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Adventure Cards I-Z
Topic Started: Jan 6 2009, 03:08 PM (104 Views)
Nemomon
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Idol

You have discovered an Idol. You may roll two dice with the following results: 2) lose 2 lives; 3) lose 1 life; 4) lose 1 life or discard a follower; 5) enslaved – stay here until you roll a 4, 5, or 6 for your move; 6) gain 1 strength; 7) gain 1 craft; 8–9) gain 1 spell; 10) gain a talisman; 11) gain 1 life; 12) gain 2 lives. The Idol must then be discarded.


Imp

You meet a grumpy Imp. Roll one die to see where he teleports you to with the following results: 1) Crags; 2) Forest; 3) Tavern; 4) Ruins; 5) Hidden Valley; 6) Cursed Glade. The Imp is then discarded.


Instructor

The Instructor is happy to teach you for a price. For every 3 gold you give him you must miss a turn and gain either 1 craft, or 1 strength (i.e. pay 6 gold miss a turn and gain 1 strength, miss another turn and gain 1 craft). If the instructor is lost to the Earthquake, or Displacement or Destruction are cast upon him then any remaining instruction for a character is forfeited.


Jester

The Jester becomes your follower. He is an annoying fellow who is an utter coward, and will hamper you in combat by screaming loudly. This deducts one from your combat die roll. You may only rid yourself of the Jester if you visit the Tavern (you must still encounter the Tavern), unless there is another character there in which case you may force them to take the Jester, whether or not you encounter them in any other way.


Judge

Judgement is passed upon you. If at any stage in the game you have attacked another character, or used a special ability against another character you must either pay a fine of 1 gold or miss 1 turn. The judge then continues his itinerary to the discard pile.


Lance

The Lance can only be used by a character mounted on a Horse, or Warhorse. Whilst it is in your possession your combat strength is increased by 2 points for the duration of any combat in which you use it. However, if you roll a 1 for the combat the Lance shatters and you must discard it.


Leper

A Leper has his hovel here. You must roll one die for yourself, and each of your followers with the following results: 1–2) lose a life, or a follower (discard) respectively; 3–6) no affect. The Leper will remain here for the rest of the game.


Lich (c4)

A bloodthirsty Lich is roaming in this space. Fight it as normal, except that if you are defeated it drains 1 life from you, and keeps it for itself (place on the card). The Lich will remain here until it is killed (loses all lives).


Lion (s3)

A Lion is preying on all and sundry in this space. It will remain here until it is killed.


Mage

A kindly Mage has made his home here for the rest of the game. He will give 1 spell per visit to each character of good alignment that encounters him, but only if their craft is sufficient to allow them a spell.


Magic Arrow

You can fire the Arrow at the start of any combat with a Dragon, including the Dragon King. If you do so, roll one die with the following results: 1–3) no affect – you must fight the Dragon as normal; 4–6) the Dragon is slain, or the Dragon King loses 1 life. Discard the Arrow once it has been used.


Magic Banner

The Magic Banner inspires your followers. Whilst it is in your possession: 1) any followers who add to your combat strength have their bonus increased by 1 point each; 2) any followers who fight in your place have their combat strength and/or psychic combat craft increased by 1 point each.


Magic Belt

Whilst the Magic Belt is in your possession your strength is increased by 1 point.


Magic Harness

If you defeat an enemy Dragon in combat you may fit it with this Harness instead of killing it and take it as your follower. Whilst it is your follower: 1) you may roll 2 dice for movement and use the one with the highest score; 2) your combat strength is increased by 3 points for the duration of any combat in which you use it. You may only have one such follower at any time.


Magic Helmet

If as a result of combat, or ranged combat you have just lost a life you may roll one die with the following results: 1–3) no affect – lose a life as normal; 4–6) the Magic Helmet protected you – you do not lose a life.


Magic Mace

Whilst the Magic Mace is in your possession your combat strength is increased by 2 points for the duration of any combat in which you use it.


Magic Portal

You discover a Magic Portal. You may pass through if you wish by rolling one die to determine where you are Teleported to with the following results: 1) Crags; 2) Village; 3) City; 4) Warlock’s Cave; 5) Temple; 6) Plain of Peril. The Magic Portal will remain here for the rest of the game.


Magic Ring

You may use the Magic Ring against another character that you land on instead of attacking them. If you do so roll one die with the following results: 1–3) no affect; 4–6) you may take any 1 object, or 1 gold from them to add to your own. They have no say in the matter; you may take whatever you want.


Magic Shield

If as a result of combat, or ranged combat you have just lost a life you may roll one die with the following results: 1–3) no affect – lose a life as normal; 4–6) the Magic Shield protected you – you do not lose a life.


Magic Stream

Place a total of 4 strength here when revealed. You can drink from the Stream once per visit (including when revealed) and take 1 strength from the Stream to add to your own. When all four have been taken, the Magic Stream vanishes to the discard pile.


Magic Tankard

Whilst the Magic Tankard is in your possession you may heal your lives free of charge when you visit the Tavern instead of rolling the die.


Magical Vortex

A Magical Vortex whirls throughout the land. It absorbs all spells from all characters (not the Genie, or Dragonskull Wand). The spells must be discarded along with the Magical Vortex.


Magician

If you wish the Magician will change any, or all of your strength points into craft points, or visa versa (but not below your starting quotas). Whether or not you make use of his powers he then vanishes to the discard pile.


Maiden

Whilst the Maiden is your follower your craft is increased by 2 points. You lose this bonus when you lose the Maiden as a follower.


Man–at–Arms

The Man–at–Arms will join you in your quest. He is a skilled fighter and increases your combat strength by 2 points so long as he is your follower. However, whenever you lose a life you must roll one die with the following results: 1) the Man–at–Arms is killed instead; 2–6) no affect, lose a life as normal. The Man–at–Arms takes priority over an object that saves a life (Armour, Helmet, Shield, etc).


Map

Whilst the Map is your possession you may subtract 2 from the total of your die roll in the Mines. It cannot be used in conjunction with a Gyro–Compass, or the Archaeologist’s third special ability.


Market

A Market has set up here, and will remain for the rest of the game. On each visit you may purchase objects (if available) at the following prices: Helmet – 1 gold, Shield – 1 gold, Sword – 1 gold, Water Bottle – 1 gold, Mule – 2 gold, Raft – 3 gold.


Market Day

It is Market Day. All characters may trade followers (not the Hag, Jester, Poltergeist, etc) gold, objects, and spells in their possession. When everyone has finished trading the Market packs up and heads off to the discard pile.


Marsh

The Marsh will remain here for the rest of the game. Whenever you encounter the Marsh you must miss a turn if your strength is less than 5.


Maze

The Maze will remain here for the rest of the game. Whenever you encounter the Maze you must miss a turn if your craft is less than 5.


Mephistopheles

You are visited by Mephistopheles who is on a mission to this land. If you are of evil alignment – he increases your craft by 1 point; if you are of good, or neutral alignment – he converts you to evil. He then returns to his own dark kingdom on the discard pile.


Mercenary

The Mercenary will only become your follower if you pay him 1 gold (discard). If you do not, he will wait here for a character willing to pay him. Whilst he is your follower your strength is increased by 3 points for the duration of any turn in which you pay him 1 gold (you can only pay him once per turn). If another character takes the Mercenary from you they still have to pay him to become their follower.


Morning Star

The Morning Star is a powerful weapon but difficult to use. Whilst it is in your possession your combat strength is increased by 3 points for the duration of any combat in which you use it. However, if your die roll for the combat is greater than your craft you smash yourself in the head and lose no matter what your score.


Mountain Dragon (s8)

The Mountain Dragon breathes fire on you. You must roll one die with the following results: higher than your craft – lose 1 life, and your turn ends; equal to or less than your craft – no affect, but the Dragon then attacks you as normal. It will remain here until it is killed.


Mule

The Mule can carry up to 8 objects on your behalf. If you lose the Mule you must immediately leave any surplus objects in the space that you are in, unless you have other means of carrying them.


Nobel

A Noble is seeking a Herald to sing of his glory across the land. You may attempt to take the job by rolling one die with the following results: equal to or higher than your craft – no affect; less than your craft – you may take the Herald character card. Whatever the outcome, the Noble goes off to hunt in the discard pile.


Ogre (s4)

An Ogre has decided this space is easy pickings. It will remain here until it is killed.


Orb of Knowledge

The Orb of Knowledge has only one charge. You must use it when you are about to draw adventure cards. It allows you to draw one more card than necessary, and then discard one of your choice that you do not wish to encounter. Once it has been used it is discarded.


Outlaw

You are bushwhacked by an Outlaw who steals from the rich and gives to the poor. If you have gold, he takes 1 gold (discard); if you have no gold, he gives you 1 gold. With a laugh and a wave, he then makes his escape to the discard pile.


Patrol

A Patrol of soldiers is trying to maintain law and order. They immediately send you back to your starting space (encounter as normal) and then they march off to the discard pile.


Pedlar

A Pedlar has set up his shop here. On each visit you may purchase objects (if available) at the following prices: Helmet – 1 gold, Water Bottle – 1 gold, Shield – 2 gold, Sword – 2 gold, Axe – 3 gold, Spell – 3 gold. When you have bought what you wish, roll one die and move him that number of spaces clockwise around the board.


Pegasus

Pegasus the winged horse will immediately give you a ride to any other space of your choice in the same region. Whether or not you accept the ride, Pegasus then flies off to the discard pile.


Pestilence

A Pestilence has befouled this region (either outer or middle). All characters in it must lose 1 life. The Pestilence then vanishes to the discard pile.


Phantom

A Phantom will haunt this space until it has granted the first character of evil alignment one of the following wishes of their choice and then it will vanish to the discard pile: gain 1 strength, gain 1 craft, gain 1 gold, gain 1 life, gain 1 spell, or immediately Teleport to any other space in this region.


Phoenix Potion

You may drink the Potion whenever an enemy Dragon, or enemy Wyvern breathes fire on you. Instead of losing 1 life you gain 1 life. Discard the Potion once it has been drunk.


Pixie

Whilst the Pixie is your follower: 1) you do not need to roll the die in the Forest. However, if you do roll you must accept the outcome of the die roll; 2) you may evade any character, creature, enemy, or enemy spirit when you are in a Woods space.


Poltergeist

A Poltergeist attaches itself to you. You must take it as a follower. Its only effect is to slow your movement to 1 space per turn (even when teleporting). However, any subsequent movement within a turn is permissible. You can only rid yourself of it by crossing water (river) either by Bridge, Ferry, Raft, or Water Walking. The Poltergeist must then be discarded (you cannot keep it).


Pool of Life

Place a total of 4 lives here when revealed. You may bathe in the Pool once per visit (including when revealed) and take 1 life from the Pool to add to your own. When all 4 have been taken, the Pool of Life drains away to the discard pile.


Porter

The Porter can carry up to 4 objects on your behalf if you pay him 1 gold (discard). If you do not pay him he wanders off to the discard pile. If you lose the Porter you also lose any objects he was carrying (discard).


Potion of Strength

There is only enough of the Potion for just one use. When you drink it, your strength is increased by 2 points for the duration of that turn only. The Potion is then discarded.


Prince

Whilst the Prince is your follower: 1) you may heal up to 2 lives free of charge when you visit the Castle; 2) you may exchange the Prince for 3 gold when you visit the Castle (discard him).


Princess

Whilst the Princess is your follower: 1) you may heal up to 2 lives free of charge when you visit the Castle; 2) you may exchange the Princess for 3 gold when you visit the Castle (discard her).


Psionic Wand

Whilst the Psionic Wand is in your possession you may use your psychic combat craft instead of your combat strength in any combat.


Raft

On your next turn you may use the Raft to cross the Storm River to a space directly opposite the one that you are in, instead of rolling the die for movement. You must do so immediately if you wish to. Whether you cross or not, the Raft must be discarded as it cannot be taken as an object and rots when left behind.


Raiders

A band of Raiders attack you and steal all of your gold and objects. They immediately stash them at the Oasis and retreat to their hide–out (discard). If you are already in the Oasis you cannot reclaim them that turn.


Recruiter

A Recruiter has set up here. You may immediately move to the Chapel and take the Templar character card, but only if you are of good alignment and your strength is 5 or more. The Recruiter will remain here until a character accepts the post.


Red Dragon (s8)

A huge Red Dragon is terrorising this space. It will remain here until it is killed.


Ring

Whilst the Ring is in your possession your strength, and craft are increased by 1 point each.


Ring of Command

You may use the Ring to enslave any enemy Dragon that you encounter and take it as a follower. Whilst it is your follower it will add its strength to yours for one combat of your choice and then fly off to the discard pile. The Ring has only one charge and it must be discarded once used.


River Barge

A River Barge is passing through this space along the Storm River. You may immediately move to either the Wharf space in the City, or to any other space in your region. The Barge is then discarded.


Rod of Dragon Fire

You may use the Rod to cast a fireball at another character, enemy, or Dragon King just before you fight them. The fireball will cause another character to lose 1 life, kill an enemy (discard), or force the Dragon King to lose 1 life. The Rod only has only one charge and it must be discarded once used.


Rod of Ruin

The Rod of Ruin has one use. It will force the character of your choice to lose either 2 points of strength, 2 points of craft, or 1 point of each (but not below starting quotas). The points are discarded. Once the Rod has been used it is discarded.


Runesword

Whilst the Runesword is in your possession: 1) your combat strength is increased by 1 point for the duration of any combat in which you use it; 2) each time you defeat a character, or enemy monster in combat and you force them to lose 1 life you gain 1 life. Good characters cannot use the Runesword.


Sacrificial Stone

The Dragon Cult chains you to the Sacrificial Stone. Cut the adventure deck. If the card revealed is an enemy Dragon you are eaten alive and you must start again with a new character next turn. If the card is not an enemy Dragon you are safe but you must miss your next turn whilst breaking free. The Sacrificial Stone will remain here for the rest of the game.


Sea Dragon (s8)

A huge Sea Dragon has left its watery realm and is terrorising this space. It will remain here until it is killed.


Secret Door

You may go through the Secret Door if you wish. If you do, discard it and draw 3 new adventure cards. If you do not, it will remain on this space until a character does go through.


Serpent (s4)

A Serpent has made its home in this space. It will remain here until it is killed.


Shade (c2)

A Shade is lurking in the dark corners of this space. It will remain here until it is killed.


Shadow (c2)

A mysterious wraithlike Shadow hovers in this space. Fight is as normal, except that if you are defeated the horrid little thing makes you lose 1 craft (if you cannot lose 1 life instead). It will remain here until it is killed.


Shadow Dragon (s8)

A foul Shadow Dragon has made its lair in this space. It will remain here until it is killed.


Shaman’s Bones

Cast the Bones onto the discard pile and gain 1 spell to replace them.


Shield

If as a result of combat, or ranged combat you have just lost a life you may roll one die with the following results: 1–3) no affect – lose a life as normal; 4–6) the Shield protected you – you do not lose a life.


Shovel

Whilst you are in possession of the Shovel you may subtract 2 from the total of your die roll in the Crypt. It cannot be used in conjunction with a Mining Laser.


Shrine

You may pray by rolling one die with the following results: 1–2) ignored; 3) gain 1 gold; 4) gain 1 spell; 5) gain 1 life; 6) you may immediately Teleport to any other space in this region. The Shrine will remain here for the rest of the game.


Siren

A Siren’s song can be heard throughout the land charming all humans (pure strain). All charmed characters must miss 1 turn. The Siren’s song then fades to the discard pile.


Solomon’s Crown

Whilst Solomon’s Crown is in your possession your craft is increased by 2 points.


Sorcerer

A Sorcerer has set up shop here. He sells spells for 1 gold each (discard), but only to those whose craft is sufficient to permit any. You may only 1 spell per visit. The Sorcerer will remain here for the rest of the game.


Spectre (c3)

A Spectre has appeared in this space. It will remain here until it is killed.


Sphinx

The Sphinx sets you a riddle. Pick a number between 1 and 6 and then roll one die with the following results: the number you picked – gain 1 spell; a number you did not pick – no affect. The Sphinx will remain here until someone successfully solves the riddle whereupon she bounds off to the discard pile.


Staff of Mastery

This Staff gives you the power to enslave any enemy, or enemy spirit that you encounter and take it as a follower. It will then add its strength to yours in your next combat or it will add its craft to yours in your next psychic combat after which it is discarded. You can only enslave one enemy or enemy spirit at any time. If you enslave the Band of Zombies or Dog Pack each individual Zombie or Dog will add its strength to yours in your next and subsequent combats (use a die to show how many remain) until all have fought after which they are discarded. If you enslave the Doppelganger it will fight with the same strength as our opponent.


Storm

A Storm sweeps through this region (either outer or middle). All characters in it must miss 1 turn. The Storm then abates to the discard pile.


Storm Dragon (s8)

A Storm Dragon is terrorising this space. If you possess any Armour, Battle Armour, Broken Helmet, Broken Shield, Broken Sword, Chainsword, Damaged Armour, Dragon Bane, Dragonhelm, Force– Shield, Full–Face Helm, Helmet, Kite Shield, Magic Helmet, Magic Shield, Plate Mail, Psi–Helmet, Runesword, Shield, Stiletto, Sword, or Two–Handed Sword you must lose 1 life before you fight with the Dragon. It will remain here until it is killed.


Storm Giant

The Giant can fight in your place in any combat, or psychic combat of your choice but he cannot use any of your objects, or spells. He has 8 strength and 3 craft. If he defeats an enemy, or enemy spirit it is killed (discard); if he defeats a character they must lose a life even if they possess the Golden Statue. If he loses, he is killed (discard); if he is defeated by another character they may not take any other reward from you. In addition, if the Storm Giant wins or draws he leaves you and joins the character on your right.


Surprise Attack (1)

A Dragon swoops down from the clouds and attacks you. You are so surprised that you cannot even defend yourself. You must either lose 1 life, or 1 follower (discard). The Dragon then flies off to the discard pile.


Surprise Attack (2)

A Dragon swoops down from the clouds and grabs you lifting you high into the air and then drops you so that you plummet to the ground. You must lose 1 life. The Dragon then flies off to the discard pile.


Sword

Whilst the Sword is in your possession your combat strength is increased by 1 point for the duration of any combat in which you use it.


Talisman

Whilst you are in possession of the Talisman you may enter the Valley of Fire.


Taxation

Roll one die to see who a tax of 1 gold has been levied upon with the following results: 1) good; 2) evil 3) neutral; 4) with gold; 5) in the outer region; 6) in the middle region. Characters without any money are exempt from the tax. The Taxation is then lifted to the discard pile.


Tomb

You stumble across a Tomb. You may roll one die with the following results: 1) attacked by a Demon (craft 10); 2) attacked by a Wraith (craft 5); 3–4) empty; 5) gain 1 gold; 6) gain 3 gold. The Tomb will remain here for the rest of the game.


Treasure Chest

You may take the Treasure Chest and open it whenever you wish. When you do, roll one die and take that number of gold counters from the stockpile. The Treasure Chest must be discarded once it has been opened.


Treasure Hoard

Place a total of 8 gold here when revealed. You may plunder the Hoard once per visit (including when revealed) and take 2 gold from the Hoard to add to your own. When all 8 have been taken, the Hoard disappears to the discard pile.


Unicorn

Whilst the Unicorn is your follower your strength and craft are increased by 1 point each. You lose them when you lose the Unicorn as a follower.


Vampire (c6)

A powerful Vampire is stalking this space. Fight it as normal, except that if you are defeated you must lose 1 craft, and 1 life (place the life on this card). The Vampire will remain here until it is killed (loses all lives).


Vampire Bats (c4)

A swarm of Vampire Bats swoop down on you. Fight them as normal, except that if you win you have dodged the swarm and they move away; roll one die and move the swarm that number of spaces clockwise around the board. The Bats will attack any character in the space they land on (if there are two or more characters in that space they will attack one of them at random). The Bats will remain on the space until they are defeated.


Volcano

A Volcano erupts with a crack of thunder. All Strangers in this region are engulfed and swept off to the discard pile along with this card.


Wand

Whilst the Wand is in your possession you will always have at least 1 spell during the game. Whenever you use your last remaining spell immediately draw another.


Wand of Terror

Whenever you are the defender in combat you may roll one die with the following results: 1–3) no affect – you must fight the combat as normal; 4–6) your opponent freezes with fear and you evade the combat. You may not evade the Dragon King.


Warhorse

You may use the Warhorse to charge into combat. This allows you to add your starting craft to your strength for 1 round of combat only (if you have to fight a second round of combat against the Amazon, Band of Orks, Barbarian, Cyborg, Dragon King, Pack of Dogs, or Pit Fiends the Warhorse cannot be used). If you are defeated when charging into combat and you are forced to lose a life the Warhorse dies instead (discard). The Warhorse takes priority over the Golden Statue.


Water Bottle

Whilst the Water Bottle is in your possession you do not lose a life in a Desert Space.


Werewolf

It is a full moon. One of your followers turns into a Werewolf (roll one die for each follower – the highest score is the monster) and immediately attacks you in combat with 6 strength. If you defeat the Werewolf it is killed (discard). If you are defeated, or it is a standoff you must lose 1 life and it will remain on the space until your next turn when it reverts to normal. The Werewolf will attack any character landing here until that time. If you do not have any followers discard this card.


Whirlwind

A Whirlwind whips up in this space. You must roll one die for each of your objects (not Concealed Pouch) with the following results: 1) it is blown to a space one die roll clockwise around the board; 2) it is blown to a space one die roll anticlockwise around the board; 3–4) it is blown to the discard pile; 5–6) you keep it. If you have to roll for the Bag of Carrying only roll for the Bag itself not the objects inside. The Whirlwind then blows itself onto the discard pile.


Winged Boots

Whenever you roll a 6 on the die roll for movement you may choose to roll the die a second time and add the two scores together for your total movement. If you do so, you must move this total.


Witch

A Witch skulks in this space. You must roll one die with the following results: 1) turned into a Toad for 3 turns; 2) lose 1 life; 3) discard 1 object (your choice); 4) gain 1 strength; 5) gain 1 craft; 6) gain 1 spell (if your craft allows). If a Toad rolls a 1, its time as a Toad is extended by 3 more turns. The Witch will remain here for the rest of the game.


Wizard’s Tower

You discover a Wizard’s Tower. You may roll one die with the following results: 1) turned into a Toad for 3 turns; 2–3) no affect; 4–6) gain 1 magic object – look through the discard pile and take the magic object of your choice. The Wizard’s Tower will remain here for the rest of the game.


Wolf (s2)

A vicious Wolf now dwells in this space. It will remain here until it is killed.


Wraith (c5)

A Wraith is wreaking havoc in this space. It will remain here until it is killed.


Wyvern (s5)

A foul Wyvern has made its lair in this space. It will remain here until it is killed.


Wyvern (s5)

The Wyvern breathes fire on you. You must roll one die with the following results: higher than your craft – lose a life and your turn ends; equal to or less than your craft – no affect but the Wyvern then attacks you as normal. It will remain here until it is killed.


Wyvern Staff (magic object)

You may use the Staff to enslave any enemy Wyvern you encounter and take it as your follower. Whilst it is your follower it will add its strength to yours for one combat of your choice, after which it will fly off to the discard pile. You may only have one such follower at any time.


Zombie Dragon (c7)

A terrifying Zombie Dragon is terrorising this space. It will remain here until it is killed.
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