Evil-Ish

Day 6 - We didn't playtest this
Because the GM didn't plan today.

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Absent players today: None!

Very little interesting stuff happened today. This is primarily due to the fact that the GM, Laurent, was just really busy during the week and had far more ambition with his next few session ideas than he had material to work with for today.

So, more combat testing. More encounters, until the party drops.

It was globally the same recipe than last time, big arena room, high level wizard casting various summon spells, PCs expected to kill the things.

The only major difference today was that terrain mattered… a bit. Again, due to relatively poor planning, little was accomplished on the big picture.

Still, Paul got the brilliant idea of dealing with the problem at its source: he tried attacking the Summoning mage directly.

Well, there was a bit of a wall of force in the way of things, so that wasn’t very successful, and he just ended up pissing off the summoner, which promptly exposed the party to an encounter vastly more challenging than what they were exposed to previously.

Strato died, Paul died, the battle was lost, then Scott decided he’d deck the summoner with his armored gauntlet, and then they discovered he was a level 15 caster, and promptly got disintegrated.

Pat had simply ran the fuck away, so was relatively unscathed.

Of course, since the GM is not, in fact, a douchebag, the “death” was incorrect, the PCs were teleported to an infirmary, where they got patched up.

Scott’s armor, however, was equally disintegrated, and he really didn’t like that. Apparently, that was a worse insult than having been “killed”.

This launched a relatively short investigation into the matter, where the guild actually did everything they needed to to create a fair and balanced trial for the crime of the destruction of the armor.

The PCs made good arguments, but the level 15 wizard also made the argument of “I’m Rick James, Bitch”. Which equally adjusted the investigator.

At first, the “compensation” for the loss of the armor was another such suit of armor, except one not made of mithral, nor magical. Scott, unsurprisingly, was dissatisfied by this result, and added a “set family on fire” name to the list.

But then Paul did some research, and found out there doesn’t seem to be a convenient, magical solution to the whole “how do you reverse disintegration?”. We looked through the books, tried to find a spell for that, and best we got was “Make Whole”, a 2nd level spell.

So… Here’s a more economically viable solution: the Summoner cast his “I’m higher level of a caster than half the continent” version of a Make Whole spell, restored the armor, including the magical enhancement, and everyone looked happy. Good enough.

The campaign finished with a debriefing of the results gathered from the Evaluator’s perspective. I will be writing an email to the party to more properly explain the discovery of it all, and everyone got a bonus feat from the experience. Lots of happy faces there.

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Day 5 - Boot Camp
Welcome to Services Unlimited!

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Missing players: Paul

On today’s adventure, Laurent couldn’t come up with anything particularly solid of an idea. So he invented a lot of bullshit along the way, and tried to make it work.

Firstly, a long debate was triggered by the players, because they realized they got screwed badly when they signed their contract.

You see, at no point in the signing of the contract did anyone say anything about renumeration, and actually having a salary.

The players bitched and whined at just how unrealistic it all was, threw a hissy fit because “that’s not what their characters would have agreed upon because they’re super smart and stuff”, and simply wouldn’t admit that they got screwed because they weren’t paying attention.

So then they pouted, and decided that they’d just be as passive-aggressive against the evil corporation that stole from them. And then started planning ways of “getting back at the evil corporation”.

All because they forgot to actually negotiate a salary when accepting to join a corporation. Really people, it was quite stupid.

But! That’s an evil party for you. The more petty and childish they are, the easier they are to motivate into wanton acts of destruction, self or otherwise.

SO. Fast forward that little bump on the road.

The players got to meet the crew of the airship. Every one of the crew members got their name, got a basic description of their skills, a subtle hint at their secondary abilities, and it was all very impressive.

I even stated one of them! And will continue to do so for every other one of them at the weeks pass.

The players also decided they’d start arranging the Airship to their liking. Some of the rooms got re-purposed, and some money was spent.

One room became the Workshop. It contains:

-An alchemical lab
-A cauldron
-An anvil
-A small forge
-A workshop table

It’s all very basic stuff, but it’s sufficient to make the most simple skill checks. So the players now have such facilities for crafting things.

Pat can now start brewing things in the cauldron, and other players can do some basic metal working.

This particular area cost 2,000 GP, which the players unanimously agreed was an acceptable sum to pay.

Further enhancements to the airship can also be accomplished, but will require the Stronghold Builder’s Guide. I’ve figured that it’s a book full of useful information for these purposes, and the players can use it as inspiration for their needs.

The second major room the players decided to start working on was a private conference room, so they have somewhere to discuss certain matters away from prying eyes. The players quickly realized they were surrounded by “guild spies”, and wanted a place where they could discuss without interruptions.

They got a room underneath the piloting cabin for such a purpose. They wanted it blinged out, something extra nice and stuff.

I initially quoted them the price of 3,000 GP for such a room, but I believe that is insufficient if they want to ward the area magically against intrusions and scrying. Certainly enough for posh, plush seating, alcoholic beverage dispensers, one-way mirror windows, but it won’t do for the really magical stuff.

I’ll provide another price once I’ve had a good look at the stronghold builder’s guide.

Strato sold his sheep, and provided the party with a lot of food for the journey. Pat kept his crypt, and the other players were both living at Paul’s, which was absent from this gaming session. So it didn’t really matter.

What matters is that the players left Nylye, some of them without the intent on ever coming back. Good for them, it’s annoying being under the authority of a Dragon.

The players arrived at the corporate headquarters of their newly named corporation: Services Unlimited. They were greeted by a Rakshasa, which I did not name. He was simply the Evaluator, and the players quickly referred to him as “the nazi”.

He was unpleasant, confrontational, strict, arrogant, condescending, but never outright hostile or violent.

The players went through a gamut of tests, in which their basic skills were evaluated. Some of the tests were simple paper material, literally a multiple choice questionnaire. Other tests were field tests, where they had to run through each one of the physical skills.

Of course, all of this was boring stalling for time. The real action happened when the players got to fighting monsters.

They took on a CR1, a CR2, a CR3, and a CR4 monsters, without having access to their expendable gear (potions, scrolls, wands, etc). Pat quickly realized just how vastly ineffective he was in fighting things, but the other players held their own pretty decently.

Scott’s tripping and disarming is particularly frightening, I have to say. And sparky boom boom’s firepower is sufficient to guarantee he’ll have something to sling at the enemies at all time.

The evening ended on that note, with nothing really major happening here. I purposely didn’t push much of the storyline because of a missing player, and didn’t have much material to work with anyways.

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Day 4 - Terr'ists.
Your first glimpse into a crazier world.

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Absent players: Pat, who was doing taxes. Naturally, therefore, his character was volunteered for whoring purposes.

On today’s gaming session… You got sent to jail. It was awesome!

If nothing else, this was a location where the Patience stat could really, really have fucked with the PCs. But it didn’t! Because I’m not that much of an arsehole.

As quickly as the PCs landed their ship, they were arrested, tied up, and accused (by a giant, no less) of Terrorism, Sedition, Piracy, Theft of Guild Equipment, and Murder.

This, irrelevant of the fact that a guild representative ( Noynal Duche) showed up, and tried to assure the authorities that the players were actually the good guys in this context.

The PCs were tossed in jail, in some of the most uncomfortable conditions the GM could think of.

Scott decided he’d let things happen. Eventually, he got attacked by guards, and successfully disarmed the same guard twice, relieving him of both of his weapons. He was… displeased.

Strato made numerous poop related assaults. It went about as well as you might expect it could.

Paul was as stoic and arrogant and prideful as he could ever muster being. He insulted, attacked, berated, threatened, and defied everything and everyone in existence. He did it with panache, too, except he ended up with his ass thoroughly kicked in the process. Looot of bruises.

Pat’s character was not hopelessly abused by the other players. She might like it, and we can’t have that happening.

After an indeterminate quantity of time, the PCs were dragged out of jail, washed and clothed (though lacking much grace), and brought in front of a judge, to properly determine their fate.

The accusations still stood against them, despite considerable workable evidence brought by miss Duche. She had paperwork, contracts (signed in blood!), testimonials from the crew. She really did everything she could to get their asses out of jail.

But the judge would hear nothing of it.

Paul then tried to talk to him, but it was more anger that came out of him than arguments. It did not phase the judge much, to be honest. If anything else, it might almost have angered him.

The one that changed the dynamic was… Strato. As he is known to do.

Strato argued with the judge using that which Paul had dismissed as pointless: common sense. None of those facts and contracts and other such hard, solid evidence, because all of that had failed.

Simply put, he argued that pirates so successful as the ones they were being accused of being would not do such a stupid thing as come docking their ship back in the home port, with incredibly incriminating evidence, and give no fight to the guards.

And that, actually, was good enough to convince the judge. Much to the flabergast of Paul. I think Scott was quite surprised too.

The lesson pulled by the players in this little journey is: Common Sense, Isn’t. All the evidence in the world won’t help you when your enemy is convinced everything is a conspiracy. When that happens, you need to apply Occam’s razor, or nothing’s going to get done.

Now. The players were released. All of their equipment was returned to them (with the exception of their clothes, which did not survive the journey).

The Guild provided free taxi services to the party. She also invited everyone for a supper on the Guild’s gold, after they got cleaned up and dressed up.

Paul is now wearing Noble’s clothes, and has dubbed himself a Sir. Because he can.

The players made it back home, and eventually went for their supper. I wouldn’t quite say they were welcomed as heroes, but the welcome was curiously warm. Paul quickly figured out that they were getting hush ‘money’, because somewhere, the guild fucked up, and they wanted to avoid a lawsuit.

The guild offered a permanent contract to the players. The basic stipulations are:

  • The players are now going to be on continuous Guild duty, and will only take contracts from the Guild.
  • The guild will take care of numerous logistical considerations for the players. It will maintain their airship, crew it, and take care of docking fees wherever they are going.
  • The airship legally becomes the temporary property of the guild, to facilitate docking permits.
  • The guild will pay for up to 7 ranks worth of AIrship courses in 6 months for all members of the party. If they ever wanted to run the ship by themselves.
  • The characters are now operating continuously on Guild duty and are expected to uphold the Guild’s image wherever they go.

The party was also informed that they will need to go through Guild Training. Though they were given time to recover from their ordeal in prison, they decided they’d start as quickly as possible. Which is in three days.

Welcome to the Guild. You are now owned.

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Day 3 - Transgender Nazi Eskimo Pirate
Because someone dared me to.

As promised, my dear players, I shall provide you with a description of “what the hell happened after?”. As our previous gaming session was interrupted quite unpleasantly, as people needed to, oh, you know, get back home and stuff. Cuz it was late and shit.

All of this will be copied and pasted into the adventure log, too, so I don’t need to type the same thing twice.

When we left:
Out of the 12 enemies that made it out of the clown car (read: enemy airship), 4 of them remained standing: The Skilled Sniper (a surprisingly misleading title), the Priest, the Secret Cultist, and the Sky Pirate Omona Stidhat him/herself.

The plank connecting the two ships was sundered into a lot of little pieces by the stupid Tainted Sorcerer that thought he could cross while large size, there were still three harpoons lodged in your airship keeping you from disengaging the enemy, and your pilot had maneuvered your airship… even closer. But he couldn’t get closer than 10 feet, due to the kinda donut shaped ship you were inside of.

Zero enemy remained standing on your deck, all enemies were on the other side.

So here’s the basic analysis of the enemies:
-Skilled Sniper: only had a +5 on attack rolls. Sure, he could continue taking puck shots at you, but really, you could heal his DPS way faster than he could dish it out. This guy had no interest in crossing over to your side.
-Priest: No ranged weapon, only a couple of support spells. Turns out he was a social cleric type of build, not a fighty one. Really, really useless in this fight. Nor was he any skilled at tossing a rope and crossing over to your side.
-Secret Cultist: Another Cleric, another frowning of the ranged weapons, and this guy had a bunch of spells that made him great to frame people for the murder of someone. And shit all to do with this kind of fighting. And again, no skill at crossing.
-The Paladin leader: I… never stat-ed it with any ranged weapon. I mean, I really should have, I have its character sheet and the whole nine yards, but I had always figured it was a Cutlass build. Never crossed my mind that their one way unto your ship was cut off, this one was fucked. Also, not going to make an acrobatics check to cross over when wearing full plate, even if its mithral.

So there you have it. Out of the four opponents, only one had a chance at dealing damage, and you could effortlessly out-heal this one, while Scott would whack his chain around and turn people’s organs into lunch.

They also couldn’t easily disengage the two ships, doing so would involve cutting the three ropes, which were inconveniently on a different deck. That would require risking manpower which under more sane circumstances, sounded like a bad idea.

In addition, I had built them all to be fanatics for their cause. They weren’t going to back down no matter what. No matter how doomed this was going to be.

So in the end, I said “fuck it”, and decided I’d steamroll the players into an easy victory. SO, HERE’S WHAT HAPPENED AFTER:

-Scott whacked everything in the face with his chain.
-Strato eventually ran out of (entirely effective!) burning hands, then moved to assist on the ballista.
-Pat also used burning hands here or there, got bored, and started using the ballista.
-Paul stood there like a champ, making sure he was the scariest of them all, to guarantee that the “skilled sniper” would keep targeting him, fail, and protecting the rest of the party. Also, the whole antipaladin thing really pissed off the enemies which included priests and a paladin. Really.

So in short, there was no way for the enemy to win, to retreat, or to surrender. The party could only win from this point on.

So they did.

Now, whether you decided to take prisoners or not is your thing, as a GM, I don’t entirely care. Still, I’ll tell you the results of the hypothetical interrogation:

-The whole White Power thing was literally that, this entire band of pirates were a bunch of white supremacist with anger issues that thought they were doing the world a favor by targeting guilds that did business with blacks (such as Drow).
-They didn’t leave any signs of their activities because they figured it’d be confused into them supporting the White Great Wyrm that owns the city. Which they don’t, because White Power doesn’t need to be logical or consistent. It really is just ultranationalist justification for hatred and violence.
-None of the crews of the other ships survived, unlike what your Pilot had guessed would be. These guys were out for blood, they were not backed by any other corp, they had stolen this airship of theirs.
-None of the cargo survived either. It was successfully hacked (oh, look at that, maybe Guild boxes are not as safe as the Guilds make them out to be?), then looted for consumables, or burned.

That should answer your basic questions as to the Why and the motivations of the pirates, as well as plugging a few plot holes. But wait, there’s more!

-The only way you managed to take control of the two ships was by using the co-pilot of your own ship, roping him unto the other ship (a very difficult procedure, may I point out), and get him to properly take command of that other ship, to slow it down. After cutting the ropes, of course.
-From that point, that second ship effectively became yours, because the Guild wanted NOTHING to do with a stolen ship from a rival guild. That shit is just begging for a very costly lawsuit, or worse. They obviously weren’t going to return it to the rival guild either, so the options were either to burn it to the ground, or to give it to the incredibly successful party of adventurers that were salivating at the notion of getting their own airship. Heh, sure thing kids, have the spare car.
-Therefore, the co-pilot graciously drove the thing back home for you, alongside the bait ship. It’s the least he could have done for you all, after discovering those damned pirates were just going to kill them anyways.

Actual explanations of the events surrounding the arrival of the airship back to your home city will be covered over the course of the next gaming sessions, and spontaneously made my life as a GM much easier to figure out what comes next.

Now. Party rewards, beyond the obvious airship:

First off, I’d like to show you what you guys were actually up against.

Dealer: http://www.d20pfsrd.com/bestiary/npc-s/npc-3/Fadil-ibn-Kazar
800 XP

Battle Mage: http://www.d20pfsrd.com/bestiary/npc-s/npc-2/battle-mage-elf-wizard-3
600 XP

Veteran Buccaneer: http://www.d20pfsrd.com/bestiary/npc-s/npc-2/veteran-buccaneer-human-warrior-4
600 XP

Smuggler: http://www.d20pfsrd.com/bestiary/npc-s/npc-1/Varisia-Sczarni-Smuggler
400 XP

Murderous Halfling: http://www.d20pfsrd.com/bestiary/npc-s/npc-3/murderous-halfling-halfling-fighter-4
800 XP

Warrior Novice: http://www.d20pfsrd.com/bestiary/npc-s/npc-2/human-monk-3
600 XP

Tainted Sorcerer: http://www.d20pfsrd.com/bestiary/npc-s/npc-3/tainted-sorcerer-gnome-sorcerer-4
800 XP

Expert Bodyguard: http://www.d20pfsrd.com/bestiary/npc-s/npc-5/expert-bodyguard-human-warrior-7
1,600 XP

Skilled Sniper: http://www.d20pfsrd.com/bestiary/npc-s/npc-2/skilled-sniper-half-elf-rogue-3
600 XP

Priest: http://www.d20pfsrd.com/bestiary/npc-s/npc-2/Mwangi-Expanse-Walkena-Priest
600 XP

Secret CUltist: http://www.d20pfsrd.com/bestiary/npc-s/npc-2/secret-cultist-human-cleric-3
600 XP

WHITE POWER Paladin: Level 5 Paladin, which I stated personally.
1,200 XP

Total XP just from the kills: 9,200 XP (2,300 per player)

That clown car was a fucking blender, a clusterfuck, a gauntlet of enemies that there is no way you should have been able to just take down by simple force of arms. You were supposed to figure out a way of outsmarting these opponents, and you sure did. Good going guys! You are remembering that it pays to be creative in my campaigns.

YOU ALL GAIN A LEVEL. I know these enemies aren’t quite enough to move your XP to the next level (for 3rd level), but when I factor in arbitrary RP XP, plus story arc XP, plus the fact that this was an insane fight, you win, you now have just enough XP to reach level 3, and I won’t be bothered with any further math for that thing.

You earned your 3rd level, that’s for certain.

OTHER SWAG:

Most of your enemies fell down from the sky, so you don’t get the shit they are supposed to drop. But some of them did stick to the ship, so here’s the list of things you get from them: (skipped over is the mundane equipment, I’m only including masterwork stuff)

Veteran Buccaneer
-Elixir of swimming
-Potion of bull’s strength
-Potion of cure light wounds
-Potion of cure light wounds
-Potion of jump
-Masterwork heavy crossbow
-Masterwork scimitar
-231 gp

Expert Bodyguard
-Potion of barkskin
-Potion of bear’s endurence
-Potion of cure moderate wounds
-Screaming bolt
-Tanglefoot bag (2)
-Masterwork banded mail
-Masterwork light steel shield
-+1 longsword
-Masterwork light crossbow
-Masterwork manacles
-114 gp

Priest
-Scroll of cure light wounds
-+1 studded leather armor
-Mastework quarterstaff
-Apparently he’s poor

Murderous Halfling (small sized equipment)
-Feather token (whip)
-Flask of acid
-+1 chain shirt
-Masterwork daggers (2)
-24 gp

Skilled Sniper
-Oil of magic weapon (2)
-Potion of cure moderate wounds
-Potion of invisibility
-Sleep arrow
-Masterwork studded leather
-Masterwork composite longbow
-73 gp

Warrior Novice
-Masterworked spiked chain
-Black adder venom (2 doses)
-Apparently he too is poor

Secret Cultist
-Oil of magic weapon
-Potion of cure light wounds (2)
-Scroll of death knell
-Scroll of owl’s wisdom
-+1 leather armor
-Masterwork war razor
-30 gp

The crazy Paladin (small sized equipment)
-Mithral +1 full plate
-Potion of eagle’s splendor
-Potion of lesser restoration
-324 gp

There is NOTHING ELSE OF VALUE ON THE AIRSHIP (for god’s sake, I think I gave you enough already, this was crazy).

As for the airship itself, I don’t have a map! Scott, be a darling and provide me the magical links to the things you were discussing about, so I can pick and choose the right airship for you.

OTHER CONSIDERATIONS if you want to keep the airship:

You need skills to fly it!

YOU MAY: go through flight school individually to learn how to fly this thing.
Cost for every rank of training in Airship Piloting: approx 500 GP (Profession)
Cost for every rank of training in Airship Engineering: approx 400 GP (Craft)
Cost for every rank of training in Airship Technical: approx 200 GP (Profession)

You may join a school at your leisure, but that’s how much training is going to cost. You may NOT learn this stuff “on your own” (though you may reserve skill points on your character for when you get to do this), this stuff is way too esoteric to just pick up on the fly.

Also, you may add stuff to your character sheet right now, but keep in mind that it will be “virtual” skill points spent. Action will resume as quickly as your airship will land, you will not have proper time to train this sort of stuff. Theoretically, in fact, your level up should not happen until after the session starts, keep your character sheets NOT levelled up.

OR YOU MAY HIRE A CREW!

A pilot is worth 500 GP per month and has a +12 at piloting.
A co-pilot is worth 400 GP per month and has a +10 at piloting.
An engineer is worth 400 GP per month and has a +12 at engineering.
A technician is worth 200 GP per month and has a +10 at technical.

YOU CANNOT RUN A SHIP WITHOUT ALL FOUR OF THESE ROLES FILLED. And there is nothing lost at hiring extra crew. SUCH AS MERCENARIES THAT ENSURE YOUR SHIP DOESN’T GET STOLEN WHILE IT’S AT THE DOCKS. Just sayin’.

I think that’s good enough for now. See you next Monday!

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Day 2 - Finishing the mines
I am sick of these motherfucking kobolds

Absent players: Paui (his character was authorized to be run by Strato)
Not joined yet: Haggy (expecting in a week or two), Dan (expecting he’ll be dropping out)

The players returned to their duties of killing Kobolds.

After getting ambushed by 44 kobolds (from a total population of 50), making a gazillion saves against poisons, and tanking like champs an insane quantity of crossbow bolts, the players decided they had enough of this shit.

This is largely due to the fact that Paul’s character, as well as Strato’s character did not, in fact, tank like champions, and dropped during the course of the battle.

Neither of them died properly, but they were both reduced to negative hit points.

At this point, the GM intervened, not interested in a total party wipe this early in the campaign (though it can come later, sure!), and involved the Boss of this underground hellhole: a Slicer Scarab.

The scarab lasted an entire three rounds, scored zero successful hits against the players, and ending up being worth a good 5,000 GP in alchemical and magical item construction components. Yay loot!

The players limped their asses out of the mines (dragging the Large sized scarab’s corpse out of there), and started discovering the wonders of doing business with the Guilds. It involves catalog (of everything and anything, including the sex shop catalog), delivery times, contracts, and salespeople that try to screw you out of your hard earned loot.

The players have also learned the value of getting their hands of wands of cure light wounds. That’s the spirit, folks.

The end of this gaming session was rushed, because the GM decided the players had had enough of these mines. A giant fire was started at the entrance of the mines, consumed all of the oxygen inside the mines, and properly killed everyone.

All the traps were dealt with behind the scenes, XP and cash was awarded, high fives and sandwiches, and of course, nobody leveled! Like, not even close. The GM is quite disappointed in the lack of leveling, despite a considerable quantity of CRs intended to kill the players.

The solution, of course, will be more encounters at higher CR in the near future.

The players finished by heading back to the still unnamed city that they presently claim as home. They are technically rich by middle class standards, but of course, there’s always more money to be made. A lot more money.

Character development:
-Strato discovered the taste of biting dirt.
-Scott is starting to work on his mask on – mask off personalities
-Pat is playing a slut
-Paul, being absent, had his character naturally killed. Because that is just so damned predictable.

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Day 1: Character and World creation
Oh yeah, it's happening.

War. War never changes.

Or,

And so it begins.

The campaign started at this moment, on a chilly march day.

What had been built so far:
About 15 pages of the Wiki, exclusively information about the world of the campaign (world which, still does not have a name).

Scott, Pat, Paul, and eventually the fashionably late Strato showed up, and created their characters. Dan did not show up as he was in exam period, and Haggy did not show up because his employees are in exam period.

  • Dan had manifested interest in creating his character as a Cleric of Death. Death as an inevitability, death as a desirable end of things. Therefore opposing the undead.
  • Scott had a clear character concept in mind, a summoner that wears its eidelon. There has been considerable concern over the balance of such a build, but I frankly do not care much.
  • Paul figured he’d build an Antipaladin, and I allowed him to be a Lawful one instead of a Chaotic one.
  • Pat had a clear picture to resurrect an older concept of his, a Witch character which was a necrophiliac, and turned humanoid corpses into bread of cure light wounds.
  • Strato, ever the indecisive, took a few hours before reaching his idea for the night, a boom boom sorcerer with absolutely no limitations on his enjoyment of slaughter and mayhem. Suits him just fine.

Players built their characters, got pretty good start rolls, and complained an awful lot about the Patience system.

You can complain all you want boys, until we actually see it in action, your words are meaningless.

Characters were created at level 2, with regular PC gear (1,000 gp).

The world map was started, with a few interesting features included into it, but plenty of work to be done there.

Numerous emails were promised to be sent. We’ll see how that goes.

Players left early, every one being tired for various reasons.

GM’s analysis of the evening:
Went as expected, got most of what was desired done. Would have liked to see more map built, but i’ll get to that later.

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