Lots of work on the artifacts game.
This commit is contained in:
@@ -1,82 +1,62 @@
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# The Ten Artifacts
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All artifacts are six-foot-tall staves, each topped with a different symbol.
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Each is magically enchanted to inconvenience the bearer in a different way.
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All artifacts are six-foot-tall staves, each topped with a different symbol. Each has a powerful defensive spell.
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Staves have written summaries right on them.
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## Staff of the Songbird
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## Protection from Energies
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*Symbol: a perched songbird.*
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You have resistance to acid, cold, fire, lightning, and
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thunder.
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The staff chirps loudly and constantly, attracting attention from
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everyone in the vicinity. Stealth is impossible while carrying this
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staff.
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## Fire Shield
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## Staff of Levitation
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When somebody hits you with a melee attack, they take
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3D8 fire damage.
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*Symbol: a floating feather.*
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## Stoneskin
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The bearer hovers a few feet off the ground and cannot control their
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movement through the air. They will probably need to be dragged
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around by their teammates.
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You have resistance to bludgeoning, piercing, and slashing.
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## Staff of the Beacon
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## Blinking
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*Symbol: a blazing sun.*
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Every round, as a bonus action, you can teleport
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up to 20 feet.
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The staff emits a brilliant column of light visible from anywhere in
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the arena. There is no hiding with this one.
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## Counterspell
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## Staff of Frost
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As a reaction, you may block a spell. If the spell
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is 3rd level or lower, it is blocked. If it is 4th
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level or higher, you must roll 10 + level on an INT
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check.
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*Symbol: a snowflake.*
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## Invisibility
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The bearer's hands freeze to the staff and they shiver uncontrollably,
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imposing disadvantage on DEX saves and attack rolls. On the bright
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side, you can't be forced to drop it.
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You are invisible while you carry this staff, to all
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nonmagical forms of sight.
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## Staff of the Lodestone
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## Haste
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*Symbol: a horseshoe magnet.*
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Your speed is doubled, you gain a +2 bonus to AC,
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you have advantage on DEX saving throws, and you gain
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an additional attack per turn (one standard attack
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with one weapon).
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The staff is powerfully magnetic. Metal weapons, armor, and shields
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within 10 feet are pulled toward it. Allies in metal armor have
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trouble staying away from the carrier.
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## Healing
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## Staff of Honesty
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Every round, at the start of your turn, you gain 6 hit
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points.
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*Symbol: an open eye.*
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## All-Seeing
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The bearer cannot lie, whisper, or use nonverbal signals. Everything
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they say comes out at full volume and must be truthful. No secret
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plans while carrying this staff.
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You can see everything in a 500 foot radius, even if your
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line of sight is blocked, even if the thing is invisible.
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This does not allow you to see underground.
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## Staff of Tangling
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## Gigantism
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*Symbol: a twisted vine.*
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Your size and height are tripled. You gain temporary hit
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points equal to your max hit points. Your damage with
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strength based attacks is doubled. Your movement speed
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is doubled.
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Roots and vines constantly sprout from the base of the staff, making
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the ground around the bearer difficult terrain for everyone, including
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allies.
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## Staff of Shrinking
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*Symbol: a tiny figure.*
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The bearer shrinks to 2 feet tall, but the staff remains full size.
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A tiny person dragging an enormous staff.
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## Staff of Stench
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*Symbol: a skunk.*
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The staff emits an overwhelming smell. Anyone within 10 feet must
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make a CON save each round or be nauseated (disadvantage on attacks).
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This affects allies too.
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## Staff of Laughter
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*Symbol: a grinning jester.*
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The bearer and everyone within 15 feet must save against uncontrollable
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laughter each round. Failed saves waste your action. The perfect
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counter to a well-organized team.
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@@ -4,7 +4,7 @@ This repository contains a Planescape D&D 5e campaign being documented for publi
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## Repository Structure
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- **`Deck of Many Things.md`** — The main campaign document (~160 pages). This is the publication manuscript.
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- **`Deck-of-Many-Things.md`** — The main campaign document (~160 pages). This is the publication manuscript.
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- **Everything else** — Working notes, scribbles, and reference material for the campaign's current state of play. Not part of the publication.
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## Setting
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@@ -46,9 +46,9 @@ The campaign is set in **Sigil** (the City of Doors) and surrounding Planescape
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- **Character/NPC files** — `crow.md`, `kekele.md`, `sasuko.md`, `Reggie Drum, 4th Level Fighter.md`
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- **Session prep** — `Next Session.md`, `Rennick_s Messages_.md`
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- **Location/encounter files** — `The Punching Bag.md` (Rackle's story), `Fraternity Forms.md` (bureaucratic props), `shops.md` (magic item shop inventories)
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- **Location/encounter files** — `The Punching Bag.md` (Rackle's story), `Fraternity-Forms.md` (bureaucratic props), `shops.md` (magic item shop inventories)
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- **Stat blocks** — `Creature Stat Blocks.md` (ants, Pig, Sisters, etc.)
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- **Visual assets** — `cards/` and `faded/` (Deck card images), `Scrolls/` (prop scrolls as SVG/PDF), `dungeon-map.svg/png`, `Steel Door.png`, `Elar Mossbrow.webp`
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- **Visual assets** — `cards/` and `faded/` (Deck card images), `Scrolls/` (prop scrolls as SVG/PDF), `dungeon-map.svg/png`, `Steel-Door.png`, `Elar-Mossbrow.webp`
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- **Docx files** — Word versions of several markdown files
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## How to Help
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|
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@@ -1,4 +1,117 @@
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# Kekele - Aaracokra Battle Master Fighter (Level 5)
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# Chen Lifen and Kekele
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When the PCs start researching Crow, tout Rico Sparks will
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(on his own initiative) show up and say, "I found somebody
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who fought Crow and survived." That person is Kekele.
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But first, a little back-story. About eight years ago, Crow
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acquired his fourth orb. Here's how it happened:
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At the time, there was a powerful Eladrin wizard named Chen
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Lifen, who specialized in movement spells. She was
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exceptional, she could cast spells like spider climb, leap,
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and the like with very little effort. She had her race's
|
||||
natural ability to misty step, and she knew a variety of
|
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other teleportation spells as well. She had a variety of
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feats that allowed her extra spell slots for these movement
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spells. She was just an extraordinary movement mage.
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Crow captured Chen Lifen, extracted her life force, and
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discarded her corpse. He then spent the next five years
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working to transmute that life force into an orb. His new
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orb is now capable of casting a wide variety of movement
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spells.
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Kekele is a survivor of the battle in which Crow captured
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Chen Lifen. Kekele hates Crow with a passion. Chen Lifen
|
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was a close friend, and now she's gone. Kekele wants
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Crow dead, and is more than happy to help anyone who plans
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to fight Crow. However, Kekele is also terrified of Crow,
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so he'll give all the information you want, but he isn't
|
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going to show up at the fight.
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Kekele is living an a boarding house in the lower ward.
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Feel free to give him additional background if needed.
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Kekele starts with the following story.
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He explains that he, Chen Lifen, and a rogue named Amadou
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were an adventuring party. Eight years ago, they were
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between jobs. To make some money on the side, Amadou and
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Chen Lifen were working for a circus doing a unique
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acrobatic routine that they had devised themselves. Kekele
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watched the show.
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After the performance, the three of them were leaving
|
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together when Crow descended from the sky and landed in
|
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front of the three of them.
|
||||
|
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Crow was wearing a black leather trench coat. Near him were
|
||||
three twisting knots of magical energy. They glowed
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faintly, you could see ribbons of energy spooling out of
|
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them and being pulled back inside. They each hovered about
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fifteen feet away from Crow.
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Kekele says that Crow stiffly hobbled forward. Crow was
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clearly having difficulty walking. He stood in front of
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Chen Lifen, and spoke. When he spoke, his words were
|
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slurred, as if he was having trouble speaking.
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Crow looked straight at Chen Lifen, ignoring the other two.
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He said, "I watched your performance today. You are
|
||||
exceptional, you have the skills I need. You will be
|
||||
coming with me."
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Then, a beam of magic emerged from one of the orbs, hitting
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Chen, and she was stunned. Crow then cast a spell,
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levitating Chen, and Crow himself began rising into
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the air, taking his orbs and Chen with him.
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Kekele and Amadou immediately attacked. Amadou's
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attack hit and drew blood, Kekele missed. Crow's orbs
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reacted almost immediately, firing on Kekele and Amadou.
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Crow said "that was unwise." He dropped Chen, who immediate
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got to her feet. Crow landed on the ground. Then, one of
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the orbs cast a protection spell on Crow: a transparent
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spherical barrier.
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Kekele didn't know what the barrier spell was, but he
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says he did some research after the fact, and eventually
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concluded that the barrier spell was "Otiluke's Resilient
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Sphere."
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After that, chaos broke out. The three orbs did battle
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against Kekele, Amadou, and Chen. Crow stood passively
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inside the sphere, just waiting.
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||||
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||||
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At that time, there was an adventuring party consisting
|
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of three members:
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||||
* Kekele - Aaracokra, Battle Master Fighter.
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* Amadou - Air Genasi, Acrobat Circus Rogue.
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* Chen - Eladrin, Wizard specialized in Movement Spells.
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||||
Chen was the star of the team. She was just exceptional
|
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and led the team to many successes.
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Crow captured Chen, ripped her soul out of her body,
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and used her life energy to create a new orb. The
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new orb is able to cast a variety of powerful movement
|
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spells.
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However, Chen and Amadou are gone. The PCs will be
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having a conversation with the one remaining team member,
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Kekele.
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Kekele - Aaracokra Battle Master Fighter (Level 5)
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**Race/Class:** Aaracokra Fighter (Battle Master) 5
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**Size/Speed:** Medium | 25 ft., fly 50 ft.
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93
people/Motley-Menagerie.md
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93
people/Motley-Menagerie.md
Normal file
@@ -0,0 +1,93 @@
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# The Motley Menagerie
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A traveling circus that wanders the Outlands and sometimes the Outer Planes. One of the competing teams in the Game of Artifacts.
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## Bertha - Female Hill Giant Fighter LV6
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The circus mom. Significantly more intelligent and wise than your average hill giant. Warm and caring, loves everyone in the circus and takes care of them all. Also a performer. Gives dangerous hugs.
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> Bertha, Hill Giant, Fighter LV6.
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>
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> AC 15 (chain shirt, natural toughness). HP 85 (10d10+30). Speed 40 ft.\
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> STR 20 (+5), DEX 8 (-1), CON 16 (+3), INT 12 (+1), WIS 14 (+2), CHA 14 (+2).\
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> Saving Throws Str +8, Dex -1, Con +6, Int +1, Wis +2, Cha +2\
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||||
> Skills: Athletics +8, Perception +5.
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||||
>
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||||
> Large creature.\
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> Second Wind: 1/short rest, bonus action, regain 1d10+6 HP.\
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||||
> Action Surge: 1/short rest, one additional action.
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||||
>
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||||
> Multiattack: (2 melee attacks):\
|
||||
> Greatclub +8 to hit, reach 10 ft, 2d8+5 bludgeoning.\
|
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> Hug +8 to hit, reach 5 ft, 1d6+5 bludgeoning and target is grappled (escape DC 16).
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## Vinny the Spink - Oversized Ferret Creature Rogue LV5
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||||
An oversized ferret-like creature of some kind. Nobody knows what a "spink" is, and Vinny's only answer is, "if you don't know what it is, I can't help you."
|
||||
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||||
> Vinny the Spink, Rogue LV5 (Thief).
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||||
>
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||||
> AC 15 (studded leather). HP 38 (5d8+10). Speed 35 ft, climb 30 ft.\
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||||
> STR 10 (+0), DEX 18 (+4), CON 14 (+2), INT 12 (+1), WIS 10 (+0), CHA 14 (+2).\
|
||||
> Saving Throws Str +0, Dex +7, Con +2, Int +4, Wis +0, Cha +2\
|
||||
> Skills: Sleight of Hand +10, Stealth +10, Perception +3.
|
||||
>
|
||||
> Sneak Attack: +3d6 damage once per turn when has advantage or ally is adjacent.\
|
||||
> Bonus action to Dash, Disengage, Hide, or Use an Object.\
|
||||
> Uncanny Dodge: reaction to halve one attack's damage.\
|
||||
> Keen Smell: advantage on Perception checks that rely on smell.
|
||||
>
|
||||
> Bite +7 to hit, reach 5 ft, 1d6+4 piercing.\
|
||||
> Shortsword +7 to hit, reach 5 ft, 1d6+4 piercing.
|
||||
|
||||
## Handful - Male Grung Druid LV5
|
||||
|
||||
Clown. His whole act is that audience members who touch him start hallucinating mildly, which he finds hilarious. Speaks in the third person.
|
||||
|
||||
> Handful, Grung, Druid LV5 (Circle of Spores).
|
||||
>
|
||||
> AC 14 (leather armor, shield). HP 38 (5d8+10). Speed 25 ft, climb 25 ft.\
|
||||
> STR 8 (-1), DEX 14 (+2), CON 14 (+2), INT 10 (+0), WIS 16 (+3), CHA 12 (+1).\
|
||||
> Saving Throws Str -1, Dex +2, Con +2, Int +3, Wis +6, Cha +1\
|
||||
> Skills: Perception +6.
|
||||
>
|
||||
> Toxic Skin (reaction): when hit by a melee attack, the attacker takes 2d6 poison damage (DC 14 Con save for half).\
|
||||
> Standing Jump 25 ft, Long Jump 25 ft (no running start needed).
|
||||
>
|
||||
> Prepared Spells (DC 14, +6 to hit):\
|
||||
> Cantrips: Poison Spray, Thorn Whip.\
|
||||
> 1st (4 slots): Entangle, Healing Word, Faerie Fire.\
|
||||
> 2nd (3 slots): Spike Growth, Hold Person.\
|
||||
> 3rd (2 slots): Stinking Cloud.
|
||||
|
||||
## Mox - Male Kobold Cleric LV4
|
||||
|
||||
Trapeze artist and acrobat. Absurdly fearless for his size, launches himself from terrifying heights and always sticks the landing. Worships Bertha like a mother goddess. Priest of Lliira, goddess of joy and dance — he views acrobatics as a form of dancing.
|
||||
|
||||
> Mox, Kobold, Cleric LV4 (Trickery Domain).
|
||||
>
|
||||
> AC 15 (chain shirt, shield). HP 27 (4d8+4). Speed 30 ft.\
|
||||
> STR 6 (-2), DEX 16 (+3), CON 12 (+1), INT 10 (+0), WIS 16 (+3), CHA 10 (+0).\
|
||||
> Saving Throws Str -2, Dex +3, Con +1, Int +0, Wis +5, Cha +2\
|
||||
> Skills: Acrobatics +5, Perception +5.
|
||||
>
|
||||
> Pack Tactics: advantage on attack rolls if an ally is within 5 ft of the target.\
|
||||
> Channel Divinity (1/short rest): Invoke Duplicity — create illusory duplicate within 30 ft for 1 min, cast spells as though in its space.
|
||||
>
|
||||
> Prepared Spells (DC 13, +5 to hit):\
|
||||
> Cantrips: Sacred Flame.\
|
||||
> 1st (4 slots): Healing Word, Bless, Shield of Faith.\
|
||||
> 2nd (3 slots): Mirror Image*, Spiritual Weapon.
|
||||
>
|
||||
|
||||
## Della Voss - Female Tiefling
|
||||
|
||||
Fire-breather and knife-thrower. Eerily calm and precise — never flinches, never misses, never smiles during a performance. Off-stage she's a relentless gossip.
|
||||
|
||||
## Sable - Female Tabaxi
|
||||
|
||||
Contortionist and escape artist. Claims she can get out of anything — chains, cages, marriages, contracts, you name it. Has a gambling problem.
|
||||
|
||||
## Whistler - Male Kenku
|
||||
|
||||
Musician and sound-effects artist. Can reproduce any sound he's ever heard, which makes him a one-bird orchestra. Secretly the most dangerous fighter in the troupe.
|
||||
88
people/Rigus-Anvils.md
Normal file
88
people/Rigus-Anvils.md
Normal file
@@ -0,0 +1,88 @@
|
||||
# The Rigus Anvils
|
||||
|
||||
A professional arena team sponsored by a wealthy patron in Rigus. Disciplined, uniformed, and the odds-on favorite to win the Game of Artifacts.
|
||||
|
||||
## Captain Drace - Male Hobgoblin Fighter LV6
|
||||
|
||||
Team captain. All business.
|
||||
|
||||
> Drace, Hobgoblin, Fighter LV6 (Battle Master).
|
||||
>
|
||||
> AC 18 (chain mail, shield). HP 58 (6d10+18). Speed 30 ft.\
|
||||
> STR 18 (+4), DEX 12 (+1), CON 16 (+3), INT 12 (+1), WIS 14 (+2), CHA 10 (+0).\
|
||||
> Saving Throws Str +7, Dex +1, Con +6, Int +1, Wis +2, Cha +0\
|
||||
> Skills: Athletics +7, Perception +5, Intimidation +3.
|
||||
>
|
||||
> Martial Advantage: once per turn, +2d6 damage if ally is within 5 ft of target.\
|
||||
> Second Wind: 1/short rest, bonus action, regain 1d10+6 HP.\
|
||||
> Action Surge: 1/short rest, one additional action.\
|
||||
> Maneuvers (4 times per day, use one of the following):\
|
||||
> Trip Attack: add d8 to damage and target must make a STR save (DC 15) or be knocked prone.\
|
||||
> Riposte (reaction): when a creature misses Drace, he attacks and adds d8 to damage.\
|
||||
> Commander's Strike: Drace forgoes one attack to let an ally use their reaction to attack, adding d8 to the ally's damage.
|
||||
>
|
||||
> Multiattack (2 melee attacks):\
|
||||
> Longsword +7 to hit, reach 5 ft, 1d8+4 slashing.\
|
||||
> Javelin +7 to hit, range 30/120, 1d6+4 piercing.
|
||||
|
||||
## Vekk - Male Orc War Cleric LV5
|
||||
|
||||
The healer. Hits hard for a cleric.
|
||||
|
||||
> Vekk, Orc, Cleric LV5 (War Domain).
|
||||
>
|
||||
> AC 18 (chain mail, shield). HP 44 (5d8+15). Speed 30 ft.\
|
||||
> STR 16 (+3), DEX 10 (+0), CON 16 (+3), INT 8 (-1), WIS 16 (+3), CHA 8 (-1).\
|
||||
> Saving Throws Str +3, Dex +0, Con +3, Int -1, Wis +6, Cha +2\
|
||||
> Skills: Perception +6.
|
||||
>
|
||||
> Aggressive: bonus action to move up to speed toward a hostile creature.\
|
||||
> War Priest: 3/long rest, bonus action melee attack after Attack action.\
|
||||
> Channel Divinity (1/short rest): Guided Strike — +10 to one attack roll.
|
||||
>
|
||||
> Prepared Spells (DC 14, +6 to hit):\
|
||||
> Cantrips: Sacred Flame, Toll the Dead.\
|
||||
> 1st (4 slots): Divine Favor*, Shield of Faith*, Healing Word, Bless.\
|
||||
> 2nd (3 slots): Spiritual Weapon*, Magic Weapon*, Hold Person.\
|
||||
> 3rd (2 slots): Crusader's Mantle*, Spirit Guardians.
|
||||
>
|
||||
> Warhammer +6 to hit, reach 5 ft, 1d8+3 bludgeoning.
|
||||
|
||||
## Stride - Female Githzerai Ranger LV5
|
||||
|
||||
Scout and ranged specialist.
|
||||
|
||||
> Stride, Githzerai, Ranger LV5 (Hunter).
|
||||
>
|
||||
> AC 16 (studded leather, DEX). HP 44 (5d10+10). Speed 30 ft.\
|
||||
> STR 12 (+1), DEX 18 (+4), CON 14 (+2), INT 12 (+1), WIS 14 (+2), CHA 8 (-1).\
|
||||
> Saving Throws Str +4, Dex +7, Con +2, Int +1, Wis +2, Cha -1\
|
||||
> Skills: Perception +5, Stealth +7.
|
||||
>
|
||||
> Mental Discipline: advantage on saves vs charmed and frightened.\
|
||||
> Colossus Slayer: once per turn, +1d8 damage to a creature below its HP max.\
|
||||
> Extra Attack: two attacks per Attack action.
|
||||
>
|
||||
> Longbow +7 to hit, range 150/600, 1d8+4 piercing.\
|
||||
> Shortsword +7 to hit, reach 5 ft, 1d6+4 piercing.
|
||||
|
||||
## Null - Warforged Wizard LV5
|
||||
|
||||
Tactical support. Speaks only when necessary.
|
||||
|
||||
> Null, Warforged, Wizard LV5 (War Magic).
|
||||
>
|
||||
> AC 16 (natural armor + DEX). HP 32 (5d6+10). Speed 30 ft.\
|
||||
> STR 8 (-1), DEX 14 (+2), CON 14 (+2), INT 18 (+4), WIS 12 (+1), CHA 6 (-3).\
|
||||
> Saving Throws Str -1, Dex +2, Con +2, Int +7, Wis +4, Cha -3\
|
||||
> Skills: Arcana +7, Perception +4.
|
||||
>
|
||||
> Constructed Resilience: advantage on saves vs poison, resistance to poison damage, no need to eat/drink/sleep/breathe.\
|
||||
> Arcane Deflection (reaction): +2 AC or +4 to saving throw, then can only cast cantrips next turn.\
|
||||
> Tactical Wit: +4 to initiative.
|
||||
>
|
||||
> Prepared Spells (DC 15, +7 to hit):\
|
||||
> Cantrips: Fire Bolt, Ray of Frost, Minor Illusion.\
|
||||
> 1st (4 slots): Shield, Magic Missile, Grease.\
|
||||
> 2nd (3 slots): Web, Shatter, Misty Step.\
|
||||
> 3rd (2 slots): Fireball, Counterspell.
|
||||
Reference in New Issue
Block a user