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  • File : 1246603866.gif-(1 KB, 45x100, 0.gif)
    1 KB Event Horizon Guy !!2CLiR1sdk0K 07/03/09(Fri)02:51 No.5077906  
    To those of you who remember, a week or so ago I posted a Dark Heresy "Adventure Seed" inspired by the movie Event Horizon. Unforunately, it seems it wasn't archived at /suptg/ or 1d4chan, so I can't link to the exact thread. I'll try quickly to sum up what I had posted. Unless someone wants me to simply repost the whole thing.

    Anyways... Here goes.
    >> Event Horizon Guy !!2CLiR1sdk0K 07/03/09(Fri)02:58 No.5077975
         File1246604308.gif-(922 B, 45x100, 1.gif)
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    Imperial War Ship exits Warp near a highly populated planet. It's unpowered, and starts drifting towards the planet due to inertia + Gravitational Pull. Your Acolytes, having just finished a campaign on a nearby planet, are the closest ones available to respond. They are given a three-fold mission: 1. Get the ship's engines back on. 2. Escort a Servitor to the bridge of the ship to get it under control. 3. Find out what happened to the crew of the ship, and how it got in this condition.

    The Inquisitor, just moments before the Acolytes board the ship, receives word that the numbers from the ship came back. It IS an Imperial Navy Ship, but it's still in construction, and won't leave the ship yard for another three-weeks. What your Inquisitor does with this info is up to you. Also, five Imperial Warships will warp in to destroy the ship before it hits the planet if the Acolytes fail/take too long.

    They board, either by landing in the hangar or docking with a docking ring. The pilot of their ship stays there, and they have the option of going to the engine or taking the servitor to the bridge. The rest of this seed assumes they opted to go to the engine.
    >> Event Horizon Guy !!2CLiR1sdk0K 07/03/09(Fri)03:10 No.5078085
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    They move towards the engine room. Roll against their WP three times (Not in a row, but put some time between the three as they doubtlessly explore the abandoned dark corridors and locked doors.) Don't announce what happens to those who fail the rolls. Just note who fails. Once the third WP roll has been announced, note who failed all three tests. Pass him a note saying he saw someone he recognized standing in a doorway, then running off. He feels compelled to chase after him. A successful tracking test or several Awareness tests will allow the rest of the party to follow. The Affected follows the vision through a maze-like series of corridors and maintenance accessways until he corners it in some sort of spare parts warehouse. The figures turns towards him, and is indeed someone he knows. It's missing the eyes, simply bloody holes that go straight through his head. It begs him to kill it. If he does, he may expend one bullet or use a melee weapon to do so, and doesn't need to roll WS/BS. The figure falls and quickly expands a puddle of blood, then vanishes. If he doesn't kill the figure, it reaches out a hand towards him, then the flesh and muscle on his entire body liquidfy and run off his body down to the ground, leaving only a standing skeleton, until that too turns to liquid and adds to the massive pool at his feet. He gains 1d10 Insanity Points unless he has the Jaded Talent.

    If the party followed, they find him just in time to see him shoot/slash at thin air OR stare at thin air in horror. There's no figure, no body, no blood pool. The affected feels compelled to return to where he last left the party, and can't see or hear them now.
    >> Event Horizon Guy !!2CLiR1sdk0K 07/03/09(Fri)03:21 No.5078205
    If any of them touch him, he may roll against his WP to 'Snap Out of It' and see/hear them as normal. If he fails by one or two degrees, then he sees pools of blood form on the ground, then figures made of blood rise from the pools. they rapidly gain in detail until they look exactly like the rest of the party. He is now 'Out of it' and may react normally to the party. If he fails by more then three degrees, he must go back to where he left the party before he can 'Snap out of it.'

    A successful Common Lore (Tech) will reveal that the warehouse is a storage area for spare parts for the ship, with each area being dedicated to a particular area of the ship. The area of the warehouse they are in is dedicated to the engine room, and they may take some spare parts if desired.

    Anyways, once the entire party returns to the corridor, they find that it's not what they left. The entire corridor looks like it was the site of a battle with heavy losses on both sides, with weapons scoring and blood everywhere. Some walls have the Mark of Chaos drawn on them. One section of walling has the Litany of Protection drawn in blood. "Mighty Emperor, spread your Divine Light to protect me from the Darkness." For those of you who don't know it already.

    If any of them read it aloud, (ASK them if they read it out loud if someone says they read it. If you want, pass that one a note with the Litany of Protection on it and tell them to read it to the rest of the players.) the corridor goes pitch black and still for a second, and when light returns, the corridor is clean and clear, as if none of that was ever there. All the doors as far as they can see are open. They may continue if desired. Most of the rooms in this stretch are filled with cleaning supplies, 1d3 rooms have a single bottle of Sanctified Machine Oil if a successful Search test is made, while most are just storage or lead to rooms that are unaccessable due to vacuum being on the otherside.
    >> Event Horizon Guy !!2CLiR1sdk0K 07/03/09(Fri)03:35 No.5078335
         File1246606503.gif-(974 B, 45x100, 3.gif)
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    >>5078205
    Again, forgot my catgirl number holder. :(

    Begin to roll against their WP again. But only twice. Once they reach the engine room, they will find some basic Core Rulebook Cultists (2 per acolyte) within it, drawing Marks of Chaos upon the machine and themselves. Any Tech Priests in the party have to roll against their WP to resist gaining the Frenzy Talent for the remainder of combat. They don't need to spend a turn psyching themselves up for Frenzy, they can Frenzy at turn 1.

    After combat, the Tech-Priests will have to immediately work to remove the ruinous marks from any surface before they can do anything else. You can decide how long this takes them. A successful Tech-Use test shows them what parts they will need to get from storage, unless they brought parts from storage with them. A second Tech-Use test will allow them to fix the engine and restore power to the majority of the ship.

    Announce the third WP test, and again note who failed all three. Once they leave the engine room, pass a note to that player. They see pools of blood forming on the floor. The pools form underneath the party's feet, and hands from the otherside are pressing against it, trying to get through to grab the acolytes' ankles. He may react in whatever way he feels appropriate for his character.

    Deal with the in-party drama this might bring about, then have them return to the ship to retrieve the servitor. It's on tracks, and has no weapons, and will move at a constant pace to the bridge. They just have to keep pace and make sure nothing blocks it's path or attacks it.
    >> Event Horizon Guy !!2CLiR1sdk0K 07/03/09(Fri)03:45 No.5078452
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    By now the party will have figured out at failing three WP tests will result in whoever did it getting fucked up. Let's mix it up now.

    Have them followed the servitor for a number of minutes, then announce a WP test. Note who fails, but act like it's business as usual. The hallway ahead if collapsed, a huge gaping hole the size of a hallway in the floor that the servitor can't cross. They will need to find materials to build a bridge for it. They can split up, or go as a group. Whichever the case, they should start looking for open doors. Have the first few doors they check be locked, but the third/fourth/whateverth one is unlocked, and they can enter. Once they are in the room, announce a WP test. Note who failed this one AND the last one. Pass a note to every player. To the ones who passed the first WP test for this part, tell them they can hear whispering, and can definately pinpoint the source of it. To the ones who failed, tell them that they are choking. There must be a major oxygen leak in this room. They must put on their Void Suit as quickly as possible or they will die. They may also want to let the rest of the party know to get their suits on too.

    This will cause some drama, as the ones who passed will try to convince the ones who failed that everything's okay, while the ones who failed have to convince the ones who passed that they're gonna die. Once one side or the other 'wins' out, pass a note to the ones who failed both tests. It says simply that they see the rest of the party suffocating and dying, even the ones with suits on. They must get the party out of this room, and seal it if they can. A Normal (+10) Strength test allows them to forcibly move the party, and if they have a Lascutter, they can start to weld the door shut too.
    >> Anonymous 07/03/09(Fri)03:47 No.5078472
    >>5078335
    I insist you wait to repost this now. Forgetting your catgirl number was the primary reason I stopped reading the other thread.
    >> Event Horizon Guy !!2CLiR1sdk0K 07/03/09(Fri)04:02 No.5078599
    Once they have returned to the hallway, they may notice that the Servitor is gone. A successful Awareness test shows that the tracks go right over the gap. They may cross the gap, as it's not actually there. It looks real, but once they set foot on it, it is solid ground beneath.

    If at any time they decided to GTFO, and return to their ship to get out, they will find the pilot dead, his chest cavity caved in, and the command console smashed up. A successful Awareness test will show that the canopies for all the ships in the hangar are smashed in, making them useless.

    Also, growing out of the pilot's face is a bright red cactus like plant. A successful Forbidden Lore (Warp) test will reveal...
    No Degrees of Success: The plant is a Blood Flora. It comes from a planet in the Eye of Terror.
    One to Two DoS: The Blood Flora comes from a planet in the Eye of Terror made entirely of blood. It only grows in blood tainted by Chaos energies.
    Three or more DoS: As above, as well as they learn that eating the prickly leaves of the Flora will garner one favour with Khorne, the Blood God.

    Eating the leaf of the Blood Flora, even if they don't know what it is, instantly gains them 2d5 Corruption Points, on a roll of doubles they also gain 1d10 Insanity Points. On a roll of double fives, they gain that in both Corruption and Insanity. If doing this gains them a Mutation or Mental Disorder, deal with this as usual, then increase severity by one step. There is no positive gain for eating the Blood Flora.

    Of course, Sisters and Clerics may not willingly eat the leaf, and if they know about the plant, and see someone eating it, they must Purge the Heretic.
    >> Event Horizon Guy !!2CLiR1sdk0K 07/03/09(Fri)04:07 No.5078646
    >>5078472
    What? You mean like letting this thread drop off the board, and starting anew? That's kinda... Extreme. Well, I'm to the part where I had left off anyways.

    The whole reason I made this thread was because I had thought up some more things to add it to. Which I will now post.
    >> Anonymous 07/03/09(Fri)04:13 No.5078686
    >>5078646
    I'm kidding, man.
    >> Event Horizon Guy !!2CLiR1sdk0K 07/03/09(Fri)04:20 No.5078737
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    ANYWAYS!

    Once they catch up to the servitor, they will find it stopped dead in its tracks. It's not moving. They may move around it to look at the front. The servitor has been killed. It's organic and mechanical bits have been ripped apart, and a Blood Flora is growing out of its face. They may roll another Forbidden Lore (Warp) test here to learn what the plant is. If they touch or inspect the servitor in anyway, announce a WP test and note who fails, then describe this scene to them.

    A bright flash moves through the corridor, blinding them temporarily. They immediately smell a fresh hilly breeze, and can feel the wind upon their backs. Once they regain vision, they notice they are standing in a corn/wheat field on a sunny planet. They can feel the heat of the sun beating down upon them, causing them to sweat. The breeze rolling through the field is crisp and refreshing.

    Recall the last mook type enemy they fought on the campaign prior to this one. As they enjoy the field, they notice these enemies rising from the stalks of wheat/corn, one per acolyte. Have them roll initiative. Have those who failed their WP test go last, sorted by their Initiative. This combat should be a breeze for them.

    Note if they reload and ask what they do with the spent clip i.e. if they just drop it to the ground or stash it away, if they throw grenades, or move from their positions when they entered this field/vision.

    Once the last enemy falls, they are immediately back in the corridor. Any thrown grenade lies on the floor, undetonated, pin still in. Any who moved will find themselves face to a wall. Spent clips will still be full of ammo. Not a single shot was fired, so they don't need to deduct any ammo from their pool.

    Oh, and the servitor is gone, again. An Awareness test will show that it's just ahead of them, rolling along like nothing happened.
    >> Event Horizon Guy !!2CLiR1sdk0K 07/03/09(Fri)04:38 No.5078868
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    With this latest bit, they will reach the bridge, and assist the servitor in connecting it to the control console. Once in place, they will feel the ship stopping itself. They will be immediately hailed, which the servitor will answer without any input from them. A holopict shows of their Inquisitor. He tells them it's been two days since they got the engines back online, and they were just ten hours away from being blasted into bits by the waiting Imperial Warships. He will ask them what took so long.

    The acolytes may reply in any manner they deem appropriate. Requests for an extract will be denied, as they still have one more part to complete.

    Finding out what happened. Their Inquisitor will suggest they start with the Captain's Quarters just off the bridge, and going through his journal/ship's log.

    The door is unlocked, but jammed. A successful Strength test will allow the acolytes to force it open.

    Inside, they will find a stark militaristic room, with several plaques and medallions hanging on the walls. The desk is a mess, though, with a paper journal laying open upon it. The page it is open to is roughly in the middle of the journal. Judging by the date on this page, this ship has been in service for at least 9 years before whatever happened to it to cause it to be in the state it's in now..
    >> Event Horizon Guy !!2CLiR1sdk0K 07/03/09(Fri)04:51 No.5078955
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    A Literacy test will reveal that the ship had been in service for a total of 16 years, and the last action it had seen was against an Orc Waagh, where it sustained heavy damage, including the Gellar Field Projector. It was making way under its own power to a nearby shipyard to be repaired. That's where the captain's handwriting ends and another begins.

    While the captain's was neat and small High Gothic, the next was scratchy and wild, with letters varying in size from one to another, some words in Low Gothic, others in High.

    It simply states that someone had murdered the Astropath and activated the Warp Drive. With no guide and no protection, the entire ship had gone mad in the Warp. The rest of the journal is filled page after page of the Litany of Protection, written over and over again in increasingly frantic handwriting, eventually becoming nothing more then scribbles.

    Once they finish reading, the lights flicker and go out, plunging them into pitch black. Their lamp-packs work. As soon as they say they want to turn on their lamp-pack, announce a WP test. Now, only do this if they have Ciphers (Acolytes). Note the ones who passed. Pick one of them, then describe this scene.

    Their lights cut a swatch in the darkness. As the beams cross onto the walls, they can see writing on the walls. It's written in the hand of (Insert one you picked here), and it's their Ciphers for Warning! and Danger! It's written repeatedly, covering every inch of the wall, sometimes overlapping. The lights flicker and go back on.

    The ciphers are still there.
    >> Event Horizon Guy !!2CLiR1sdk0K 07/03/09(Fri)05:09 No.5079079
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    If they don't have Ciphers (Acolytes) (Shame shame!) then replace the Ciphers for Warning! and Danger! with the Litany of Protection written in the handwriting of the Acolyte you had picked.

    When they look at the rest of the room, they notice that the room isn't as they entered it. The plaques have been torn down, and are laying shattered on the floor. The bed is overturned and is filled with weapon scoring, like someone had used it as cover in a firefight. The journal is blood caked, and absolutely unreadable. The desk it lay upon is splintered, like it was caught in a cross-fire.

    With their gaze on the bed, tell them they hear skittering behind them, like many large insects are running across a metal floor. They turn, but nothing is behind them... But the door is gone too. Where the door was is just wall, covered in that Acolyte's writing.

    The room suddenly seems smaller too, like it's constricting. Let them sweat it out for a minute or so, attempting to find a way out, then announce another WP test. They should fear these now. Pass a note to everyone. They're all the same, regardless if they passed or failed.

    There's a hole in the floor. It wasn't there before, but it's there now. It's big enough for you to drop into. Presumably, they all drop into the hole. If they do, rub your hands together and give them your best 'Just as Planned' face if it's a real life group, or send them JustAsPlanned.jpg if it's IRC.
    >> Event Horizon Guy !!2CLiR1sdk0K 07/03/09(Fri)05:27 No.5079214
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    If not, prod the stragglers until they conform, then do as above. With them through the hole, describe this scene to them.

    They fall into a dark tunnel, pitch black and cold. It's difficult to tell how long they fall, as it feels like an eternity passes. Abruptly, they are lying on the ground. There was no impact, just falling sensation followed by an immediate sense of being on solid ground. They stand, and find themselves in what seems to be the ship's mess hall. The are a lot of overturned tables and benches here, along with lots of blood and weapon scoring. Another site of a large battle, with heavy losses on both sides, judging by the amount of blood.

    Have them roll initiative, but do not say what for. Let them investigate around. Once they try to leave, via a door on the opposite side of the mess hall away from the tables and benches, announce that they stumble upon a large (30+) group of cultists (Like, one second there was nothing, then BAM! Cultist Convention... CultiCon?), mulling about as if in a daze. They seem to be not paying attention to anything around them. If the Acolytes attack, they may use their initiative they rolled earlier or re-roll and keep the new result. The entire convention goes apeshit. For each cultist's turn, flip a coin. On heads, they attack a fellow cultist. On tails, they attack the nearest acolyte.
    >> Anonymous 07/03/09(Fri)05:38 No.5079306
    >>5079214
    >>5079079
    That big fight is unwieldy and the hole is an uncertain plot point. I'm not convinced my acolytes would go down there, and prodding would just piss them off.
    >> Anonymous 07/03/09(Fri)05:41 No.5079341
    >>5079306

    I agree, up to this point there was an illusion of choice, but the hole is total railroading. The rest has been so cool I wouldn't let it bother me too much.
    >> Anonymous 07/03/09(Fri)05:59 No.5079456
    >>5079341
    I agree the rest has been awesome, but something like that would ruin it for me. I'll have to find another way to incorporate it.
    >> Event Horizon Guy !!2CLiR1sdk0K 07/03/09(Fri)06:00 No.5079467
    >>5079306
    >>5079341
    I had a finisher post. Looks like it didn't go through. :(

    Hmmm.... I suppose that could use a bit of reworking...

    Give me a bit to think of how to rework that room then.
    >> Revising Captain's Quarters Exit Event Horizon Guy !!2CLiR1sdk0K 07/03/09(Fri)06:10 No.5079509
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    Okay. I admit the 30+ Cultists was more than a bit much. I also had recently played Silent Hill 4: The Room, so.... That was the inspiration for the hole.

    I'm still thinking of how to rework this... In the meantime, have some bouncing tits.
    >> Anonymous 07/03/09(Fri)06:21 No.5079557
    >>5079509
    What effect do you want from that fight scene?
    >> Revised Captain's Quarters Exit Event Horizon Guy !!2CLiR1sdk0K 07/03/09(Fri)06:33 No.5079637
    So, let's see what we have. Small room. Door gone. Walls covered in either Ciphers or Litanies of Protection.

    They're sweating it out in a room with no perceivable exit. Let them flounder for a moment, searching. A successful Search will reveal a notch just big enough for a finger in the wall behind the overturned bed. Inserting a finger or something similar into the notch will activate a hidden door. The door leads to a crawlspace, which in turns empties out into a secret room.

    The room is a secret alcove, a hidey hole for the captain. Within they find his remains. The sole body they've found so far. The body is practically mummified, it's been there for so long. Another crawlspace out of this area connects them to the mess hall.

    Repeat the mess hall scene as above, except the number of cultists who 'wake up' are 2 per Acolyte and will only attack the acolytes. Throw in an Astral Spectre or two if desired (Pg. 350 of the Core Rulebook).

    They may also simply leave, and the cultists will continue to do nothing.

    Now they are in an unfamiliar part of the ship. They have to make their way to the bridge to request help. The ship is actively fucking with them. Any door they encounter will be locked or sealed. Dealing with the door will have one of several things happen, including but not limited to: The door opens as they turn away and several cultists pour out. Flip a coin. On heads, they go crazy and attack the acolytes. On tails, they're in a daze, with glazed over eyes They ignore the acolytes unless attacked.
    They turn away and the door begins being rammed from the inside, like some fuck huge thing is trying to get through. It starts to deform, but /seems/ to hold.
    They turn away, then feel compelled to look back. The door isn't there, was never there.
    And others, limited only by your imagination.
    >> Anonymous 07/03/09(Fri)06:41 No.5079681
    A criticism I have is that there are way too many WP test, to the extent that the dramatic effect of them will be reduced. I would use less.
    >> Event Horizon Guy !!2CLiR1sdk0K 07/03/09(Fri)06:43 No.5079700
    >>5079557
    Actually, it was more of a deterrent to NOT engage the Cultists/teach the players that Cultists in a daze will utterly ignore the acolytes unless they do something to them. 30+ is a fuck huge number. I would NOT want to mess with that many crazed fuckers.
    Besides the doors, cultists and Astral Spectres will spawn regularly. This is the final stretch of the campaign, the long haul before we say our good byes to the ship and leave it in the dust. Combat should be kept relatively light, but a welcome departure from the mind-fuckery.

    Upon reaching the bridge, they will note that the servitor is still there, and may ask it to page the Inquisitor. It will do so, and he will appear in holopict form. They may report in any fashion they deem appropriate and request evac. Evac will be granted. As they leave the bridge, announce a WP test, then an Awareness (Hearing) test. Pass a note to whoever passed both. The note says that they can hear the Inquisitor, via the holopict. He's demanding to know why they've engaged the Warp Drive. The characters may react in any manner they deem appropriate.

    If they go back, the Inquisitor will ask to know why they activate the Warp Drives, which are powering up to send the ship into the Warp. Hopefully, they'll say the ship's Machine-Spirit is doing it. He'll tell them to hurry to the hangar before the ship finishes powering it's Warp Drive and takes them away. He'll try and stop the Warships from firing upon them in the meantime.
    >> Event Horizon Guy !!2CLiR1sdk0K 07/03/09(Fri)06:44 No.5079711
    >>5079681
    True. Again, I'm just posting the seed. You are completely free to modify it in any way to fit your needs/suit your style.
    >> Anonymous 07/03/09(Fri)06:49 No.5079737
    >>5079700
    Haha, that's awesome. I would absolutely shit myself at the Warp Drive moment.
    >> Event Horizon Guy !!2CLiR1sdk0K 07/03/09(Fri)07:07 No.5079830
    With the knowledge that they'll share the fate of the crew of this ship in a few moments, they double-step it back to the hangar. The gaping hole in the floor is still there. If they stride over it, and unless one has declared that they're leading, pick one player, announce that he was the first over the hole, and have him roll Agi to avoid falling to his death. He may scramble back up onto his side upon passing the test.

    The hole is real this time. A Difficult (-10) Agi test will allow a character to jump the gap, but it may be easier to try and find a way around it. Unless they have a grappeling hook, then they may hookshot across the gap and crawl across one at a time like that.

    If they opt to try and find away across, allow them to do so. The first door they open leads into a room that look like it used to be used for someone's private shrine, but whatever saint it was dedicated has long since been desecrated and marked up. Beyond this is a room full of whispering indistinct voices.

    Anything else you wanna throw at them at this point is purely up to you. I'm partial to ending with a typical boss fight of an Incarnate Lesser Daemon clawing its way through the weaken veil of the Warp (They have a chance to flee while its pulling itself though to the material plane), followed by them boarding the evac ship, getting the fuck out, and turning to watch the ship jump to the Warp, hopefully never to be seen again.
    >> Anonymous 07/03/09(Fri)07:14 No.5079860
    >>5079830
    It sounds pretty cool. Thanks for posting it up on here.

    /r/ing an archive so it doesn't get lost to the board. Worth saving.
    >> Anonymous 07/03/09(Fri)07:20 No.5079876
         File1246620047.jpg-(1.53 MB, 1333x2000, _ltei_luna.jpg)
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    >>5079860
    LIBERATE
    TU TEMET
    EX INFERIS
    >> Event Horizon Guy !!2CLiR1sdk0K 07/03/09(Fri)07:28 No.5079890
    >>5079860
    I won't archive my own threads. I'm not that narcissistic. But here is the suptg archive page.

    http://suptg.thisisnotatrueending.com/archive.html
    >> Anonymous 07/03/09(Fri)07:32 No.5079901
    >>5079890
    >>5079860
    Done.
    >> Event Horizon Guy !!2CLiR1sdk0K 07/03/09(Fri)07:44 No.5079943
    Well, I'm going to go to bed now. Night fa/tg/uys. Enjoy this seed, and hopefully you won't give your players too bad of nightmares...
    >> Anonymous 07/03/09(Fri)07:49 No.5079969
    >>5079876
    Why Luna Lovegood?
    >> Anonymous 07/03/09(Fri)07:52 No.5079976
    >>5079969

    Why not.
    >> Anonymous 07/03/09(Fri)07:54 No.5079981
    >>5079969

    Two extra holes.

    That's why.
    >> Anonymous 07/03/09(Fri)07:59 No.5080002
    >>5079981
    Two?
    >> Anonymous 07/03/09(Fri)08:13 No.5080099
    >>5080002
    Three.
    >> Slade 07/03/09(Fri)08:14 No.5080105
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    >>5077906
    Dude.... your awesome. Have some Commissar Fuklaw thoughts for your troubles.



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