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| #1revampJun 02, 2011 3:11:13 | Assassin's Creed style Campaign Setting Alright, i'm thinking of setting up an "Assassin's Creed" Type of game, and was thinking about how to run it. Ideas on what would work and what wouldn't work, things of that nature. Also, pick over the availible classes if you would and tell me if any of them don't fit the setting. I did leave a few of the more "flashy" classes such as the wizard so the players would have options, but i intended that they'd have to use them descretely if they wanted to use them at all. anyway, here's what i got. ----------------------- Assassin Game Ideas:
Classes Availible For Setting: Strikers:
Defenders:
Controllers:
Leaders:
Classes Removed or unavailable:
Classes Allowed were done so because they seemed as though they fit a empire age sword and board era, and sort of fit the idea of an Assassins Creed world. Those excluded were because they were either primal and thus didn't fit for an empire age setting, were of an anti-assassination type class (Cleric for example), or didn't fit the world for flavor, such as the vampire or warlock. Campaign Basis: The Adventuring party is made up of people who work under a secret branch of a larger organization that is meant to erase threats to it or the world from the picture. As such they complete assassinations and attacks on targets. Goal is to have them 1. receive a mission, 2. reach the destination, 3. scout the location and details or form a plan, 4. proceed with the plan, 5. succeed in assassination and then escape, 6 return to the nearest branch office for the new mission. Can use city elements, medieval settings, processional fores into dungeons and such for sneaky access to places. At the end of a mission, the one who actually killed the target gets a bonus in gold, thus causing competition within the solo reach the room portions, when applicable. Note: Probably best to do a world building process first, but tell them to do it in the empire age system so that you have some decent political places you can attack. First play session ideas: The group is called to a meeting by their governing body, and asked to be formed into a team to take out a particularly difficult target. Many times they have tried to take him out with single assassins, but so far they have all failed. Thus, it was decided that teamwork was required to solve the problem and eliminate him. After the last attempt he has gone into hiding so it isn't known where he is, except that he is somewhere within the (blank) region. Have them set off to meet that regions contact so that they can start up trying to get a hold of the guy. The road trip should take about three days by transport or a week by walking. NOTE: if they take the cart have them be attacked by bandits with a hard encounter of lvl 6 or 7. If they walk, let them have numerous smaller encounters. They should be almost level two by the time they get there. Encounter ideas: Walking: Goblin attacks by bugbears or the like, perhaps some woodland animals. More than 5 minions. Transport: Gold fee of 10 per person Attacked by bandits during travel of second day, third day have skill challenge to fix broken wheel on cart caused by damage done by bandits. When they arrive, have them start looking for the local branch. It'll be hidden, but marked with a special symbol that they should recognize. When they get there let them decide what method they want to use to search, after they learn some details about what the local guy knows. Make sure to reinforce the idea that discretion is the key idea in the search process. Note: Possibly search through some back alleys for local thugs and such or perhaps have them go into some mercenary offices where they might be able to buy information discretely. ------------------------------------------------------ Thats what i have so far. Pretty basic and not very detailed, but at this point the idea is still in planning stages. I do have people i could call to do a game at any time, but i haven't set things out concretely yet so i'm not going to start playing it up. Just any feedback would be appreciated. |
| #2revampJun 02, 2011 6:56:26 | Seeing as I already have a class allowance list i figured i'd explain what races I'd allow. I'm allowing all of them. My premise is that the idea will be to let the players make their characters from whatever races they want. Then, that done, i'll seperate the world into about... 4 empires. All on the brink of war. Each type of creatures would have its own empire, seperated by humanoid and monsteroid, as well as height and perception of good or evil. The remaining group would be made up of outcasts that didn't fit with either: Tall Humanoid:
Tall Monsteroid:
Short Race Empire
[The top ones live on the east side of the empire, the bottom ones live on the west. The east side is home to mostly slums, but there are some nice places.] Outcasts and Nomads:
PEACH please |
| #3therion666Jun 02, 2011 17:59:22 | It looks like a damn good idea. You might want to look at wraith recon for idea's on running the unit and outfitting. It also gives some quality magical gear for the unit, the Omni-lens. The Omni allows rach unit character to see through each others lens, target special magical 'artilliary' and other bits that could aid this campaign. |
| #4revampJun 03, 2011 7:08:07 | Sounds like a cool idea. Also, i've come up with some new stuff: How to play the first session set out. Feel free to play along if you wish, i plan to post the session ideas and notes here each week as i think of them anyway for critique and advice. ------------------- First Session: Goal:
You gather the adventurers into a room, and give them a speech that suits the world creation and the party as you've done it. For example, a divine based assassin guild will have different reasons to do so than a mercenary based guild. In any case, their target is a changleling known only as the "Red Fox" who, for a reason that fits your campaign thats up to you, needs to die.
Note: Since there is no established Party Leader at this point, roll a dice (probably a D4 or a D6 depending on party size) and have the names of each character next to a number. the rolled number is leader for the mission. If it goes well possibly repeat process each new mission so that all characters get a chance to be leader. After speech let them wander through the guild and get what supplies they want (what they have from the start of the adventure) and then have them shown to the gates. Tell them that a cart has been prepared for them to take them to the target region, but they must drive it themselves. If they choose to walk or take an overland route, have them head out of town and into the forest, cutting travel distance but increasing travel time. Wagon Path: Each Skill Challenge worth 750 Exp
Day 1: Have them do a skill challenge to drive and orient the cart toward the correct destination. Requires 8 Successes, Can use Nature or Endurance for primaries, History and Perception for Secondaries. Tertiary would be Dungeoneering. No bonuses for primary, secondary gives a one time +2 to allies roll, tertiary gives a +2 once in challenge. At night camp on second watch notice the sound of approaching people with a passive perception of 20 and with a passive perception of 18 during last watch know that someone is watching them from the shadows. Day 2: As they start out for the day do another skill challenge. This one doesn't give experience, but has the same skills used. If someone rolls perception and gets over a 20, they notice that someone is following them at a distance and trying to sneak closer. If they get this there is no surprise round for the enemies on attack. When the skill challenge is over have them roll initiative as an arrow comes flying from the woods into the cart. They can choose to fight or to run away. If they run, do a skill challenge while attacking from the cart, using whatever skill they can justify for the rolls. Requires 15 successes to successfully escape the bandits. If they escape they earn 750 experience minus 50 for each failure. Allow up to 5 failures. If they fail 5 times, they still have to fight the thugs and they all lose a healing surge. Encounter: 725 Exp Medium Encounter
Have Archers attack from the trees [2 squares high] and when bloodied fall from the trees to attack with their swords. Bandits charge and use dazing strike on the closest player they see then follow up with mace attacks. Have the Thugs rush the cart and surround it if they can, so they pin the players into the cart and get their bonuses. If a Bandit or Thug is killed while near the cart, Roll a d6. The wheels of the cart have 20 HP, and when an enemy dies next to the cart they do that much damage to the cart.
After the fight they set up camp for the night. If the cart is damaged to more than 10, the next day's skill challenge allows only 2 failures. If its damaged more than 15, they must take an extra day of travel without experience gains to reach their destination. If its damaged to 20 the wheels of the cart are destroyed and they must continue on foot as though they were on day 5 of the walking path. Day 3: Normal Skill challenge with 10 successes and 2 or 3 failures. When finished they arrive at their destination.
Walking Path: Each Skill Challenge is worth 150 Exp Day 1: Skill challenge (5 successes) Endurance/Nature, Perception/History Travel till nightfall unless they somehow provoke an attack or something such as that. If they do, work it out then using a combination from the wagon encounter enemies. Day 2:Skill challenge (7 Successes) Endurance/Nature, Perception/History. If the characters roll Perception of twenty or above the players notice markings indicating the territory of some of the roaming bands of outcast races. On a history check of 15 you can determine the race and a 20 you can determine the specific band of the group. Day 3: During the night, have the on watch player at last watch do a perception check. If they pass it then they notice the group of menacing figures has surrounded their camp just outside the light of the fire. If so they may try to take an action to attack them instead of being surprised. Also, the group of figures outside the light can be identified by a 15 nature or history check. If they roll insight on a 15 they get the “cautious watchers” talk, on a 20 they get the angry at invaders talk, and on a 25 they recognize them as a merchant band of the locals that has simply come to trade.
If they get the "angry at invaders" or they attack, encounter ensues: Encounter: 750 EXP Difficulty Medium
Encounter procedure: have three wolves act to surround and target the closest members of the party, while one stays behind with the shifter and follows him. Act as though it were a sentinel pet for movements and such as it is a long-tooth hunter. The hunter, while the wolves attack at the front, focuses on the people toward the back and tries to flank and focuses on the striker or controller. After this they pass uneventfully in to the next day, or the skill challenge at 9 successions
EXP CHECK:
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| #5revampJun 03, 2011 21:46:56 | For setting up encounters, for the cart encounter (day 2) use this map: img.photobucket.com/albums/v14/dillon185... |
| #6revampJun 05, 2011 21:08:46 | what, no one has any ideas for the session? I'm not running it till the 13th so please, all criticisms and ideas welcome! |
| #7Book5Jun 06, 2011 22:59:53 | First thought, buy my book and use my world..... Secondly nice! Well formated and well thougt out. Projecting.. How about dreams? How about a divine co-ordinator providing prophecy and advice, like a cleric … with prophecy and message? A wizard with teleport and clairvoyance? An dietei wit nutin tado? I like the way you remove the world setting in the adventure design. This is an elegant plugin adventure format. Are you tying any mythic elements in here? Like twilight and dusk? The other question is why the d4 leader choice? That would normally be player fiat, or story driven. Say someone's backstory was that they are the child of the king? In character play could develop around campfire where the 'leader' player decides to enact the part of the real hero and acknowledge |
| #8Book5Jun 06, 2011 23:02:49 | [blasted WebOS interface] acknowledge the street smart rouge as the superior intelligence :huff: |
| #9revampJun 07, 2011 2:15:54 | For dreams, i assume you mean prophecy and that sort of thing. In my personal adventuring i was planning to do a divinely inspired cause, probably driven by a god that the organization (which i'll be glad to let the players name) worships. It could be Bahamut, The Traveler, the Blood of Io, or even Tharizdan if they want, as long as they like it. I'm merely planning to lay out a framework for the players or the dm running the game to work with, such that anyone can read from this and run it marvelously such that it fits in any game. I do like the idea of having the organization of assassins lead by a diety with nothing better to do, it seems like it could be quiet an interesting story element that from level one you would be conversing and dealing directly with a manifestation of a god! Say you do a neutral aligned party and the god is Avandra, which as those who've read on her know is a god that travels the mortal world rather than living in the astral sea. She could give the orders herself, and then give quite a story element when she, traveling mischief that she is, disappears and leaves them without leadership around level... oh, lets say 6 or 7. Seems an interesting element indeed. As for mythic elemnents, I'm thinking that'll be up to the local Dm's designation to flavor it anyway he/she wants. The motivations for the assassinations are entirely rudimentary such that they are more the flavor for why things are being done rather than the driving force for the mechanics. By D4 leader choice i'm assuming you mean how the leader per mission is decided by rolling the dice. In my experiance there is often someone in a group who, over time, becomes the trusted leader and drives the party of adventurers galiantly forward into the rifts of danger and darkness. This is all well and good of course, but sometimes this doesn't happen. I remember one particular group i was DM'ing for. They were mostly, as Christopher Moore terms it, "Beta" Males. That is, people who tend to lay at the back and wait for a natural leader to emerge and take charge, at which point they start following orders. The problem was that by level four they still didn't have one and, without clear leadership, the group started running into messes without a plan or anything more than anything else. In my next party with those people i ran i made it a mercenary adventure, where the group was hired to carry out some mission for pay, be it fight anothers war or delivery of packages. In these groups i'd have the mercenary guild master, by DM fiat, appoint a leader for the group at each new mission. the idea was that the characters would all start getting a feel for how to lead and how to plan battle strategies and, even when they weren't the leader, they would still participate in the process rather than watch. To my surprise it worked beautifully, and after a few missions they all were participating instead of wandering off to the back of the group. Eventually they themselves appointed who they considered the best of them as the leader and they followed him, but still gave their input and ideas. Clear leadership is needed in a battle, a plan, or such. As for the D4 or d6 leadership idea, it was basically put in place so that everyone would have a chance to lead. A kingsire cleric might indeed be a bold and masterful leader, but the gutterborn rogue or the knightly weaponmaster also have a good head for leadership, and they ought to at least have the chance to show it. So when you roll the dice you merely say that persons name and ask if they want to be the leader. If they don't then let anyone else have the job that wants it! |
| #101337DnDMTCn3rdJun 07, 2011 17:43:39 | Let's not forget the blood glyphs and codes predicting conspiracies, and the research facility with related texts and emails. plus the hidden messages in the puzzles like the binary code relating to numerous conspiracies in history. |
| #111337DnDMTCn3rdJun 07, 2011 17:44:59 | those generated alot of intrigue and speculation. |
| #12revampJun 07, 2011 20:19:45 | those generated alot of intrigue and speculation. they'll show up further down the line, i was figuring for that to start after the second mission was completed, maybe they'd find wierd markings throughout the next room after that second target was killed. That would be the plot device to jumpstart the actual storyline beyond just killing targets, and would provide some little clues and such. I figured i'd use one of the strange languages or perhaps supernal to write it in, such that you would think a god was the cause. In the end it could end up leading through some strange crypts and such, and would have some fun plot possibilites. My personal favorite god for wierdness is Tharizidan, because he's a chaotic evil god of the madness domain powerful enough to create the abyss. Not only is he insane he's chaotic, so he often does some very interesting things. Like giving people the head of vecna, which actually doesn't do anything but make Vecna very very angry at you. |
| #13Book5Jun 09, 2011 22:33:12 | So this is actually getting published, nice! Can I use it ![]() |
| #14revampJun 10, 2011 1:46:20 | Published? I suppose you could say that, in the sense that i'm posting this here as i go along with it. And yes, feel free to run it along as i do it. I do have some changes to make though. 1. All characters need to choose a divinity they wish to follow. It doesn't have to follow their alignment, so they can pick anyone they want. 2. Setting Fluff: Rather than the gods living in the Astral Sea, they dwell in the mortal plane and use their smaller human forms. Each empire is run by an emperor or empress that is actually a god, unknown to the people living there. Pelor rules the Humanoid empire, Tiamat rules the Monsteroid Empire, and Oghma rules the short empire. The outcasts are lead by individual gods and such. 3. Your god of choice does need to be reflected by your race at least slightly. If your a bug bear you should pick an unaligned or evil deity, but you don't need to be evil. They simply fit the aspect of the monster empire. Short things can be of any deity type, and humanoids need to pick unaligned or good dieties. Lawful and Chaotic dieties are simply put under the empires of the good or evils, respectively. These only apply if your going to follow the story as i'm writing it. If you feel like doing it your way, only follow the story up to about level 4 or 5 and afterwards you can branch off to do your own thing. |
| #151337DnDMTCn3rdJun 10, 2011 6:50:28 | I have a lot of ciphers and ancient languages along with their symbol keys I got off the internet as fonts. If you want I might be able to send them to you. |
| #16revampJun 10, 2011 13:56:45 | Yeah, go ahead and send those if you want to to my email (revamp_evalness@yahoo.com) I should have the second session worth written up and finished by monday. |
| #17Book5Jun 10, 2011 18:54:01 | How does the diety choice impact the scenario? |
| #181337DnDMTCn3rdJun 10, 2011 19:32:50 | ok the pictures are on the way. |
| #191337DnDMTCn3rdJun 10, 2011 19:33:33 | i just sent them. |
| #201337DnDMTCn3rdJun 10, 2011 19:37:33 | In the meantime here is a website that I found that contains multiple alphabets. www.omniglot.com/writing/fictional.php This link is also included in the email. |
| #21revampJun 10, 2011 23:49:14 | your diety sort of represents where your from, as well as your motivations. It'll make more sense over the next few sessions. if your going to run the game though along with me, send me the information on your party and i'll fill you in what works for the group you have. |
| #22revampJun 11, 2011 0:26:59 | Also, i went with the Arcadia font for my puzzles. it looks alien enough that it would work for a language of near madness. |
| #231337DnDMTCn3rdJun 11, 2011 6:50:59 | kwel! |
| #24revampJun 14, 2011 0:12:46 | This is what i have of the next session so far. I still haven't run the first one yet so i'm trying not to get too far ahead.
As they arrive in the city of Ograma, an outer city in the Monster Empire they make their way to the next agency office of their group. They recognize it by symbol of the group (two crossed cutlasses) hidden in the design of a taverns sign. The tavern is named “Hair of the Dog” and inside they find a busy and bussling establishment. As they walk in the barman (A githyanki) looks up and smiles. In the room there is a set of stairs, a multitude of tables filled with people, a fireplace in the dark corner, and a door which looks as though it leads to the kitchen.
If they talk to the barman: Welcome to the Dog. What can I get for you blokes? A drink, a meal, or maybe a room for the weary travelers. You all look like you've been through hell. Your the only ones at the bar, so ask if you need anything. If what your wanting is food, just knock on the door to the kitchen and someone will come around to take your order. As for rooms upstairs, I take the pay for those and you'll have to sign the ledger down by the end of the bar. You can't miss it. Just jot down how long you plan to stay and how many rooms. Names aren't important though, so don't write them unless you want to. As far as i'm concerned, every John's a Smith here. He doesn't know anything about the job they need to do, but is a colorful character and works for the Tavern. If they ask him questions just be generally colorful but gruff and don't give them anything worth anything. If you can, point them in the direction of the fireplace.
If they mix in with the crowd: DC 15 perception they notice in a dark corner is a bugbear sitting by an empty fireplace smoking a pipe. On the fireplace are crossed swords with the words “Into the darkness where none shall follow” etched into one, and on the other the words “Deadlier than Poison, Protected by God” If they inspect them, by DC 20 of any reasonable skill, they “remember” that this is the secret motto of their order. If they talk to the man he will say nothing back to them except the words “Fires not warm enough” unless they say the words on the swords out loud. If they do the fireplace comes alive as though by magic and the man looks at them. His face has shrunken as if 50 years have fallen away with the lighting of the fire. “Climb the chimney, brothers.” He says. After that he will once again become silent and refuse to say anything, as the fire goes dark again. If they do as asked and investigate the fireplace they'll see a light in the chimney, about three feet above their heads, that is man sized. Inside is the man they need to talk to (skip down)
If they go upstairs: Up stairs they find 5 doors. They are all locked except the one at the end, which opens to be a janitorial closet thats about two by two. On a perception 25 they notice a fake back to the closet which, when pushed, turns and allows them into the room with their contact. IF they force their way into any of the other rooms they'll find nothing except in room number four, which is where they can find the Character for L in Arcadian. Hand this to the players as a letter or let them copy it down, but don't tell them its important. If they forget it or ignore it, they'll have to work it out later.
The character looks like this:
If they go to the kitchen:
They can get a hearty meal and if they piss of the cook they get smacked with a wooden spoon. Nothing of value, but if you as a Dm can have fun with it please do so. Intentionally left vague for the DM.
Once you find the target you need to find, Describe the room to the Characters: You find yourself in a smallish room covered with books and papers, various strange and alien looking symbols here and there painted on the wall. In far corner you can see a Desk and a darkly colored Kenku writing there. As you walk in the Kenku turns and states in a womanly voice “Well, isn't this a find kettle of fish.” It then gets up and walks toward your all, pulling down a book. “You lot must be the group that old man sent. Well, hurry up and take a seat, this will take a minute.” It says, this time its voice low and gruff. “There is a group among the nation that wants all out war with the other empires. They were militant until recently though, when a figure appeared to them. It appeared to be a Drow by all accounts, but it called itself the “red fox” and didn't give any other names. Through our resources we know that this same character, the “red fox” has also appeared to the small empire as an a Kobold and to the humanoids as a Deva. Each time he has appeared he preached that the other nations were gathering forces and trying to conquer their empires, to the point even that the Small empire, known for its peacefulness, has taken a stance of military building. If this character isn't found and brought to justice we'll very likely have a full out war between the nations on our hands, the likes of which we've never seen. Your job is to find this changeling, as it can only be assumed, and take him down. There is of course the possibility this is the work of a group of people each calling themselves the red fox, but for the moment the changing possiblity is the most suspected. He is believed to be quite strong however, and it is advised you take care when trying to assassinate him. Now then, there are a few places we've been hearing whispers of the name lately, and we'd like you to investigate them and seek him out. Any Questions?”
On a DC 15 History check they realize the name Red Fox is historic, as it is the name of an Assassin that was once in their ranks. The man was killed long ago, but it is possible that someone is using his name because he was rather well known for an assassin. On a Dc 15 Streetwise check they remember that in the downstairs of the bar a bladling had said the name Red Fox in relation to a pub across town called the “Long Hand Tavern.” If they ask the Kenku about it he'll tell them that it is a bar known to house the mercenaries and such of the empire, and a recruitment agency for the empire's army. On a 25 Insight they recognize that he is still hiding something from them. That is this:
“The red fox tried to come to us as well. He was in the form of a beautiful young woman with raven hair. He- or she, rather, was offering to hire us for a job to assassinate the queen of the empire, Mistress Tiamat. The other branches received similar offers, all from the same woman, to assassinate lord Pelor and Lord Oghma. It is unknown why she wanted this, but it is likely he or she wants to incite a war by blaming the assassinations on the other countries. Of course we turned her out because we only do as directed by our master. Still, it was quite startling.”
On a Insight 30 They recognize that he is hiding something further:
Questions done, He will tell them to hit the streets and find the culprit.
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| #251337DnDMTCn3rdJun 14, 2011 13:48:44 | could these be useful? 1. MDCCLXXVI 2. NOVUS ORDO SECLORUM 3. ANNUIT COEPTIS 4. a pyramid with an eye on the top. |
| #26revampJun 14, 2011 19:46:15 | Dunno o_o whats the thing on the dollar bill have to do with the other 3? |
| #271337DnDMTCn3rdJun 15, 2011 20:19:00 | That is the text near the pyramid. 1. This is the Roman numeral for 1776 the founding date of the bavarian order of the Illuminati. 2. Is the Latin phrase New order of the ages or new world order. 3. Is the Latin phrase God or he approves our under takings. Or our enterprise was crowned with success. All of these are what makes the 4th one a prominent symbol of the Illuminati. |
| #28revampJun 16, 2011 2:39:37 | huh, didn't know any of those. Cool. Anyway, I should have some new stuff soon. what happens when you leave the bar, that sort of thing. |
| #29revampJun 19, 2011 0:23:20 | Well, just had a comp crash and had to wipe it clean. On the bright side, that kind of thing is EXACTLY why i was posting here. So i lost only what i've worked on since this last post, which was a map of the town for exploration. I'll get it back up soon as i can and post it. |
| #30revampJun 20, 2011 2:11:56 | Background Story for the world: The world is a place much like it is in the core books, except for one difference. In the dawn wars the Primal spirits formed a third party and tried to take out either side. By the end of the war they were nearly all dead, and as such only the Weaver, Stoneroot, and the Primal Beast were left. These three, unable to stop the invading forces of the gods, bound them to a different rule than they wished. Instead of barring them from entering the mortal plane completely, the gods would have to take on human forms in the world of man and would not be allowed to excercise their powers there. The gods didn't like this but did accept, as they were in no hurry to destroy that world fighting to bring the spirits into compliance. And so the world developed pretty much as it already was, except that among the common folk and nobles gods and immortals passed. Some took positions of high profile, while others wandered about and founded churches to increase their power. Some, such as Tiamat, founded nations and rallied the creatures of the plain behind them. Others stayed behind in the astral sea or went to other places. Only those who were unable never visited the mortal world, and as they were already so locked away. Torog and Tharizdun are two good examples of this. Now the world is a land of empires, the divine and martial powers holding dominion while the primal struggle to survive. Psion's take their places as spies, the arcane has mostly faded away into alchemy and such. Now in a world where man and immortal walk the same streets, an organization lead by an unknown benifactor holds the plan in an unsteady peace. They be assassins one and all, and by intrigue and espionage they keep the empires safely back behind their gates rather than at war. But as a malicious force weaves between the alleys laying seeds of descension, can the heroic assasins hold the world together!? And so begins our story, where we begin in an unmarked town known as Shadowhold... There ya go, introduce the game with that why don't ya? |
| #31revampJun 27, 2011 2:44:13 | well, writing out the adventures ahead of time doesn't seem to work with my group at all. They turn the whole process sideways by doing something just plain crazy when i try to keep it structured. for example, they fought the shifter in the walking path, but they took his head and turned him in for a bounty. because they did that once, they now have started decapitating at least one guy in every group to see if he has a bounty o__o anyway, the campaign is going good but the write up's stop here, probably. i'll let you all know if it's going good though. |