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File 174111553323.jpg - (463.11KB , 800x600 , cadvere2 00 overcast.jpg )
1104505 No. 1104505 ID: 6c233e

Winter's grip will not soon loose, the driving snow and biting wind bind all to burrow and hole.

Previous chapter: https://questden.org/kusaba/questarch/res/1080954.html
195 posts omitted. Last 50 shown. Expand all images
>>
No. 1117166 ID: 62c8a2

Sending Sorrel is the best outcome
>>
No. 1117610 ID: fd169b
File 176404211766.jpg - (598.08KB , 800x600 , cadvere2 62 Sorrel is stressed.jpg )
1117610

You hear something patter onto the ground behind you. Looking around you see a few drops of blood on the ground. Sorrel is standing very still, staring ahead. One hand is clutched over her face, her long fingers dragging gouges through her fur. Blood trickles down from the rents.

"Sorrel! Hey stop!" Lisel looks up at your cry and gasps. "Sorrel what are you doing?"
The bat snatches her hand away, blinking at the crimson on her claws. "Ah, no I... sorry I just. The thought of being caught. trapped." she looks from one of you to the other in a panic. "B-but I can't falter here! Can't be useless again. I won't fail you. Like I failed my m-" Sorrel chokes. Tears mix with the blood on her cheeks as she clutches her spear to her like its the only thing holding her up.

You move to steady her, her lanky body surprisingly light. Lisel takes her other side, though she isn't tall enough to do more than let the bat lean on her. "You're no failure, Sorrel." the chemist says "You've been most helpful to us."

Patting her on the back in what you hope will seem comforting you add "Go to the meet Sorrel. You need to tell them what you saw. It's important. And you need to see this injured fellow back to safety."

Sorrel takes a few deep breaths and nods. "Right. I'll... go on ahead." She steps away, stance growing a little more sure with each step. The injured beetle follows her. Just at the edge of the lantern light she turns back. "Come back, you three. I'll be waiting." Then she slips into the dark.
>>
No. 1117613 ID: fd169b
File 176404229020.jpg - (142.30KB , 800x600 , cadvere2 63 corpse gatherers.jpg )
1117613

With no time to waste you run down the corridor. The trail of yellow ichor is easy enough to follow as you transition into the dining room underfloors. According to the beetle's map they were ambushed not to far in. You don't see any branching paths on the way.

And indeed, at only the third chamber in, you turn a corner and find the site. Several spider corpses are still on the ground, while their more mobile fellows are clustered around them. It looks like the fallen are being dragged away.

In total, five spiders' eyes still shine in the darkness. They don't seem to have noticed you yet.
>>
No. 1117614 ID: 70f58a

>>1117613
We're outnumbered. Can't fight this. Sneak around!
>>
No. 1117690 ID: 32afe4

We don't have time for this. If I'm reading the map correctly here we should be able to head further east (?) and try to find a way around. Don't engage the spiders if we can avoid it.

If there truly is no way to go but through, then I would say that this is a good use case for a grenade. Do we think our flashbang would blind them long enough for us to kill at least a few? Or would we be better served by having Lisel wade in and spray acid into their eyes?
>>
No. 1117948 ID: 62c8a2

Can you all try to climb on the walls in order to avoid getting the attention of the spiders?
>>
No. 1117964 ID: f9c4b2

avoid engaging as much as possible. it may be tedious to find an alternate route, but stealth must be prioritized. altho.. maybe we should follow from a distance and see if they're going to the same place...
>>
No. 1118327 ID: fd169b
File 176473918898.jpg - (647.11KB , 800x600 , cadvere2 64 consider sneaking.jpg )
1118327

You take a moment to reorient your mental map. You have entered the dining room underfloor at its north west corner. Based on what you remember of the house map your quarry is likely being taken to the south, where the kitchen and dumbwaiter are. The chamber in front of you runs to the south.

"Think you could sneak over them?" you whisper to Lisel.

"Well, yes, but I would have to move slowly." She waggles her arm so the contents of her hidden pockets clink and slosh. "Wouldn't want a bottle to fall on them. If that's how you want to do this, you two should go ahead and I'll catch up."

You consider if the flash bang might help. Perhaps if it were thrown as they start climbing, it would both disorient and distract the spiders. But there's one other option you want to check. "There was another passage behind us, lets quickly see where that goes."
>>
No. 1118328 ID: fd169b
File 176473921186.jpg - (544.50KB , 800x600 , cadvere2 65 the dining room.jpg )
1118328

A hole in the east wall behind you leads to a dead end chamber, or so it seems at first. After a moment your a faint light catches your eye. There is a hole up in the corner leading to the dining room. You scrabble up to take a look.

Thick curtains block all but the thinnest rays of sun in the musty room. The scent of rot hangs thick on the air, no doubt emitted by the fungos you can see distantly glowing on the ceiling and walls. Their work is evident by the squared spiderwebbing of cracks above, which leak warm yellowy light and muffled talk. The combined pinpricks of illumination is enough for you to make out the bulk of a clothed table, its high plateau hosting glinting peaks of silver and crystal. Around it chairs are strewn haphazardly.

The floor is a ragged mix of half-chewed carpet, fallen plaster, and crumbling wood. It appears the rot has gone far enough to provide a number of rough holes, one of which might allow you to get the drop on your allies' captors.

Although, you recall, weren't you warned to stay particularly quiet in this room?
>>
No. 1118338 ID: 70f58a

They're probably being taken to the dumbwaiter. Traveling through the dining room should let us get ahead of the kidnappers, which means we can set an ambush. So yeah, despite the risk, I think we should sneak through the dining room. Make sure Lisel's stuff doesn't clink while she walks and we'll be ok. If necessary, the other members of the group can carry loose bottles during the sneak. Or we can leave behind non-essentials.
>>
No. 1118354 ID: f22303

>>1118338

Agree. Leave behind anything we can afford to and go through the dining room. They're not expecting us to go that way. That said, if we make noise it sounds like the master may hear us personally, so that is something to avoid at all costs.

Don't leave behind anything useful in combat, though. If that means Lisel has to move more slowly, so be it. We're not going to be able to come through this room with ghouls in hot pursuit, so we're almost assuredly going to have to fight our way out once we free the captives.
>>
No. 1118355 ID: 62c8a2

This is, you are in the belly of the beast. Be quiet, scout out your area, and not just the floor, look at the ceiling. Proceed onward with caution. The whole situation feels like the calm before the storm, and when that happens, be sure to have an umbrella ready.
>>
No. 1118420 ID: 92f7e7

Retreat. Cut the losses. There is no sense piling risk upon risk in an attempt to play rescuers. Traveling through the most dangerous room of the house in order to engage in battle is not a part of our mission today. It's worth more to return intact yourselves, with the knowledge you've gained and your abilities still at the disposal of everyone in the shed. This passage to the dining room floor may yet prove useful for transit or eavesdropping, but only if you can report on its availability, and be alive to use it in the future.
>>
No. 1118707 ID: fd169b
File 176517895325.jpg - (616.01KB , 800x600 , cadvere2 66 tread lightly.jpg )
1118707

Weighing up the risks you decide to go for it. The others said they had hunted fungos in here, so it can't be that dangerous, right?

Lisel leaves some of her vials and bottles in a corner for later retrieval, so that her pockets won't rattle.

Once you are all up she casts the lantern light across the floor. Long brittle strips of fallen plaster lie in patches, ready to snap underfoot. It gets more abundant closer towards the table, and you notice the holes in the floor do too. This makes sense as the fungos would have started their feasting on any food left out, before chewing on the cloth and then wood. You would expect the holes to be most numerous under the table, where the tablecloth would make a more enclosed space, which fungos like.

Along the edge of the table you note some plates and glasses are perilously close. The cloth bunches on the floor like the whole thing had been pulled. Perhaps in whatever event has left several of the chairs knocked over.

Your options for direction would seem to be either:
Skirt the wall headed south with no visible entrance to the underfloor
Follow the wall going east to go around the table
Or going to the table to look on or under it
>>
No. 1118725 ID: 70f58a

There's probably like a billion spiders under that table. Head south.
>>
No. 1118726 ID: 62c8a2

Follow the wall going east to go around the table
>>
No. 1119232 ID: fd169b
File 176611315122.jpg - (455.06KB , 800x600 , cadvere2 67 echo of an altercation.jpg )
1119232

Swiftly you make your way south. There's a few close calls, but everyone manages to avoid stepping on the plaster chips.

The kitchen door stands before you, shut tight. You can hear some sounds of activity behind it's peeling wood. Faint bluish light peeks through the crack below.

The bones of a broken glass rest next to a sizable hole in the floor. Looks like fungos cleaned up the spill and kept going. The chamber below runs north, with a exit at the other end to the east.

There is also a vent passage, corroded open by some fungo's secretions. It travels east, you can't see how far.

You think you can hear movement both north and east, but it's not close.
>>
No. 1119233 ID: 70f58a

Damn you, door!
Let's try the vent passage.
>>
No. 1119251 ID: f9c4b2

hmmm acquire broken glass shard if possible. enter vent time.
>>
No. 1119261 ID: a9425d

Time to vent
>>
No. 1119319 ID: c7f19f

The dumbwaiter is directly to the west of us now, correct? But the passage in the underfloor goes east?

Was there a westward passage somewhere we missed that the kidnappers could have taken? Or do we really think they took the victims east?

I'm tempted to say we should go back into the underfloor and try to pick up their trail down there, but if they did go east the vent will get us there faster.
>>
No. 1119430 ID: fd169b
File 176686537738.jpg - (604.04KB , 800x600 , cadvere2 68 along the way.jpg )
1119430

Natural rodent acquisitiveness leads you to pick up a good sized piece of glass, about the length of your long knife, and stow it away in your cloak.

Quiet as you are, the metal floor of the vent still rumbles gently as you drop down. The air is cold and still, unlike the vent you crossed through before. In fact when Lisel shines her light around you can see the passage is blocked to the west. The three of you head east towards sounds of movement and voices.

After a little while the lantern light shows another rent in the side. Now you can better make out voices, though they're no more intelligible. One seems to be a stream of cursing, while the other rougher one occasionally hisses to be quiet.

With a likely bead on your quarry you hurry out of the vent and northeast through the underfloors until you come to a chamber with four exits. Holes east and west flank the one you're looking through, and way on the other side, another rough hole leads north.
>>
No. 1119431 ID: fd169b
File 176686542534.jpg - (521.58KB , 800x600 , cadvere2 69 ratcatcher.jpg )
1119431

It is through this north hole that a leather armored rat is pulling a heavy burden. Netting covers two figures, one of whom lays still while the other thrashes and curses. The cords seem to have gotten snagged on the splintery wood, with the rat attempting to tug them free. One his back you can see some brass contraption glinting. A cylinder that follows his spine, its segments click and twist seemingly at random. It looks much like the one that deer Ornery had, though in miniature.

"Unhand that, ungrateful scum. You've an invite to see the king, but you don't need arms to do so." the figure hisses. It kicks at its prisoner, who curses back as only a house mouse can.

On the other side of this tableau you can see some clusters of glowing eyes. At least three spiders are accompanying this rat catcher.
>>
No. 1119443 ID: 1998e6

Bum-rush him while hes still preoccupied with the net, you and Kh'khechil combined should be enough to push him into the hole and keep him there, hopefully preventing (or at least delaying) the spiders from getting through, while Lisel sees to the captives.

If the prisoners are fit and able stay and fight, otherwise flee.

Also hes armored but unmasked, does Lisel have any particularly vile concoctions we could shove up his snoot?
>>
No. 1119445 ID: 4619d0

Go for subduing the ratcatcher and freeing the prisoner. If you keep the ratcatcher at the entrance of the hole, his helpers won't be able to go past him, and it will make their strength in numbers meaningless.
>>
No. 1119453 ID: f9c4b2

if you rush the ratcatcher, see if you can shove the glass shard into an opening of the brass contraption and slam it in.
>>
No. 1119460 ID: 99a466

Two against four, maybe more; it is not cowardly to listen to your fear. These are bad odds. I would repeat that there is no shame in turning back at this point. Two lives lost is enough; no need to risk another two, and to let the enemy know the extent of Lisel's ingenuity while doubling the casualties.

But you'd rather live up to your name, and be brave, I know. I say then that if you must allow your bravery the field, then keep your wits about you. Evening the numbers to the extent you can, and preventing them from fully utilizing their numerical advantage must be your highest priorities. What can you do to turn their hostage to your strength? Clearly, the mouse has fight left; if you can only provide freedom of movement and weaponry, then liability becomes strength. If you can grab the prisoner and retreat back through the opening, then you might be able to deal with the spiders one at a time, using Lisel's cannon, your knives, and whatever you get the prisoner to fight with.
>>
No. 1119465 ID: 12ff2d

Let's do some rat on rat action! Stab the fucker in the neck with glass!
>>
No. 1119516 ID: 0ad1c7

That's less ghouls than I was expecting. Though the ratcatcher seems to be a more sophisticated variety. Would be nice to drag his control device back so Lisel could analyze it. If nothing else, we want to disable him so he can't report on our capabilities.

Freeing the captives and getting away has to be our first priority, though. I suspect the glass shard may be the sharpest tool we have and it might be best to use that to cut the net.

I'm going to suggest throwing the chain knife at the ratcatcher while we have the element of surprise, and trying to pull him off balance with it while Kh'khechil goes to block the hole and tank the spiders. Lisel should try to blast them with acid at the same time to blind them and/or do damage over time. Then Temerity can deal with the ratcatcher one on one.
>>
No. 1119638 ID: fd169b
File 176749693995.jpg - (475.52KB , 800x600 , cadvere2 70 charge down the hall.jpg )
1119638

With little time to act on this advantage you make a quick plan of attack. You and Kh'khechil will charge and engage the rat before the spiders can get in the room. Lisel checks her pockets and comes up with a pouch of some sort of dust. "It's a skin irritant, and not great if you get it in the eyes." she shrugs "Throw it at his face, I suppose?" she hands it to the beetle.

The rat catcher has his back turned, tugging hard at the net. "Just. Let. Go. You-" He stiffens as you tear down the passage at him. Kh'khechil is right behind you, crawling up the wall and onto the ceiling as easily as a ball rolling down a hill. The burly rat drops the net and turns to face you, eyes flaring as he grabs a metal studded club from his belt.

Behind him comes chittering and clicking as the spiders process this.
>>
No. 1119639 ID: fd169b
File 176749699266.jpg - (557.84KB , 800x600 , cadvere2 71 sabotage.jpg )
1119639

Kh'khechil hurls the pouch as he gets close. It bursts against the rat's pauldron and sprays reddish dust. Unfortunately the rat flinches away and spares his face.

However this opens him up for your attack. Long knife lunging for his face, he manages to parry but is partially turned from you. Using your cloak you grip the shard of glass to jab at the contraption on his back. Shiny in brass, its segments have gaps large enough for the jagged edge to slip in. The rat pushes you away, which only serves to twist the glass in your grip. It snaps off, leaving a piece inside. You hear some internal mechanism crunch.

"Hrrrngh. Stop that, miscreants." As he turns to glower at you the rat's movement hitches, as if he has to consider for the briefest moment what he's doing. With a stuttering swing he pushes you back, club blocking your long knife.

Kh'khechil drops behind him and grabs the net, easily yanking it into the room now that the occupants are not resisting. Lisel is rushing to catch up, acid sprayer at the ready.
>>
No. 1119642 ID: 70f58a

>>1119639
The other two should focus on denying the spiders entry; kill them if possible. We will harass the rat to keep him occupied and further damage the cylinder, maybe see if we can give him enough free will to rebel. Or maybe he won't want to even if he gains some measure of free will, depends on how he's treated I suppose, and what his orders are. We do know it was hard for even Ornery to fully disobey, but... maybe there's a gap to be exploited. See if you can engage him in conversation during the fight, encourage him to resist.

If he can't resist enough to let you take the captives, don't be afraid to kill, and remember do not FULLY disable the cylinder. We don't want to have to fight a berserker. If we can just disable the rat for long enough to cut the captives free, then that'll be our chance to escape.
>>
No. 1119676 ID: 1998e6

A hole full of spiders is a good target for Lisels sprayer and Kh'khechil can back her up if need be.

As for the ratcatcher, I don't know how your knife will fare against that leather, maybe go for the exposed arm joints?

How are the prisoners? Toss them whats left of the glass shard so they can free themselves.

Alternativly (if you're feeling particulary daring) throw the chain blade near them, they can use the blade to cut themselves free and then together you can trip your foe with the chain.
>>
No. 1119764 ID: c0b975

Agree on throwing the glass shard to the prisoners, if they can use it without cutting themselves. Otherwise, Kh'khechil will have to handle it.

Lisel's acid spray is best used on the spiders as they all try to crowd through that hole. It's the best chance you're going to get to hit them with an extended blast. If you're lucky they'll end up blinded, or crippled, or walking dead, which will make this fight much easier.

Remember you have a chain on your knife. You can use it to trip or tangle the ratcatcher; or even try to strangle him if your blade can't penetrate, though I don't know if these ghouls actually need to breathe.
>>
No. 1119778 ID: f9c4b2

throw glass shard at prisoners then duck to avoid any incoming swipes. create distance then throw long knife to tie around the ratcatchers ankle and pull. if he gets thrown off balance, good, if he falls onto his back even better.
>>
No. 1119937 ID: fd169b
File 176819229170.jpg - (528.58KB , 800x600 , cadvere2 72 acid spray.jpg )
1119937

"Khechil, down!" Lisel skids to a halt and aims at the opening. The beetle doesn't hesitate to hurl himself backwards, catching the rat off guard and bowling him over. You sidestep out of the way.

A sharp acrid smell fills the air as Lisel sends a jet of acid into the hole in the wall, swinging it back and forth once at head height. The spray arcs into the dark, and several stars wink out. The spiders that had just started charging forwards get caught in the entry, and with only a few eyes left between them, tangle and fall. Blade tipped limbs flail about, some coming dangerously close to the be-netted prisoners.

With the rat catcher already starting to rise you don't have time to help, so you toss your chain knife. It thunks into the wood next to the net. "OI, watch it!" a mousy complaint comes out of the net, along with a hand that grasps the knife.

Kh'khechil is on his back, having a little trouble flipping over. Lisel is quickly pumping the pressure back up in her acid tank. The glass shard is in tiny pieces on the ground. The rat catcher is on his knees, coughing up some floor dust.
>>
No. 1119940 ID: 70f58a

>>1119937
>rat is on his knees
You know what, just decapitate him with your other blade. Then move to assist Kh'khechil.
>>
No. 1119941 ID: ec76a3

Coughing implies breathing, wrap that chain around the ratcatchers neck and strangle him! If that fails stab the roof of his mouth with your knife!

And if you're close enough to multi-task, give Kh'khechil a helpful shove with your tail or foot.
>>
No. 1119943 ID: 4619d0

Is it possible to just tie up that rat?
>>
No. 1119975 ID: 98334f

>>1119940
Agree on decapitating the rat if you have the time; when you get clear Lisel can crack his head open and examine the hardware inside. If you do not have time, sever his spinal cord.

Once the rat is down, move to help whoever needs it most; probably Kh'khechil first, then Lisel.
>>
No. 1120067 ID: 99a466

Yield the chain knife to the captive. This will let him fight for you.

Your task now is to hold the line until your party is back at fighting strength. Lisel has taken care of the spiders for you, by and large, and Khechil has staggered the rat-catcher. Advance upon him, and try to keep him from getting his footing. Perhaps call to your rescued friend to help right Khechil; this will bolster your strength even further.
>>
No. 1120080 ID: 12ff2d

Cut off his head and then proceed to use his hand as a blunt weapon! This should also scare you other opponents. Just imagine what they would think, see what we are willing to do to someone else, that is what is going to happen to you next!
>>
No. 1120111 ID: fd169b
File 176870083169.jpg - (561.12KB , 800x600 , cadvere2 73 hit the nose.jpg )
1120111

Unclipping the chain from your belt you toss it to the prisoner and fall upon the kneeling rat. A vicious cut at the neck is only just deflected by his club. He's overextended, and unable to dodge as you use your momentum to swing around and whip your tail into his snout so hard he's thrown back against the wall.

You help Kh'khechil to his feet and he takes up position in front of the thicket of spider limbs flailing out of the north entry. He stamps one ragged arm blade to the floor and grabs another, the copper wire that attaches it straining at his beetle strength.

Lisel finishes pumping and drops her thrower's handle to pull the netted away from the melee. She isn't able to shift them very far but it helps. The mouse in the net has already cut through several cords with your knife, almost enough to escape.

Shaking his head the rat catcher gets to his feet, then pauses and shakes his head again. He does this again, like he's trying to dislodge a thought, then he glares at you. "The king won't know if I crush one vermin's skull." he growls.

The frustrated screeching of the spiders is getting louder.
>>
No. 1120112 ID: 70f58a

>>1120111
Looks like he's actually loyal, and sabotaging his artificial brain only allowed him to break the rule of no killing. Is that *ever* going to work in our favor?

...we should think of our exit strategy. Outright killing the spiders is gonna be tough, but... if they're blind... maybe we can get them to fight the rat for us? If we fully disable his brain then he'll be feral enough to not be able to tell the spiders to stop, probably. The ensuing scuffle (once the prisoners get out of the net) should allow us to get away.
So you should start targeting the cylinder. Lisel could even hose it down if you can get him to stand still for a second.
>>
No. 1120119 ID: 32afe4

The spiders are tangled up in the doorway, and still presenting a prime target for Lisel to blast them with acid or some other nasty substance. Kh'khechil can keep them from pushing any further into the room.

Temerity should focus on the ratcatcher; if you can't take him down right away, you can at least keep him busy long enough for the prisoners to get free of the net. Then they can help you finish the job.

I'm going to suggest a bonus objective, as it were; if you can incapacitate him without killing him, and neutralize the spiders too, that will give you a chance to systematically sabotage his control device and figure out what its weak spots and key components are. I would say that knowledge is worth risking your safety a little longer for; but only so much. Your first priority is to get the prisoners out of here safely.
>>
No. 1120421 ID: fd169b
File 176931044001.jpg - (537.11KB , 800x600 , cadvere2 74 watch your back.jpg )
1120421

The rat catcher rushes you. He grabs your long knife as you thrust at him, heedless of the pain. His thick glove saves him from loosing his fingers as he shoves the blade aside.

Refusing to yield your weapon, you can't dodge as he slams his club down at you. Instead you grapple him, and the blow that would have shattered your skull dances down your spine. White hot pain crackles through you.
>>
No. 1120422 ID: fd169b
File 176931046243.jpg - (536.14KB , 800x600 , cadvere2 75 overload.jpg )
1120422

Clarity returns to find you on the ground with the rat catcher's hands at your throat. In his rage, he's trying to throttle you through your thick cloak, hence you aren't yet dead. He's bigger than you, and has you pretty well pinned. There's only one thing you can think to do so you choke out "Lisel! His back!"

The chemist knows exactly what you mean. She drops the net, the prisoners being almost free anyway, and runs around your attacker. "Get off him you brute!" Jamming the nozzle right against the gap between two spinning segments of the rat catcher's contraption, Lisel gives it a quick burst of acid.

There is an awful chemical smell and a hiss like grease on a fire. Pinpricks of burning pain pepper your legs. The pressure at your throat eases slightly as the rat atop you locks up, his burning eyes wide and a rattling, low screech tumbles out of his slack mouth.
>>
No. 1120423 ID: 70f58a

He's gonna go feral! Throw him off you, get back on your feet and get your knife ready but don't attack. Maybe he'll react like that one spider did and back off into a corner. If he's out of the fight then all you have to do is get the captives free and out of the room, at which point you can do a fighting retreat.
>>
No. 1120453 ID: 32afe4

>>1120423
Agree, this is too good an opportunity for observation to pass up.

The first priority is to do whatever is necessary to get him off you, though. If you can't push him off, cut off his hand; he's not likely to be able to react in this state.

If it looks like he's out of the fight, help the prisoners get free, then go back up Kh'khechil with them. If you can neutralize the spiders here, that will make your way back a lot easier. If they manage to get through the door and onto their feet, that's when you'll want to run.
>>
No. 1120467 ID: 4619d0

If you can go for the eyes!
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