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File: 1346292072222.jpg-(59 KB, 800x406, Scourge.jpg)
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and we're back, as promised.
The dark lord found out that the shaman they rose was a journeyman geomancer. They used his prowess to begin construction of a project to conceal the chasm. It will take 2 turns to complete. Tyrell has awoken, and found that the sun causes him extreme pain and steam lifts off of his flesh. He knows from his study of the night creatures that he has contracted hemoplague. (vampirism, because i'm generic as fuck.) The winds rise again, but the shaman is able to keep the sand at bay. He shapes it, and uses it to pack an arched ceiling on his new masters home. The pale ones are put to work planting additional duskwheat, and forming a second ring of spiked tridents once they knock holes in the inner ring. the naga are not sighted where they were expected to be... but the tracks seem to veer dead north, into the lushlands. Hornman caravens are patroling the roads once again, and Varien is itching to expand his ranks of the undead.

(I'm going to be adding an "issues" tab, to keep track of events and projects.)
>>
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert muffled cackling)
F. Your Suggestion
G. Explore! (name direction or area.)
_________________________
population: 128(47 kobold zombies, 1 lich, 1 necromancer, 16 skeletal horrors, 13 blood archers, 12 acid teared hornmen, 10 ghouls, 2 sky reavers, 4 skeletal horses, 37 pale zombies, 1 bloodlet shaman.) (I always forget to modify this, so yell at me if I do.)
Food: Scarce (stable)
Architecture: fine stone dwellings.
Weapons&Armor: iron swords, iron armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, Shields. mysterious helm,
Tech: acid traps, bone traps. Siphoning crystal.
Defenses: spiked trident barrier
Notable Individuals: Varien, Tyrell
ISSUES: 1A.The mysterious red helm. 1B. The unexplored cave in the chasm. 1C. Movement along the Hornroad. 1D. The disappearing naga.
>>
previous thread can be found at http://suptg.thisisnotatrueending.com/archive/20513829/ new comers welcome.
>>
e ghosts and other ethereal undead
1b
>>
WOOP its up again :D

I say 1D, it would be cool to have some nagas in the horde
>>
With the grinding sound of the concealment project being heard overhead, the undead legion begins to delve further into the caverns below. The tunnels loop and extend far into the ground. Some paths dead end while others branch off into multiple directions. No sign of life is found, however, and three shiny materials are found. The first is known to be coppper, the second is deemed tin and the third is iron. The unliving have no mining tools however, and the kobolds sharp claws cannot harvest these ores. Meanwhile, in the stone village beneath the water fall, Varien begins to refine his powers over the dead. He finds that if enough souls are collected, he can mold them into a sentient form. These ethearal forms are dubbed "shades," as they are hard to see even in bright light. these creatures can only be made by the lich, and take a total of 10 souls. A reaver is sent after the nagas' slither marks, but the trail becomes harder to follow once the green lands to the north begin.
>>
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert muffled cackling)
F. Your Suggestion
G. Explore! (name direction or area.)
_________________________
population: 129(47 kobold zombies, 1 lich, 1 necromancer, 16 skeletal horrors, 13 blood archers, 12 acid teared hornmen, 10 ghouls, 2 sky reavers, 4 skeletal horses, 37 pale zombies, 1 bloodlet shaman, 1 shade.) (I always forget to modify this, so yell at me if I do.)
Food: Scarce (stable)
Architecture: fine stone dwellings.
Weapons&Armor: iron swords, iron armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, Shields. mysterious helm,
Tech: acid traps, bone traps. Siphoning crystal.
Defenses: spiked trident barrier
Notable Individuals: Varien, Tyrell
ISSUES: 1A.The mysterious red helm. 1B. Delicous ore that remains untouched. 1C. Movement along the Hornroad. 1D. The disappearing naga.
>>
I say explore( I have no idea witch direction, no map) and try to find a mining camp and or caravan. Then we could use the pickaxes to harvest the ores
>>
The Horde once again steals into the dead of night. They must march through an unassuming cave tunnel to exit the chasm, because the sands stone roof has been contructed. The pale ones have proved to be excellent farmers, and dark brown mushrooms have been found growing in the moist caves near some of

the ore veins. The Winds have began to rise again, but it will be a while before they are overpowering. Acid mines are buried on the road, and soon enough a caravan of 3 carts and 10 lightly armored spear men bearing the smymbol of the blue moon on the yellow backdrop has sprung it. The undead are practiced

and efficient. None escape, and only 1 ghoul and 3 kobolds were slain. Ghouls and blood archers are raised from the dead, and the caravan is escorted home.
>>
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert muffled cackling)
F. Your Suggestion
G. Explore! (name direction or area.)
_________________________
population: 160(44 kobold zombies, 1 lich, 1 necromancer, 16 skeletal horrors, 21 blood archers, 12 acid teared hornmen, 13 ghouls, 2 sky reavers, 4 skeletal horses, 37 pale zombies, 1 bloodlet shaman, 1 shade.) (I always forget to modify this, so yell at me if I do.)
Food: Scarce (stable)
Architecture: fine stone dwellings.
Weapons&Armor: iron swords, iron armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, Shields. mysterious helm,
Tech: acid traps, bone traps. Siphoning crystal.
Defenses: spiked trident barrier
Notable Individuals: Varien, Tyrell
ISSUES: 1A.The mysterious red helm. 1B. Delicous ore that remains untouched. 1C. Movement along the Hornroad. 1D. The disappearing naga.
>>
F. Check the caravan for any kinds o tools, also check out what these mushrooms the pales ones are farming. Also see if you can build a forge for future times once the ore can be mined.

PS, where is everyone D:
>>
>>20524822
THEY'RE DEAD. I ATE THEM.
>>
>>20524822
seconded

1c entrench more booby traps and continue raiding passing caravans leave nothing behind
>>
The caravan is searched thuroughly. Inside they find food, linen cloth and blankets, wool, and mallets. When combines with a chisel, the kobolds are able to begin collecting the ore. It's not very efficient, but there are many mallets and chisels and even more kobolds to wield them. Bags are crafted out of the linen to make ore and crop transportation easier. The carts are stored in the stone town, and the steeds that pulled them are risen. The ore is piled in a stone house where the coal is being kept, but we still do not know how to work it. Meanwhile, the mushrooms are taste tested and found to be edible, though they leave the user with bad breath. They are transplanted along the river side. The reaver was able to find a clearer path from the nagas, and begins to track it once again.
>>
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert muffled cackling)
F. Your Suggestion
G. Explore! (name direction or area.)
_________________________
population: 164(44 kobold zombies, 1 lich, 1 necromancer, 16 skeletal horrors, 21 blood archers, 12 acid teared hornmen, 13 ghouls, 2 sky reavers, 8 skeletal horses, 37 pale zombies, 1 bloodlet shaman, 1 shade.) (I always forget to modify this, so yell at me if I do.)
Food: good (stable)
Architecture: fine stone dwellings, wool furnishings, linen furnishings.
Weapons&Armor: iron swords, iron armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, Shields. mysterious helm,
Tech: acid traps, bone traps. Siphoning crystal. Bags.
Defenses: spiked trident barrier
Notable Individuals: Varien, Tyrell
ISSUES: 1A.The mysterious red helm. 1B. Delicous ore that remains untouched. 1C. Movement along the Hornroad. 1D. The disappearing naga. 1E. What to do about the siphoning crystal.
-Bone traps are lain in the unmantained areas of the road, and a reaver passes over once per day to see the results. forgot to add that, sorry.
>>
Kobolds from now on are to be placed on mining and tunneling duty.

D forge

use shade to spy on the road to alert our raiders.
>>
F. We could always try to kidnap a blacksmith, its risky but its just an idea to create weapon blueprints and teach other undead to work. Also on other notic, we should research and or test this helmet we have (1A)
>>
All 44 of the kobolds are hard at work in the cavern. Ore extraction increases and soon the kobolds have filled the first house. As a ghoul attempts to organize it, he drops his torch and the coal is set aflame. A great bellowing fire starts. Our shaman rushes to the aid, molding a great chimney to the surface for the smoke to escape. He stood to close and was singed by the flames. He seems to be fine afterwards though. Varien thanks him for his service, and names him "Charflesh." The title is as much an honor as mockery at the shamans newly disfigured appearence. Charflesh does not care though, he lives only to serve. In the aftermath, refined iron and bronze are uncovered from the house. It takes 10 kobolds all day to gather, but we have discovered metallurgy! The winds have become uncomfortable, but not fierce enough for a sandstorm. The shade we sent to the roads has not found anything of note. The reaver must break off his search to reutrn to the safety of the chasm, or else he may be lost when the winds reach their peak. An unmarked grave is found outside the wall of cati. Char readies himself to put the helmet on his head. (dice roll in next post.)
>>
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert muffled cackling)
F. Your Suggestion
G. Explore! (name direction or area.)
_________________________
population: 164(44 kobold zombies, 1 lich, 1 necromancer, 16 skeletal horrors, 21 blood archers, 12 acid teared hornmen, 13 ghouls, 2 sky reavers, 8 skeletal horses, 37 pale zombies, 1 shaman, 1 shade.) (I always forget to modify this, so yell at me if I do.)
Food: good (stable)
Architecture: fine stone dwellings, wool furnishings, linen furnishings.
Weapons&Armor: iron swords, iron armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, Shields. mysterious helm,
Tech: acid traps, bone traps. Siphoning crystal. Bags. Metallurgy.
Defenses: spiked trident barrier
Notable Individuals: Varien, Tyrell, Charflesh
ISSUES: 1A.The mysterious red helm. 1B. Some dead guy in our front lawn. 1C. Movement along the Hornroad. 1D. The disappearing naga. 1E. What to do about the siphoning crystal.
>>
Oh hey, Im here again. Just let me get caught up again.
>>
d steel

1b
>>
1-3 The helm molds to his face, he is unable to take it off, but he can still consume food through a breathing hole.
4-10 The helms eye holes glow a bright orange. The shaman is granted infernal vision! (thermal sight.)
11-16 The shaman is infused with insectoid mutations, and he is able to command large swarms bettles that pour forth from inside the gashes in his skin.
17-20 Laser vision. (FUCK YEAH)
>>
rolled 2 = 2

rolls
>>
rolled 13 = 13

>>20525172
Dice gods... Why!?
>>
>>20525182
So we now have a useless shaman?

Or does the second roll count?
>>
>>20525128
:o a grave, check it out after were done with the helmet.

Now with these refined iron and bronze ITS TIME FOR WEAPONMAKING. But we could also try to improve the houseing, we dont want another accident with the coal.
>>
>>20525133
Also, put the siphoning crystal in our coal stores.

To prevent further accidents.
>>
>>20525208
He's still fine, just metal headed, and the first roll counts.
>>
well look at it this way we no longer have to look at his ugly mug.
>>
>>20525274
In that case.

Throw him down a mineshaft.
>>
Our Kobolds construct a conventional forge near the water fall, where devices can be quickly cooled. The shamans incident was not good for his sanity, for a certainty. He continues to follow orders though, so Varien allows him to ramble. The geomancer consoles himself by safely transferring the molten metal from the forge and shaping it into the necessary tools we require. Pick axes were his first creation, followed by some bronze armor for our ghouls. He has taken a liking to the heat of the forge, and promises to make Varien and Tyrell glorious suits of armor, and supply our troops with sharp weapons of all sorts. Another invention is glass, discovered by char as he carelessly played with sand in the forge. The vampirre count has healed from his encounter with the underlord in the cavern, and he feeds off of bottled tears of blood from our archer regiment. He shows improved strength and agility, but a distaste for duskwheat and teh cactus fruit. The Road traffic has been null, with winter fast approaching. The entrance to the chasm will be sealed soon. Fodd is suffiecient to feed all our waking undead. The siphoning crystal is stored in the coal storage, where it hums softly. This should prevent any further pyrotechnics.
>>
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert muffled cackling)
F. Your Suggestion
G. Explore! (name direction or area.)
_________________________
population: 164(44 kobold zombies, 1 lich, 1 Vampire count, 16 skeletal horrors, 21 blood archers, 12 acid teared hornmen, 13 ghouls, 2 sky reavers, 8 skeletal horses, 37 pale zombies, 1 shaman, 1 shade.) (I always forget to modify this, so yell at me if I do.)
Food: good (stable)
Architecture: fine stone dwellings, wool furnishings, linen furnishings.
Weapons&Armor: iron swords, iron armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, Shields. mysterious helm,
Tech: acid traps, bone traps. Siphoning crystal. Bags. Metallurgy. bottles. Pick axes, mallets, chisels.
Defenses: spiked trident barrier
Notable Individuals: Varien, Tyrell, Charflesh.
ISSUES: . 1A. Some dead guy in our front lawn. 1B. Movement along the Hornroad. 1C. The disappearing naga.
>>
>>20525307
Investigate the grave

Explore the north place, where the naga tracks lead

Vampire Magic
>>
>>20524856
>God_Eating_Heaven.jpeg
>>
d steel

1a

during winter have our dead retreat underground there we shall continue to work.
>>
Spiked by curiosity, the undead dig up the grave. They find a small stone coffin, which they easily pry open. Inside, they find two old brittle skeletons. The bodies were shorter than a human, and hunched in stature. Clutched in their arms, they hold a codex. Inside their cover a note is found. "Page 37, second

paragraph......Use it.....light the beacon.......others.....Skol'ri. The bottom of the coffin shows signs of water damage. It would appear this coffin was origionally sealed full of water. A thin sheen of salt still remains...so it must have come from the sea. With the high winds blowing, and dust stirring, only a shade could

be dispeatched to follows the trail where the reaver had stopped. the sand esction of the path has become covered by sand. Tyrell has resumed his studies, and he finds that he can smell the blood archers from the other side of the chasm. Weapon production and upgrading is nearly complete, and the quality of the iron has reached the perfection of our looted spears, it is dubbed fit to be steel, and Char has taken to singing songs to pass the time. Varien finds it amusing, absentmindedly tapping the stone floor when he is not busy ruling over his small empire.
>>
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert muffled cackling)
F. Your Suggestion
G. Explore! (name direction or area.)
_________________________
population: 164(44 kobold zombies, 1 lich, 1 Vampire count, 16 skeletal horrors, 21 blood archers, 12 acid teared hornmen, 13 ghouls, 2 sky reavers, 8 skeletal horses, 37 pale zombies, 1 shaman, 1 shade.) (I always forget to modify this, so yell at me if I do.)
Food: good (stable)
Architecture: fine stone dwellings, wool furnishings, linen furnishings.
Weapons&Armor: steel swords, steel armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, steel shields
Tech: acid traps, bone traps. Siphoning crystal. Bags. Metallurgy. bottles. Pick axes, mallets, chisels. forge.
Defenses: spiked trident barrier
Notable Individuals: Varien, Tyrell, Charflesh.
ISSUES: . 1A. Weird name and signal instructions. 1B. Movement along the Hornroad. 1C. The disappearing naga.
>>
>>20525465
Have Char multiclass as a bard

Try to reanimate skeletons perhaps, if not, explore in the direction that the grave is form the chasm (If the grave is on the west side, explore west)

Place mines along the Hornroad
>>
b massive armory/forge we shall use the waterfall to quench our steel the ground to produce the metals and coal needed to build our massive industrial complex to mass produce the arms for our war machine. also Have kobolds build tunnels to the Ironworks to provide materials even during the winter months.
>>
the winds are nearly unbearable forr all but our ethearial shades. The final harvest for the year is brought in and it is stored for the winter and the opening is Sealed with a newly craft Steel Hatch in the center of our cacti circles. Varien has hatched plans to take over the city of nazzi to the northeast, and he plans to use the plague to incapacitate it's citizens. Most of the winters attention is turned to imrpoving our home. Bronze piping is installed to divert water where it is needed in the chasm as The walls are turned into balconies and windows for our expanded quarters. Massive storehouses and Forges are placed throughout the Base. Crypts and tombs are constructed to house the dead should a food shortage occur, and these expansions also lead the discovery of and odd, liquid metal. It is dubbed "mercury." And when it is placed in the forge it rapidly expands before spilling over the top. The first incident of this has left Char with a mercury lining over the soles of his Steel boots. The mushroom plots are also expanded, and an irrigation system is put in place to free up man power. Progress is marching forward. The skeletons are brought back to life, but they are unable to remember their past lives. They are able to translate some of the codex however, and a curse of eternal sleep is learned from its pages.
>>
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert muffled cackling)
F. Your Suggestion
G. Explore! (name direction or area.)
_________________________
population: 166(44 kobold zombies, 1 lich, 1 Vampire count, 16 skeletal horrors, 21 blood archers, 12 acid teared hornmen, 13 ghouls, 2 sky reavers, 8 skeletal horses, 37 pale zombies, 1 shaman, 1 shade, 2 hunches.) (I always forget to modify this, so yell at me if I do.)
Food: good (stable)
Architecture: fine stone dwellings, wool furnishings, linen furnishings.
Weapons&Armor: steel swords, steel armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, steel shields
Tech: acid traps, bone traps. Siphoning crystal. Bags. Metallurgy. bottles. Pick axes, mallets, chisels. forge. pipes.
Defenses: spiked trident barrier
Notable Individuals: Varien, Tyrell, Charflesh.
ISSUES: . 1A. Weird name and signal instructions. 1B. Movement along the Hornroad. 1C. The disappearing naga.
>>
>>20525635
Curse the town we are going to invade
Slaughter them in their sleep
Reanimate their corpses.
>>
uhm op why do we need food as undead?

e plague of undeath

disappearing naga dispatch the shade
>>
>>20525748
Yes, to be balanced. We can only eat meat and plagued crops. We're currently eating plagued catcus fruit, plagued wheat. "duskwheat" and plague shrooms. We don't need to sleep though.So that's a bonus.
>>
>>20525783
ah just wondering was a bit confused about that could understand how thats important for any living members but the undead needing to eat generally confused me.
>>
As the winds grow silents, the dead are in flurried activity. We craft Cloaks for our archers and acid tearers, to conceal them so they look alive. They then forge mock chains to Tyrell so he can look like a prisoner. They do the same to a couple of ghouls aswell. Shades Sneak supplies of duskwheat into the food stores of the hornmen. This city is estamated to contain 55,000 people. (L33t strats required.) Our archers also scour The wastes for vultures. 10 are killed and risen. Acid mines are in full production, they are now kept in glass bottles, which seem to be immune to its' effects. The shade Finds the naga, finally. They have set up a settlement around a lake in the northern lushlands. The shade has not yet engaged.
>>
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert muffled cackling)
F. Your Suggestion
G. Explore! (name direction or area.)
_________________________
population: 176(44 kobold zombies, 1 lich, 1 Vampire count, 16 skeletal horrors, 21 blood archers, 12 acid teared hornmen, 13 ghouls, 12 sky reavers, 8 skeletal horses, 37 pale zombies, 1 shaman, 1 shade, 2 hunches.) (I always forget to modify this, so yell at me if I do.)
Food: good (stable)
Architecture: fine stone dwellings, wool furnishings, linen furnishings.
Weapons&Armor: steel swords, steel armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, steel shields
Tech: acid traps, bone traps. Siphoning crystal. Bags. Metallurgy. bottles. Pick axes, mallets, chisels. forge. pipes.
Defenses: spiked trident barrier
Notable Individuals: Varien, Tyrell, Charflesh.
ISSUES: . 1A. Weird name and signal instructions. 1B. Movement along the Hornroad. 1C. Our scaly strangers in the north. 1D. The city of Nazzi must fall to the dark lord.
>>
>>20525836
Can we have the shade start terrorizing the settlement, finding people who're off by themselves killing and raising them and eventually returning back to the settlement with a new army? (yes i want this settlement to go through a horror movie story line BUT since its part of the scope of the wider world the monster wins and this only turns into a piece of dialouge about losing contact with a settlement)
>>
>>20525860
Losing contact?
>>
We use a shade to posses the mind of one of the guards. He is a bowman, and is able to kill 3 of the other gate guards before piling them into a stolen cart and riding off to the chasm. He is dipossesed for questioning and held in a locked room. (GAINS: 3 blood archers, 1 prisoner, a cart, 1 skeletal steed.)
Siege machines have become a topic of interest for tyrell, and he goes about designing battering rams from steel and wood from some of the looted carts. 2 battering rams are constructed. Our reavers report growing unrest in nazzi. A large group has begun an exodus out of the city. about 2000 civilians, carrying all

their worldly possesions. A shade confronts the naga. When the shade tells of our dark master, the naga become frightful. They pledge all their dead to our cause if we would spare them from our wrath and offer our protection.
>>
A. Scavenge for food.
B. Try to improve settlement.
C. Try to improve weapons&armor.
D. Try to improve technology.
E. Practice magic (insert muffled cackling)
F. Your Suggestion
G. Explore! (name direction or area.)
_________________________
population: 180(44 kobold zombies, 1 lich, 1 Vampire count, 16 skeletal horrors, 24 blood archers, 12 acid teared hornmen, 13 ghouls, 12 sky reavers, 9 skeletal horses, 37 pale zombies, 1 shaman, 1 shade, 2 hunches.) (I always forget to modify this, so yell at me if I do.)
Food: good (stable)
Architecture: fine stone dwellings, wool furnishings, linen furnishings.
Weapons&Armor: steel swords, steel armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, steel shields, battering rams,
Tech: acid traps, bone traps. Siphoning crystal. Bags. Metallurgy. bottles. Pick axes, mallets, chisels. forge. pipes. Battering ram.
Defenses: spiked trident barrier
Notable Individuals: Varien, Tyrell, Charflesh.
ISSUES: . 1A. Weird name and signal instructions. 1B. Movement along the Hornroad. 1C. Our scaly neighbours in the north. 1D. The city of Nazzi must fall to the dark lord. 1E. Poor wandering civilians who aren't quite dead enough for our liking.
>>
thread? ...thread!? THREEEEEEEAAAD!?
where'd you guys go?
>>
e plague magic

investigate the refugees
accept the naga offering arrange for them to leave their dead a specified location where we will pick up their dead.
>>
>>20526107
Were here at least i am
1E
>>
Whelp, i'm gonna archive this and then i'll upload the next one the day after tomorrow. (NOT tomorrow, as it has been the past 3 times.)
>>
>>20526002
Start hounding the civilians on their path and meanwhile lets try to improve our plague on the city if we can do that from a distance, if not then just work on our magic
>>
>>20526142
sorry man, too tired. Hope you can make it to the next one at 20 4chan time. :)


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