecil's words had a calming effect on the dirty little lad: at once the hobbit's eagerness to leave and bid the boy farewell put him at ease, and he seemed relieved. He lowered his weapons-bow and sword-but still kept his eyes on them, seeking to see if they would fulfill Cecil's promise and leave him be. But then Elfwyn spoke, and offered to aid him. Such aid he had no need of, as was soon made evident by his response. "I have a duty to keep the watch here, until they return. And I need no guide, and nor do you. As I said, you will find my people southwards along the waters. There is only one river, and even those that are not water-wise have no danger of getting lost." Of course, by "those not water-wise" he meant none other but the company that stood before him. Those amongst the company that had keen eyes and ears for how folk behavedMinimum Insight of 3 dots... could sense something strange... too eager was this boy to be rid of them, even though they posed no apparent threat. But why? OOC Any PC with an Insight score of 3 dots or greater can attempt an Insight check (TN 14) to try and figure out what is wrong... Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
thesloth Posted January 23 Clone Share Posted January 23 Dahr-Ol of the Beornings Dahr-Ol watched the boy, even if he were the camp guard why would they leave things in disarray? At least the tents would be pegged down and closed up to protect the contents from weather. What then, he wondred. Elfwynn took a step back not wishing to antagonize the boy, "As you wish." Name xDiceName xDiceResult xDiceString xDiceRolls Insight TN 14 [𐍈] (6,3,5) = 14 tor(3,no) 11,6,3,5 Link to comment Share on other sites More sharing options...
Vladim Posted January 23 Author Clone Share Posted January 23 OOC According to the rules (Rivendell), rolling an Eye increases Eye Awareness even if the roll is a success. Eye Awareness score is therefore increased. Below, I add some private text for Dahr-Ol. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
thesloth Posted January 24 Clone Share Posted January 24 Dahr-Ol of the Beornings This would be delicate, and Dahr-Ol was not good at delicate. He finally settled on non confrontational. Setting down his axe and Elfwynn's spear he plopped down on the ground cross legged. As far from ready for combat as he could make himself. "You're a good lad. And no doubt faithful to the end. Were I sick or injured, or just elderly, I would be glad of having one such as you guard me. What I don't understand is why your people would abandoned you both. Are the goblins that close? Have the shadows stretched this far? Gramtyng and Ernstyr here both say the river folk are close knit. They look out for their own. I respect that. We would offer your companion in yon tent any such healing as we can provide. And we know a good healer who might be persuaded to travel if our skills are insufficient. There can't be much game on this island. I have some skill at hunting. I could bring food if you do not need medicine. Why have you two been left here? What happened that could drive the river folk away from their own?" Elfwynn frowned in puzzlement as Dahr-Ol made himself defenseless but she did not move to stop him. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Diofant Posted January 24 Clone Share Posted January 24 (edited) Gramtyng, son of Fastred Riders of RohanThe Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song | Standard of Living: MartialIndividuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of.| Calling"Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart.| TraitsMinistrelsy ☐ Story-Telling ☐ Rhymes of Lore ☐ Hero of the Woodmen ☐ Fair ☐ Reckless(Mastery) ☐ ▣ | AP: 1Personality: ✦✧✧ Movement: ✦✦✦ Perception: ✦✦✦ Survival: ✧✧✧ Custom: ✧✧✧ Vocation: ✦✦✧ ✦✧ | XP: 88(62) | DP: 0No Challenges Yet. Valour: 4Ancient Mail from Gondor(Mail) - lets you Rally Comrades from Forward Stance and allowed to attack(Found). Horsetail Helm - Standing +1. When fighting on horseback or foot in Forward Stance, if you roll a Gandalf, you receive a bonus success die you can spend on any future rolls or give to a companion(From Heruthain). Raging - quality unlock for Cenegeslit. | Wisdom: 4Old Songs and Children's Tales - When you roll a success on Inspire, Travel, Insight, Healing, Riddle, Lore check Song rating, if it is same or higher, then upgrade the quality of the success up by one: Normal->Great->Extraordinary. If the roll produced Gandalf rune, gain 1 point of Hope, once per session. Household Esquire: Add an extra die to preparation rolls: Lore, Battle, and Insight when preparing for Journey/Combat/Social. Max 6 dice. Squire can also recover horse, bring spare weapon or shield if you drop or are disarmed, will carry you from field of battle if knocked down. Ominous Blessing: Born in the shadow of Dwimorberg. When you roll a Sauron, can change it into a Gandalf for 1 shadow point. Luck turns and favors you but someone suffers. | End: 27/27 | Load: 15 | Fatigue: 1 [+1] | Hope: 12/14 | Shadow: 6 [0] | Parry: 6 | Weary: No | Miserable: No |Wound: No Skills: Body 5 (8)+Awe ▣▣☐☐☐☐ Athletics ▣▣▣▣☐☐ Awareness ▣☐☐☐☐☐ Explore ▣☐☐☐☐☐ +Song ▣▣▣▣☐☐ Craft ▣☐☐☐☐☐ | Heart 5 (7)Inspire ▣▣▣☐☐☐ Travel ▣▣▣☐☐☐ +Insight ▣▣▣☐☐☐ Healing☐☐☐☐☐☐ Courtesy ▣▣☐☐☐☐ Battle ▣▣☐☐☐☐| Wits 4 (5)Persuade ☐☐☐☐☐☐ Stealth ☐☐☐☐☐☐ Search ☐☐☐☐☐☐ Hunting ▣▣▣☐☐☐ Riddle ▣☐☐☐☐☐ +Lore ▣▣▣☐☐☐ | WeaponsSwords ▣▣▣▣☐☐ Bow ▣▣▣☐☐☐ Dagger ▣☐☐☐☐☐ | War GearWeapon | Damage | Edge | Injury | Notes | Enc Sword 5 8 16 Ancient Keen 2 Bow 5 10 14 N/A 1 Armour/Shield | Protection | Parry | Enc Mail 3d 12(6) Helm +4 2 Shield +2 3 | EquipmentTreasure: 7 War Gear: Mail Shirt, Helm, Shield Leasere: Radhors Mab's Liquor(3) Elven-Crafted Horse Reins Durin the Seeker Radagast's Tome. | SongsSong of Mourning(Tome) ☐ Battle-Song ☐ ▣ Gramtyng furrowed his eyebrows as the others spoke with the boy. He was... familiar, but it has been years and he didnt recall every name and face he'd ever met. "You are... Wigfrith? Winfrith? Sorry, my memory is a bit foggy. I recall you running errands a few times when I visited. You remember? I bought some trinkets from you a few times." The Beorning speaks truly. While we need no guide... And neither do you - but could you use some other help? OOC/Actions* Adding my 1 point of Fellowship that I contribute - the success is upgraded to Extraordinary... And I'd like to invoke Story Telling for the third dot - I know its not quite a 'story' but its just something he(boy) can relate to (the memory). Like an anecdote? But if not, understandable. Edited January 25 by Diofant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Insight [2] (1,6,1) = 10 tor(3,no) 2,1,6,1 Link to comment Share on other sites More sharing options...
Vladim Posted January 25 Author Clone Share Posted January 25 Taken aback by the stubborn insistence of Dahr-Ol and Gramtyng, that somewhat contradicted Cecil's desire to leave the boy be and bid him farewell, the child stood surprised. The Beorning's guess had not fallen far off the mark. "Winfrith." the boy said at length, now remembering Gramtyng, and perhaps Ernstyr as well. He stayed silent for a while, unsure of what to tell them-then suddenly he sheathed his sword and shouldered his bow. He had come to understand that they were no threat to him. "My uncle is in that tent... There is no herb or healer that can help him. He is dying: of old age, but I still refused to leave him. The others are gone now." He waved his hand about the air, indicating multiple directions. "South, as I said, and some into the fields of the Gladden." He spat, and a cast his eyes downwards. "It's been many days now... they will not return, will they?" he added grimly. OOC Spending that Fellowship point and invoking story-telling is fine by me! I'll update the first page. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Modest_Proposal Posted January 28 Clone Share Posted January 28 Cecil Brandybuck Cecil pivoted with a faded expression. "Your uncle is fortunate to have such loyal attendance, but you need not wait for them. Maybe their ships ran aground. Maybe they need your help." Cecil reached out a hand. "Our boats are not far - just there. We could take your uncle with us, assuming he is well enough to move. What do you think? Speaking as a fisherman... if I were him, I would rather sleep on the river than in a tent." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vladim Posted January 28 Author Clone Share Posted January 28 Winfrith shook his head in reply. "He's too old: bedridden and blind, and dying. It won't be long now, but I will make his passage easier. He will not leave the island, and neither will I... I will bury him here, like he always wanted..." He paused, and seemed to sink into sudden sorrow, but he did not allow it to overwhelm him, and he gathered his strength and resolve and spoke on. "The others will not return. Those that went into the marshes set out many days ago. They sought the others that were lost there... but now think they have become lost too, or worse yety. There's been talk of orcs moving in the mists in great numbers; there's a good chance my kin will not come back at all..." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vladim Posted February 3 Author Clone Share Posted February 3 As they continued to discuss, trust between Winfrith and the company grew. What had happened here soon became clear even to the least attentive: the river-folk had lost parties of hunters and fishermen in the marshes of the Gladden. When this had become apparent, more parties were sent forth, and more, and this had continued throughout spring. But none had returned, and the evil of the marshes had at last driven all their remaining kin away. It was, at this point, unclear if Ernstyr's éafolk friends were amongst those that had disappeared in the marshes, or those that had followed the river southwards on their barges. Cecil wished to speak to the boy's dying uncle. The boy allowed him to do so, and led him into the tent. Those that wished to go with the hobbit did so; the rest stood watch outside. What they discussed there, this tale does not tell. Chapter 3: The passage of the marshes Scene 16: Into the marshes Time: Early summer 2950 T.A. Twenty-three days since the departure from Rhosgobel. Morning. Location: At the shores of Traders' Island Less than an hour had passed since their arrival on the island, but it was soon time to depart again. Having learned all that they could from Winfrith and his uncle, the company returned to their boats. The boy would not abandon his uncle, and there was no way to convince him to come with them. His heart was set on his duty. The Fields of the Gladden were not far now. They paddled onwards, following the gentle river as they contemplated the dangers that might lie ahead. OOC As per Discord/popular demand, I wrapped up the scene with Winfrith. If any of your PCs (e.g., Cecil, Ernstyr etc) want to interact with the boy, just separate your post into 2 parts and tell me what your character asks or discusses. I will summarise the outcome in a single post, and we can move on. Everyone, please give me a Travel check (TN 14) to represent the next several days of travelling in the marshes. Additionally, the company's hunters (Gram, Cecil & Dahr-Ol) and scout (Magric) should give me 6 skill checks, which can be any combination of Hunting, Explore or Search (your choice). This represents actively searching for the Dwimmerhorn. Remember your bonus dice! Barin and Dahr-Ol have a few). Name xDiceName xDiceResult xDiceString xDiceRolls Magric Explore day 1 [ᚵ] (3,4,3,1) = 21 tor(4,no) 12,3,4,3,1 Magric Explore day 1 [3] (4,2,6,1) = 16 tor(4,no) 3,4,2,6,1 Magric Explore day 2 [3] (2,5,4,2) = 16 tor(4,no) 3,2,5,4,2 Magric Explore day 2 [1] (4,1,6,3) = 15 tor(4,no) 1,4,1,6,3 Magric Explore day 3 [𐍈] (2,3,3,1) = 9 tor(4,no) 11,2,3,3,1 Magric Explore day 3 [ᚵ] (6,3,6,6) = 31 tor(4,no) 12,6,3,6,6 Event day 2? (Yes on 51+) 88 1d100 88 Link to comment Share on other sites More sharing options...
Suzuki Stumpy Posted February 5 Clone Share Posted February 5 Barin Greycloak Returning to the boats, a dour and silent Barin clambered in without his customary complaining that Dwarves are not aquatic creatures. The boy had impressed him with his devotion to duty, but also saddened him with the tale of how the Eafolk had slowly been whittled away into the Gladden. At least, whilst they were on the river, there was little for him to do other than watch - the others were far better boatmen than he was and as far as guiding went, well, there really was only one way for the company to go ... downriver. Name xDiceName xDiceResult xDiceString xDiceRolls Travel check [𐍈] (6,1,3) = 10 tor(3,no) 11,6,1,3 Link to comment Share on other sites More sharing options...
Diofant Posted February 5 Clone Share Posted February 5 (edited) Gramtyng, son of Fastred Riders of RohanThe Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song | Standard of Living: MartialIndividuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of.| Calling"Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart.| TraitsMinistrelsy ☐ Story-Telling ☐ Rhymes of Lore ☐ Hero of the Woodmen ☐ Fair ☐ Reckless(Mastery) ☐ ▣ | AP: 1Personality: ✦✧✧ Movement: ✦✦✦ Perception: ✦✦✦ Survival: ✦✦✧ Custom: ✧✧✧ Vocation: ✦✦✧ ✦✧ | XP: 88(62) | DP: 0No Challenges Yet. Valour: 4Ancient Mail from Gondor(Mail) - lets you Rally Comrades from Forward Stance and allowed to attack(Found). Horsetail Helm - Standing +1. When fighting on horseback or foot in Forward Stance, if you roll a Gandalf, you receive a bonus success die you can spend on any future rolls or give to a companion(From Heruthain). Raging - quality unlock for Cenegeslit. | Wisdom: 4Old Songs and Children's Tales - When you roll a success on Inspire, Travel, Insight, Healing, Riddle, Lore check Song rating, if it is same or higher, then upgrade the quality of the success up by one: Normal->Great->Extraordinary. If the roll produced Gandalf rune, gain 1 point of Hope, once per session. Household Esquire: Add an extra die to preparation rolls: Lore, Battle, and Insight when preparing for Journey/Combat/Social. Max 6 dice. Squire can also recover horse, bring spare weapon or shield if you drop or are disarmed, will carry you from field of battle if knocked down. Ominous Blessing: Born in the shadow of Dwimorberg. When you roll a Sauron, can change it into a Gandalf for 1 shadow point. Luck turns and favors you but someone suffers. | End: 27/27 | Load: 15 | Fatigue: 1 [+1] | Hope: 12/14 | Shadow: 6 [0] | Parry: 6 | Weary: No | Miserable: No |Wound: No Skills: Body 5 (8)+Awe ▣▣☐☐☐☐ Athletics ▣▣▣▣☐☐ Awareness ▣☐☐☐☐☐ Explore ▣☐☐☐☐☐ +Song ▣▣▣▣☐☐ Craft ▣☐☐☐☐☐ | Heart 5 (7)Inspire ▣▣▣☐☐☐ Travel ▣▣▣☐☐☐ +Insight ▣▣▣☐☐☐ Healing☐☐☐☐☐☐ Courtesy ▣▣☐☐☐☐ Battle ▣▣☐☐☐☐| Wits 4 (5)Persuade ☐☐☐☐☐☐ Stealth ☐☐☐☐☐☐ Search ☐☐☐☐☐☐ Hunting ▣▣▣☐☐☐ Riddle ▣☐☐☐☐☐ +Lore ▣▣▣☐☐☐ | WeaponsSwords ▣▣▣▣☐☐ Bow ▣▣▣☐☐☐ Dagger ▣☐☐☐☐☐ | War GearWeapon | Damage | Edge | Injury | Notes | Enc Sword 5 8 16 Ancient Keen 2 Bow 5 10 14 N/A 1 Armour/Shield | Protection | Parry | Enc Mail 3d 12(6) Helm +4 2 Shield +2 3 | EquipmentTreasure: 7 War Gear: Mail Shirt, Helm, Shield Leasere: Radhors Mab's Liquor(3) Elven-Crafted Horse Reins Durin the Seeker Radagast's Tome. | SongsSong of Mourning(Tome) ☐ Battle-Song ☐ ▣ Once the group had moved on, Gramtyng had sometimes separated from the group along with Belgo, ranging to see if he could find any trace of the Dwimmerhorn. He'd thought it wouldnt be difficult, but the fog and the unfamiliar terrain would doubtless block their sight... If not something worse. Still, he trusted in the strength of his arm, the sharpness of his eyes, and his companions. All that remained is to keep teaching is esquire all he knew, and do the job they were given. OOC/Actions Adding my 1 point of Fellowship that I contribute - the success is upgraded to Extraordinary... And I'd like to invoke Story Telling for the third dot - I know its not quite a 'story' but its just something he(boy) can relate to (the memory). Like an anecdote? But if not, understandable. Edited February 5 by Diofant (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Travel [8] (5,5,4) = 22 tor(3,no) 8,5,5,4 Hunting [𐍈] (5,3,4) = 12 tor(3,no) 11,5,3,4 Hunting [10] (3,4,4) = 21 tor(3,no) 10,3,4,4 Hunting [ᚵ] (5,2,5) = 22 tor(3,no) 12,5,2,5 Hunting [6] (2,3,4) = 15 tor(3,no) 6,2,3,4 Hunting [3] (1,5,4) = 13 tor(3,no) 3,1,5,4 Hunting [2] (1,3,6) = 12 tor(3,no) 2,1,3,6 Link to comment Share on other sites More sharing options...
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