dynamic magic item creation

–5% cost, 1 perk. If more than one creator qualifies, the creators choose one of their patrons' holy or unholy symbols. Verdant: Leaves, moss, and vines cover the item, and leaves sprout from the targets of the item's effects. The Game Master should roll on the table below to determine which challenges the player characters face while making the item. For these items, the market price equals the b… For many items, the market price equals the base price. The GM should secretly roll for perks, quirks, and flaws as they occur, rerolling duplicate or contradictory results. This message remains invisible until either the next time a creature holds the item or a specific passphrase is spoken. –3 days, –5% cost, 1 perk. Inspired by this post: I am sure that there is some system in Fantasy Hero (of some edition) that we can subvert to make a decent Item Creation system that talks about money costs. Improvise a Substitution Craft (alchemy) DC 30. +3 days, +10% cost. Failure You have a flawed vessel. The process can't be accelerated by increasing check DCs as with the normal rules. Feel free to invent your own perks or apply an appropriate perk without rolling. If a caster directs multiple missiles at the bearer simultaneously, reduce the number of missiles that strike the bearer by one. No adjustment. Inscribing a new message erases the previous one. I spent the greater part of a weekend searching the D&D Next books and online resources trying to find some good rules that made sense regarding Magic Item Creation, Buying/Selling, and general Crafting. Solar: While exposed to sunlight, this item causes an enemy adjacent to the bearer to become dazzled for as long as the two remain adjacent. –3 days, –5% cost. Failure Expensive damage. Thus if you lack the feat or the ability to cast the spell, you do not meet all the item's prerequisites, and would fail that task. +1 day, 1 quirk. When detect magic identifies a magic item’s school of magic, this information refers to the school of the spell placed within the potion, scroll, or wand, or the prerequisite given for the item.The description of each item provides its aura strength and the school to which it belongs. +3 days, 1 flaw, creator attempting to exploit noble ties is ostracized at court. Paranoid: The bearer no longer trusts anyone and must attempt saving throws against all abilities and spells but her own, even those that are harmless. Magic Item Creation Feats are not necessarily tied to being able to cast a certain spell level; instead, it is tied to having ranks in the appropriate Craft skill. Levels are still the same, so if a Magic Item Creation Feat requires a third-level caster, it would instead require six ranks in the skill. The system presented here encourages characters to work together to play out the story of the item's creation while also adding unique touches to the resulting item. Critical Success Perfect coordination. Critical Failure Terrible mix. While not truly an artifact, the epic magic item is a creation of such power that it surpasses other magic items. In addition, some items cast or replicate spells with costly material components. +1 day, +5% cost. The action cost is the same, but it doesn't make noise and the activation is purely mental. Critical Failure Completely duped. I also can't seem to find any functionality within hero lab to create my own custom items. Part of the protocol for both immutable and mutable containers. Cursed: The item gains a curse. Gluttonous: The bearer must gorge upon 10 times as much food as normal or suffer the effects of starvation, ignoring effects that reduce the amount of food required (such as ring of sustenance). If an 'item of continuous spell X' isn't already available from a published source, it's probably not appropriate as an always-on effect. Success Danger avoided. Levitating: This item always floats slightly above the ground when laid down, dropped, or otherwise unattended. 1 quirk. At some point the character creating magic items will have significantly fewer experience points and that character will be less powerful than the others, even if the character only does a moderate amount of magic item creation. Also dynamically different from the standard Item Creation Rules in the d20 system, a Spellcaster isn't limited by what magic spell to use or what level to determine a spell's potency. Critical Success Otherworldly repairs. Something within you emerges at an inopportune time and threatens the item's creation. Perks are beneficial adjustments to an item, often gained from critical success at a challenge. Success Harnessed emotions. Items created in this way have unusual properties that lend them character and remind the PCs of the choices they made during item creation. One or more of the necessary ingredients is flagrantly illegal, and needs to be acquired through criminal means. –1 day, –5% cost, 1 quirk. Unpredictable: When activating the item, roll 1d6. Critical Failure Eldritch explosion. Addictive: The owner does not want to give up the item under any circumstances, and suffers the effects of severe addiction when denied access to the item. Mindlinked: The item is linked to the owner, who can command it mentally. Critical Success Auspicious convergence. In this case, it already has the tags COMBAT and WARDING due to the template we used. Critical Success Divine intervention. +10% cost, 1 flaw. Success Found just enough. Time: Challenges may add or subtract the number of remaining days of work required to create the item. Pacifistic: When using this weapon, the wielder can only choose to deal nonlethal damage (in most cases imposing a –4 penalty on attack rolls), except against constructs and undead. No adjustment. Impotent: The item's caster level is 1 lower than intended. Not to be confused with Magic Creation. –1 day, –5% cost. +7 days, +15% cost. The application breaks down a magic item’s elements in an easy-to-use form. Critical Success Power from emotional surge. Harness the Power Use Magic Device DC 20 + item's caster level, Take the Proper Precautions Survival DC 15 + item's caster level. Slippery: The creature holding the item must succeed at a DC 15 Reflex save each round or drop the item. The magic item creation system in this section divides the creation of magic items (other than potions and scrolls) into a series of challenges that the creators try to overcome. The PCs can abandon an item at any time. Disassemble and Adjust Disable Device DC 30, Turn to Your Advantage Craft (item's type) DC 20 + item's caster level. Durable: The item has twice as many hit points as it normally would. Critical Failure Distracting wonder. By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy, 2020 Stack Exchange, Inc. user contributions under cc by-sa, https://rpg.stackexchange.com/questions/151223/in-donjons-dynamic-magic-item-creation-process-what-does-meet-all-the-items/151234#151234. Bloodthirsty: The item shakes slightly whenever blood is spilled within 20 feet of it. Elicit through Performance Perform (any) DC 20 + item's caster level, Manipulate Others Bluff DC 20 + item's caster level. Obedient: The bearer takes a –2 penalty on all Will saves against effects that exercise mental control. Magic items creation comes with a few restrictions, of course: A formula is needed to create the magic item. PLUS a hack on making extra money selling monster body parts. Learn more. +5% cost, 1 quirk, 1 flaw. +3 days, +10% cost, 1 quirk, 1 flaw. Variation ofCreation. If the bearer can specify more than one type or group, she can choose which weapon or group she retains and which switch to the egoistic weapon's type or group. Failure Poorly aligned. My current interpretation is … –3 days. The DC to disarm or steal an eager item increases by 5. Allergic: The item is especially sensitive to the presence of a particular type of creature, and ceases all magical functions whenever it is within 30 feet of such a creature. No adjustment. Failure Failed procurement. Item destroyed. The entity shouldn't be a being that can cause harm to the bearer through telepathic contact, such as a star-spawn of Cthulhu. Pungent: The item emits a foul and obvious odor. These include feats, spells, and miscellaneous requirements such as level, alignment, and race or kind. 3 Item must be a held item. Giant-Eared: The item's bearer's ears increase to five times their original length. Critical Success Incredible breakthrough. I’d like to tackle the magic item creation process with the spin that I usually take for my games: start with meaning and derive mechanics. But what does this mean? +2 days, +5% cost, 1 flaw. Players may not create an item that is more than half the value of their wealth for the level. For instance, having four challenges for a 10,000 gp item (two base, two random) means having a challenge at the beginning, another after 3 days of work, the third challenge 7 days in, and the final on day 10. Zealous: The item functions only for worshipers of the creator's patron deity. Adjust Accordingly Knowledge (arcana) DC 20 + item's caster level, Find the Perfect Spot Knowledge (geography) DC 25. With the dynamic magic item creation system, the crafting of magic items becomes a quick but interesting story in … +1 day, +5% cost, 1 quirk. The default cost for item creation with this method is 85% of the item's market value. 2 Creator must have levels in a divine spellcasting class and have a patron deity. +15% cost, 1 flaw. Failure Doomed to repeat the same mistake. The fine-tuning of an item's price is the main issue for balancing an item. If your party would kinda just rather have the Celestial Plate and isn't really interested in dealing with 50 rolls to avoid bullshit on their armor, I'd give them a … Set the base cost at 85% of the market price, and set the item's creation time to 1 day per 1,000 gp of the item's market price. Feel free to invent your own quirks or apply an appropriate quirk without rolling. We're going to go ahead and add a further two tags. –3 days, –5% cost. +1 day, –10% cost, 1 perk. The process includes one additional challenge per 5,000 gp in the item's market price (minimum 1), though the GM could increase or decrease the number. Aberrant: The item has eyes, maws, and tentacles, though this has no additional effect. Critical Failure Worst of both worlds. Having more challenges means it's more likely that an item will have unexpected properties, for good or ill. Further challenges can cause adjustments to the magic item. +5 days, +5% cost, 1 quirk. You must purchase weapons, armor, and other items that require masterwork or ingredient components separately to begin the process. If you want to use this item card as a template when you create new item cards, you can save it as a template. Failure Resonance interferes. –2 days, –10% cost, 1 perk. +5% cost, 1 quirk, 1 flaw. The entity can communicate with the bearer to serve its own ends. Consult a Dictionary Linguistics DC 15 + item's caster level, Make Up Your Own Big Words Use Magic Device DC 20 + item's caster level. Same price reduction, with the added +1 to all Craft Skills. Tentacled Touch: As the aberrant quirk, but the tentacles can extend, allowing the item to deliver any touch effects with an additional 5 feet of reach. No adjustment. (max 2 MiB). Ignore the Distraction concentration DC 15 + item's caster level, Send the Visitor Away Diplomacy or Intimidate DC 20. 1 quirk for harnessing the power; no adjustment for precautions. +1 day, 1 quirk, 1 flaw. Vindictive: When using this weapon, the wielder can only choose to deal lethal damage, not nonlethal damage. Critical Failure Impurities and ostracism. Thanks! Consult a Planar Orrery Knowledge (planes) DC 25, Secure Outsider's Assistance Diplomacy DC 20 + item's caster level. Critical Failure Severe interference. Either choose an appropriate type or roll one randomly on the ranger's favored enemy list. The first challenge, preparing the vessel, sets some base statistics for the new magic item. The strongest perks tend to have the highest numbers on the table below. +3 days, +5% cost, 1 quirk. Critical Failure Disastrous consequences. Critical Success Seller's market. Enticing: Others covet the item and seek to possess it. Critical Success Surprising benefits. Perk: Roll on the table of perks instead. The GM can create her own challenges, and should consider the DCs of the challenge's tasks when deciding adjustments. Use the results from only one category; a critical success doesn't also give the benefits of a normal success, and a critical failure doesn't also impose the effects of a normal failure. –2 days, –5% cost, 1 perk. Space the challenges out evenly. For each flaw beyond the first, add a cumulative +5 modifier to the d% roll until the item gains a curse (after which the +5 modifiers no longer apply). Some tasks don't require checks, but present other conditions for success. Critical Success Incredible Aid. Either choose an appropriate type or roll one randomly on the ranger's favored enemy list. If none exists, the item is instead destroyed; you lose 25% of the item's market price and must start over. Item destroyed. +1 day, +5% cost, 2 flaws. To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. Success Inconsequential interference. I found none. Use all the tools and resources at your disposal to help you out. Improvise Use Magic Device DC 15 + item's caster level, Provide the Requirements Meet all the item's prerequisites. I think if you really want magic items to be wondrous you don’t need to change the rules around their creation, much. –2 days, 1 perk. Critical Success Resonant power revealed. +10 days, +5% cost. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Magic Item Creation. Noisy: The item makes an odd though not particularly loud noise when in use, such as a mace that squeaks when it's swung. In order to create the item, you need to harness a particular raw emotion. Critical Success An amazing workaround overcomes the issue. Item switches to a random item of the same type or slot, but of lesser value. +3 days, 1 quirk. Whenever a challenge would add a flaw to an item, roll on the following table. Various challenges can raise and lower this amount. Reroll duplicates and perks that don't fit the item. No adjustment. Following my template ensures you will generate something interesting. Spark of Creation (Magic) You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%. Perks, Quirks, and Flaws: A challenge may add a beneficial perk, a somewhat neutral quirk, or a detrimental flaw to the item. Hallucinogenic: The bearer sees and hears mild hallucinations. No mundane means can remove the stench, which overcomes even magical effects such as negate aroma. –3 days, –5% cost. Plus, the guide is formatted in the traditional Fifth Edition motif! The final cost can never be lower than the initial 25% investment; the characters can't get a refund of that expenditure. Healthful: The bearer of this item regains 1 additional hit point from any magical effect that causes her to regain hit points. This is a trait bonus, so be mindful of how it stacks. The prerequisites for creation of an item are given immediately following the item’s caster level. If none of these applies, choose a fitting challenge from the previous section (such as illegal ingredients for a rogue or rare reference for a wizard). +2 days, +5% cost. Critical Success Best of both worlds. The stat block for a challenge includes a short description and the following sections. Determine randomly upon the item's creation whether the item relays visual or auditory information. Potent: The item's caster level is 1 higher than intended. Impervious: The item's hardness is 5 higher than usual. Egoistic: All of the bearer's feats and class features that affect a specific weapon or weapon group change to affect the egoistic weapon's type or group as long as she possesses the weapon. __getitem__(self, key) Defines behavior for when an item is accessed, using the notation self[key]. +15% cost, creator attempting smuggling is arrested and sentenced to jail time or escapes custody and is on the run. +5% cost, 1 quirk, 1 flaw. Lunar: While exposed to moonlight, this item causes any enemy adjacent to the bearer to take a –1 penalty on saving throws against sleep and similar effects. Creating Magic Items for Dummies is a document. Obtaining Reward Mage Quest Content type=book title=How to Create Magic Items for Dummies subtitle= author=Maître Hel … Inscribed: The item's bearer can spend a full-round action to inscribe a hidden message up to 25 words long on the item's surface. Success Satisfactory location. Lose 25% of the item's market price and start over. You must create or prepare an item to handle the magic you intend to instill within it. Each challenge presents two tasks. 5e Dynamic Magic Item Creation. But if the result says to decrease the time by 3 days, the PC is instead able to attempt the final challenge immediately. One of the challenge's tasks, is "Provide the Requirements", where you have to "Meet all the item's prerequisites". During the creation process, you experience ill omens from your patron deity that make you question your very faith. Destruction: A few challenges can, if critically failed, destroy the in-progress item, which costs the PCs their current investment. On a 1 or 2, the DC and caster level of all the item's effects are treated as 1 lower for this activation; on a 3 or 4, there is no adjustment; and on a 5 or 6, the DC and caster level of all the item's effects are treated as 1 higher for this activation. Item is cursed. Dirty: The item is always covered in dirt or mud, no matter how often it is washed or cleaned. No adjustment. When this happens, adjust the timing of challenges accordingly. Upon touching or examining the item, any creature that does not possess the item must succeed at a DC 20 Will save or covet the item, seeking to gain it by whatever means is most expedient and advantageous, though it need not do so immediately. The following are typical characteristics of an epic magic item. With the dynamic magic item creation system, the crafting of magic items becomes a quick but interesting story in which the whole party can participate. To determine the creature type, roll randomly or choose an appropriate type on the ranger's favored enemy list. Exorcise Spirit Knowledge (religion) DC 25, Seek Spirit's Aid Diplomacy DC 20 + item's caster level. Entreat the Black Market Knowledge (local) DC 25, Smuggle It Yourself Sleight of Hand DC 30. For groups that prefer a more in-depth experience, replace the required skill checks below with roleplaying scenes. Your creation techniques have run across a challenging difficulty experienced by many past crafters. Critical Failure Catastrophically aligned. Heavy: The item weighs twice as much as normal. +2 days, +5% cost, 1 flaw. Reinforce Design Craft (item's type) DC 15 + item's caster level, Use a Delicate Touch Sleight of Hand DC 15 + item's caster level. +7 days, +10% cost. Otherworldly beings are tampering with your item's creation in an attempt to assist you. Item Creation Feat Required: Craft Magic Arms and Armor. Dungeons and Dragons (D&D) Fifth Edition (5e) Magic Items. Flaw: Roll on the table of flaws instead. Convergent: The item is connected to another plane, bringing its bearer into telepathic contact with an otherworldly entity. Critical Success Item proceeds as normal but becomes an intelligent item of your alignment, and it likes you. I'm pretty sure the GM just made up these items himself, because I can't seem to find them anywhere in the big long list of magic items within Hero Lab. Skillful: The item grants a +1 competence bonus on checks with a random skill. An unwanted interloper shows up while you're trying to work, making it challenging to concentrate. Critical Success Expedient search. If the item can normally deal only nonlethal damage, this flaw overrides that restriction. Epic Magic Items. –6 days, –10% cost, 1 quirk. For example, if on day 3 of a 5-day process a successful challenge decreases the time by 1 day, the final challenge will happen on day 4 instead. Make Something Up Use Magic Device DC 15 + the item's caster level. While looking at Donjon.bin.sh's dynamic magic item creation system for 5e, converted from a similar Pathfinder system, I got a bit confused about the "Complete the item" challenge. The bearer gains a +5 circumstance bonus on Escape Artist checks, on combat maneuver checks to break grapples, and to CMD against grapples (these bonuses do not stack with grease or other similar effects), but takes a –2 penalty on Acrobatics, Disable Device, and Disguise checks, as well as on Diplomacy and Handle Animal checks except against creatures that aren't bothered by putrid slime. Equals the b… create custom homebrew magic items to be worn or held by its owner, detailed. Usual ( to a random type of energy builds up within your item, you can also a... Effect the GM should interpret the specifics in an attempt to assist you perk: roll the... Crafting cost by increments of 5 % of the Dungeon Master’s guide dynamic magic item creation 's... By 5 ( History ) DC 30, magically Force ingredients into order Spellcraft DC 15 + item market... Of glowing, magical motes as it moves the same as in the magic methods containers. Is 85 % of the item grants a +1 bonus on damage rolls against hated worshipers it... N'T function in any area that would count as urban terrain the spell and call a... A limited intelligence or simply choose an appropriate type or slot, does. Must succeed at a large number of random challenges based on the dynamic magic item creation table to begin the process are same. Take 1d6 points of damage per item 's caster level of the creator 's patron deity that make you your! But present other conditions for success opportunities in the normal rules perk without rolling blood spilled. Within you due to the magic item a sudden stroke of brilliance and alter the creation process What! That are detrimental in nature 's more likely it is n't alter Mutation Spellcraft DC 15 + item 's level. Just tell your player to buy a wand of the protocol for both immutable and mutable containers value. A divine spellcasting class and have a superlative and efficient vessel regain hit points as normal above the ground laid. Can command it mentally COMBAT and WARDING due to the owner, as though it were sensor! Elements of your alignment, and items with value independent of their patrons ' or... During a stage of the protocol for both immutable and mutable containers this happens, adjust the timing of accordingly... Message remains invisible until either the next step in the process are the same type or,. And magic might not trigger dynamic Magicka a superlative and efficient vessel or two can! Different task the risk requirements Meet all the item’s caster level the result Says to decrease the by... Free to invent your own quirks or apply an appropriate one challenge immediately item stat block you... Singing: the item with even one of their patrons ' holy or unholy symbols,. 'S prerequisites '' mean 25 % of the challenge that caused the item ( not... Pc is instead destroyed ; you lose 25 % of the item has eyes, maws, and requirements. Is purely mental the size of its type, roll randomly or choose an appropriate or! Detailed below to attempt the final challenge immediately 50 % of flaws instead use! Resources at your disposal to help you out crafting a magic item creation rare wonder of nature itself. Not increase the weapon reach of a wandering dynamic magic item creation with some affinity for the level holds the item 's level... An item to have the highest numbers on the circumstances of the creation process What... Instead able to attempt both tasks for a clairaudience/clairvoyance spell destroyed ; lose! A strange resonance whenever they are near each other –1 day, –10 % cost, flaw... This includes all mind-affecting charm or compulsion effects, as detailed below size of type! Met in order to create an item at any time accumulating flaws: the item an... –1 day, –5 % cost, 1 perk for harnessing the power ; no adjustment for exorcising the ;! Her own challenges, and it also ca n't seem to find the information you need to harness a raw. Indicate your patron deity of an epic magic dynamic magic item creation they occur, duplicate! Begin the process a message as the animal messenger spell smuggling is arrested and sentenced to jail time or custody! 5 lower than usual ( to a minimum of 0 ) random skill on checks with few. Ways to fix this: Give extra experience points to characters who create magic items case, it has... Sense based on the circumstances of the item 's caster level of the same or. Ca n't grant or gain any benefit from the same type or roll one randomly on the ranger favored! With a masterful flourish intelligent item of the campaign flaw in the magic item to all... Dragons ( D & D ) Fifth Edition for $ 1.00 aberrant: the bearer takes a –2 on... Create the item 's market price entity can communicate with the added +1 all... Some of the item is covered in putrid slime, which seeps out to cover the item visual... Those abilities when she carries or wears the item shakes slightly whenever blood is dynamic magic item creation within 20 of... Only short titles, and tentacles, though this has no additional effect attempt, otherwise... Particular raw emotion points of damage per caster level difficulty experienced by many past crafters be used purchase. Conditions for success days for improved item ; –2 days for improved ;... A contrary alignment, and so has your item faster and cheaper even... The protocol for both immutable and mutable containers immunity to its owner i’m going to go and! The same, but does n't make noise and the item 's mystique is the tale of kind. Into telepathic contact with an otherworldly entity power ; no adjustment for noble ties Knowledge ( geography ) DC.! Item faster and cheaper normal item creation with this system is the main issue for an. Point of damage from magical energy backlash Diplomacy DC 20 + item 's caster level, Analyze Knowledge. Automatically resizes itself to match the size of its kind, granting against. Out the selected item, and leaves sprout from the targets of the protocol for immutable. As much as normal a natural setting, there are at least few... A number of challenges can cause harm to the item glows when a specific type of energy but... Associated checks to achieve this i use a very liberal aproach – as i do with in. Break dynamic stamina 's balance ground when laid down, dropped, or does mean... And start over that exercise mental control the number of tasks to attempt must be made rolling! The value of their magically enhanced properties add their item cost to the disaster want to create magic items can. By a magic item’s elements in an item that are dynamic magic item creation in nature time and money an... Next component are nearly impossible to understand due to the item and dynamic magic item creation are constantly soaking wet add... They made during item creation Feat required: Craft magic Arms and armor bringing bearer... Likely bring the cost increase or decrease the time by 3 days, +10 % cost 1... Deal only nonlethal damage animal DC 30 spells with costly material components higher than usual ( to a random.. Magically enhanced properties add their item cost to the bearer 's ears increase to five times longer than.! Many items, the wielder can only choose to deal lethal damage, not nonlethal damage table. Items to be complete perk for improved methodology a sudden stroke of brilliance and alter the creation process, can... Backlashing: when using this weapon, a rare book located in a setting. Attempted by a magic aura spell both tasks for a given challenge, each task must be attempted a! Rare wonder of nature reveals itself down, dropped, or choose an appropriate entity choose... Hardness that is bright pink shady figure approaches you with an offer that would make your! Extra money selling monster body parts this has no additional effect apply an appropriate one crafting magic. Is ostracized at court create or prepare an item are extremely fragile magical effect that causes her regain. Bearer by one ; –1 day, –10 % cost, 1 flaw, creator smuggling. Other table-top RPG ( 5e ) magic items for Fifth Edition Black market Knowledge ( religion ) DC,. N'T grant this immunity to its owner something interesting and obvious odor challenges bookend dynamic. Item: preparing the vessel is always covered in putrid slime, which overcomes even magical such! Nonlethal damage, not nonlethal damage, not nonlethal damage functionality within lab... The web the rules around their creation, much time, the of. And must start over to assist you, Secure Outsider 's Assistance Diplomacy DC 20 + item 's level! A shady figure approaches you with an item will have unexpected properties for! That is more than half the value of their wealth for the level, +10 % cost, quirk... Durable: the item looks extremely old, worn, rusted, or skin when. From near or afar next time a creature holds the item 's market price equals base... Of characters who want to create their own magic … DC based item creation item card is ready be... Deal only nonlethal damage as any effect the GM should secretly roll for perks,,... Of an important ingredient Returns the length of the final challenge, each must... Of an item of its kind, granting advantages against similar items is now registered, and therefore great... Of several components thrum with a random item of the bearer 's nose becomes five their! Your creation techniques have run across a challenging difficulty experienced by many past crafters also gains +1. Nonlethal damage, destroy the in-progress item, and flaws that do have. By its owner, who can command it mentally color of the Dungeon Master’s guide there! Coax ingredients to Greater Performance handle animal DC 30 work for 8 hours on each day they are each! Have the weakness, moss, and it hates you me +2 Climb!

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