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Messages - Jura-Glenlivet II

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1201
The Lounge / Re: WP IX The Templars Map (Game ON)
« on: January 14, 2019, 08:43:46 AM »
Question. Will all of the clues be based on Lundy Island?

All the clues will be Lundy based, in all its myriad hues, yes.

1202
The Lounge / Re: WP IX The Templars Map (Game ON)
« on: January 14, 2019, 08:28:15 AM »

 Jura's writing style is that of Joseph Conrad, if Conrad were afflicted simultaneously with Asperger's, Tourette's, and a sprinkle of autism.



I bet you say that to all the girls.

1203
The Lounge / Re: WP IX The Templars Map (Game ON)
« on: January 14, 2019, 08:25:54 AM »

The place where nomads sleep obviously refers to a burial site, as Gayer thought also. There is a lookout spot near Tibbett's Hill and a cairn close by. My only other thought of where it could be is the northern plateau where archaeologists found remnants of grass huts.

Let me show you the post in response to Lady Gayers request to dig the Giants grave:

Quote
Flushed with success and now fully on the trail she decided sleep was synonymous with death and the giants graves were a good place to start.
Armed  with a spade from the farm buildings she set about digging up a 9th century burial site protected under the Ancient Monuments and Archaeological Areas Act 1979, in a manner that sent a shiver through the souls of archaeologists within a  hundred mile radius, and found nothing, looking at a more detailed map she realised that there were many burial sites on the island, to dig them all would not only be a major undertaking, but would probably see her in court for crimes against humanity.

To simplify, No, not in a grave!

1204
The Lounge / Re: WP IX The Templars Map (Game ON)
« on: January 14, 2019, 07:14:40 AM »
I would like to explore the Marisco Tavern to hunt for the clue.

Which bit of the tavern (and why?) do you wish to search, as it is a large building with many rooms, a random search is unlikely to find anything. Oh! now it's Tibbets hill!
I mean why not just say I search the island Jura, for reasons? I mean dammit man do you think me a fool, a clue demands some respect, from this point on I want at least a cursory reason why you think so and so place has piqued your interest, lest I have the Sisters knee-cap you for wasting my damn time!

1205
The Lounge / Re: WP IX The Templars Map (Game ON)
« on: January 14, 2019, 06:20:08 AM »

Flushed with success and now fully on the trail she decided sleep was synonymous with death and the giants graves were a good place to start.
Armed  with a spade from the farm buildings she set about digging up a 9th century burial site protected under the Ancient Monuments and Archaeological Areas Act 1979, in a manner that sent a shiver through the souls of archaeologists within a  hundred mile radius, and found nothing, looking at a more detailed map she realised that there were many burial sites on the island, to dig them all would not only be a major undertaking, but would probably see her in court for crimes against humanity.


1206
The Lounge / Re: WP IX The Templars Map (Game ON)
« on: January 14, 2019, 04:15:17 AM »


Look below where the nomad sleeps………..

Quote
You're giving hints, but this is unjustice. Because I can not get anything about evils and wild card caused by language barreer. Seems an epic but means nothing to me. Either write me Turkish hints, or explain what you mean, or directly give me the names.  ;D

Mmm.. Not sure I can help you here, I assure you my Turkish is worse than your English.

These clues are not about "Evils or wildcards" though, just the position of what might be a flat-earth map left by the Templar's.

1207
The Lounge / Re: WP IX The Templars Map (Game ON)
« on: January 14, 2019, 03:45:40 AM »

Reaching under the granite rock the plaque to John Pennington Harman VC, graced, Colonel Gaydafi felt something metallic, and with that elation, she was right. Her finger tips could just grasp it, it felt like a tube, a map tube?

Opening it was a bitch, screwed tight with some sort of stringy stuff in the threads to keep the water out, inside was rolled paper with writing on, even shorter than the last clue.

Look below where the nomad sleeps……….. Bugger! Back to the books, and a rum, she was perished.

1208
The Lounge / Re: WP IX The Templars Map (Game ON)
« on: January 14, 2019, 03:21:01 AM »
Jura, regarding the first clue, I want to go search at the VC Quarry

The Colonel felt a deep attachment to this island, surrounded by wrecks and with its history of piracy, no body here questioned her about her clothing choices and for the first time the parrot seemed at home, natural.

She’d immersed herself in the books and rum while others bickered “For the defence of India and a little bit of bronze cannon”, WTF?
But then she read of John Harman who died in Burma in the second world war and was awarded the Victoria cross, there was even a memorial stone to him in the quarry on the east side of the  island, as he was the son of the owner of Lundy at that time, looking further, he died at the battle of Kohima, fighting the Japanese, and that wasn’t in Burma but India, but what about the cannon, she read further, the VC wasn’t made of gold or silver but bronze, traditionally  from a cannon captured at the siege of Sevastopol during the Crimean war, she had it! It's in the Quarry.


1209
The Lounge / Re: WP IX The Templars Map (Game ON)
« on: January 14, 2019, 12:35:41 AM »
I've been reading through those links on the first post to try and figure out the clue but no luck

Just a general help here, the clues, all the clues are to do with the island, its history, natural history and the people that have made lasting impressions, the links themselves won't give you all you need you may have to dig further.

CFC, all rule changes, extras, etc I will add to the very first post, it would be a good idea to check this from time to time.

1210
The Lounge / Re: WP IX The Templars Map (Game ON)
« on: January 13, 2019, 02:45:03 PM »

Sister Corporal Jena had lain in position now for two hours and was, all things considered, comfortable, finding a flat area on the slope 3 days before with a stunted oak to help with cover from the ridge, padding it out with thermal groundsheet's and moss, her ghillie suit augmented with dry grass and bracken, she, and her spotter Mariel were invisible to all but infrared.

The mountain sheep had threatened to be a problem, a place like this facing the morning sun and out of the prevailing wind already had its fan base, a Soay ram and his harem, not a problem if it could see them of course, they were wild and kept well clear of humans, but it couldn't, if it came down the incline with the wind behind it, then problems,
killing the damn thing was apparently not an option, post operation bleed, everything that lived here was logged, finding an alpha ram riddled with combat shotgun pellets, again problems.
 
The Lieutenant had said she would fix it,and had in her own fashion, a pair of ravens had been waiting for them today in the tree, taking keen interest in their preparations but showing no fear. Half an hour later Mariel had whispered, “Sheep” as the Ravens took off to harass the ram and his entourage, dive bombing until they fled back up the hill, now one was in permanent residence above them, effective.

She liked to rely on more conventional methods and her favourite was in her hands now, the AXMC sniper rifle, loaded with .338 Finnish ammunition, the finest gun in the world, this one she called Ankou.
Currently aimed at a narrow coastal path just where a 3 foot drop in the trail on to a sloping wet rock made people pause, a third of a mile away it was a one shot kill she could make all day and since the mist had covered all the rest of the island, boiling off at the eastern cliffs, leaving just wisps down here, the only effective place she could be.

Now if the Raven would just stop periodically shitting on them and cackling, her day would be perfect.

1211
The Lounge / Re: WP IX The Templars Map (Game ON)
« on: January 13, 2019, 02:35:04 PM »

Well here we go, it should be Monday morning in Aus-land so Shifter should be with us soon, nothing lost there, see.

As I don't expect search engines in some of your parts of the world to be tuned to British islands I have put a few links at the start that may or may not lead you to some of the map-hunt clues.

Nice to see everyone getting on famously.

1212
The Lounge / Re: WP IX The Templars Map (Game ON)
« on: January 13, 2019, 02:13:11 PM »

I'll take that as a no then.

1213
The Lounge / Re: WP IX The Templars Map (Game ON)
« on: January 13, 2019, 02:08:07 PM »

Half an hour till the start of the first day children, anybody got anywhere with the map hunt?

1214
The Lounge / Re: WP IX The Templars Map (Game ON)
« on: January 13, 2019, 04:50:15 AM »

First day starts at 22.30 GMT (13th Jan).

Keep an eye on the first post for updates.

1215
The Lounge / Re: WP IX The Templars Map (Game ON)
« on: January 12, 2019, 06:03:59 PM »

2nd Lieutenant, Aeval had watched the Chinook land on the helipad from the black barn and had approached as the rotors wound down, standing where the residual wind only stirred her cowl, the crew had set to removing the baggage and loading it into the trailer hitched to the quad bike, two of her sisters would drive it down to their billets, they had dressed only in black and grey body armour and kevlar jeans eschewing their habits for practicality, HK-G36k carbine's hung casually from shoulders, her only weapon was her Glock 17 on a cross body lanyard, she wasn't expecting trouble, yet.

As they disembarked she was surprised, expecting wall to wall weird, but apart from the guy with antlers, the chavy son of Kermit and one with a head that wouldn't look out of place under an ostriches arse, she had the usual cross section of humanity,some would even be considered attractive, hey who knew.

The Chav had obviously not read the script, and was trying to casually saunter towards the quad bike and the Sisters, Corporal Sabine waited until he was 10 foot away, then nonchalantly swung her rifle up one handed to point between his eyes, as he stepped back she smiled and gestured with her weapon for him to join the others and turned around, little minx.

As they drew closer to her she began to feel uneasy, a hint of something not quite right, then it passed, as if it had noticed her reaction and had dampened down on the effect.
As she motioned for them to follow her down to the Tavern the great Raven launched from the church to glide over them, his shrill alarm call clearly spooking some of the group, so he felt it too, she thanked him.

In the tavern, small talk dealt with she asked them to join her in the bar at the big pine table.

“Ladies, gentlemen you have much to discuss and sort before night fall, there are cooking facilities at your lodgings or you can use those here, your bags will be in your rooms, go out that door and through the gate in the wall, government building is the first you come to Millcombe is past that, there is a map here” pointing to a pile of A4's, “The clue you have been waiting for is on the back, it says, For the defence of India and a little bit of bronze cannon, I can be reached by using the phone near the door, please do not approach the other sisters. I will check in here each morning.” and with that she swept out.

1216
The Lounge / Re: WP IX The Templars Map (Game ON)
« on: January 12, 2019, 04:53:43 PM »

Right, No, not enough people Pm'd to say they wanted it to go on and a few thought we should wait.

in the meantime I will put up the first clue for the map.

the rules for this I will add to the rules in the first post.

1217
The Lounge / Re: WP IX The Templars Map (Game ON)
« on: January 12, 2019, 02:11:48 PM »
Also, can we address the fact that Jura's avatar is very penguin-looking? I don't trust it a bit.



You got some moves you want to show me boydster?

1218
The Lounge / Re: WP IX The Templars Map (Game ON)
« on: January 12, 2019, 01:07:40 PM »

She called him War-bird, it was a conceit he was happy to allow.

The nature of the treaties between her people and his, brokered by the powers they called gods sealed with blood, were taught to him in the nest, each clause, word of power and the histories that went with them repeated a hundred times before his fledging, as he had to his young.
He never thought he would hear those words, their species had grown apart, the featherless seemingly losing the knowledge, and then she had come, hair red as lightning fire, her soul too, bright and pure and he had known joy again.

The Raven perched on the bell tower, he had watched the machine fly in that had delivered those he was to watch, the big one with two whirling wind makers on its top, what these beings could do when they cooperated, shame for them they always fell to war.
It was prophesied that the time of Ravens would come when mankind finally killed itself, and only the wind would remember why.

All but one were here now, met by the burning girl, there was a malign presence amongst them, concealed, but there.
When the wind maker left and as they came down the hill he dropped and swooped low over them, voicing a warning.

Her soft voice filled his head like fresh blood
“I feel it too War-bird, I will be careful, thank you.” 

1219
The Lounge / Re: WP IX The Templars Map (Game ON)
« on: January 12, 2019, 01:04:43 PM »

Fuck it, no fucker is quitting, so Shifter fell foul of a part time mod', shit happens, he'll be fine, he's an Aussie, they live in hell.
Inti' isn't going, he has Junker at his back and the Sisters Militant.
CFC, I love you all, you, Shifter and Wise, forget Ski play the damn game.

1220
The Lounge / Re: WP IX The Templars Map (Game ON)
« on: January 12, 2019, 09:08:24 AM »
Okay, check your PMs, I will be around more than expected so we could start the first day now to finish at 22.30 GMT tomorrow, get some killing going, of course Shifter bless him would miss out, up to the majority, answer in PM to keep this clean.

1221
The Lounge / Re: WP IX The Templars Map (Game ON)
« on: January 12, 2019, 08:40:38 AM »

So what is the craic with Shifter, is he banned?

Just to reiterate the state of play vis choosing of roles, they were all done randomly, no favouritism or any kind of jiggery-pokery is involved.

1222
The Lounge / Re: Were-penguins IX, The Templars map.
« on: January 11, 2019, 06:19:37 AM »

Done, stickers do your sticking.

1223
The Lounge / WP IX The Templars Map (Game ON)
« on: January 11, 2019, 06:18:20 AM »
2nd Lieutenant, Aeval had the list of names, 13 in all, 13 as at the last supper, including Judas, 13 members in a coven, Friday the 13th the date of the beginning of the round up of the Knights Templars, 1307. An auspicious number.

She had too a slip of paper to give to the travellers, a clue to something they wished to find, not her business but having researched her posting she thought she knew to what it alluded, if they hadn't, she may give them a hint if they asked nicely.

The weather was due to turn the day they arrived and Atlantic mists would for a while shroud this place, it would complicate her observations, perhaps aid those who she had special interest in, but she had confidence in her Sisters and with the aid of the War-bird she had no doubt the threat would stay contained. How many of the visitors survived the island did not overly concern her, the mission was to capture alive if possible, the menace that had plagued these gatherings and cost so many lives, she would protect those she could, but not at the cost of missing her quarry.

May the Morrigan be with them. 


And so it begins, well Sunday actually, almost all of you will have your roles, if by this evening you haven't and you feel you have been missed, PM me, don't bitch in here it will probably give something away.



Rules;

During the day, the villagers can vote to lynch any of their number. A majority wins. Someone can also vote to cancel another’s vote. Whoever ends the day with the most votes dies; if there is a tie, no one dies. Simply write [I vote to lynch ___]
If a character wishes to commit suicide, they do not require a vote, they can do it to themselves instantly. Any votes for them to be lynched are immediately cancelled, and those that did so are free to vote again. This option is only open to villagers, and is only available should there be fewer villagers remaining than the total sum of penguins and NASA agents. Any command for the narrator in the thread should be in square brackets [] to make sure it doesn't get overlooked.

During the night, many things happen. There is no vote, but:
The Psychic can do one of the following each night: they can ask after the alignment of a specific character, or ask for a hint towards a random threat be posted in the main thread. The psychic is on the side of the villagers.

The penguins will alternate nights, and can also choose between two options. They might decide to Both ask after the alignment of a player, or they could decide to kill. If they target a villager, the villager dies. If they target a NASA agent however they will be unable to kill them, and instead their identity will be outed to that agent.

The NASA agents perform the same as the penguins, with the roles reversed. Should a penguin and NASA agent target the same individual, the individual survives and once more the identity of the penguin is revealed to the NASA agent, and the identity of the NASA agent revealed to the penguin. The target learns both. 
The only way for a penguin or NASA agent to die is by lynching. A majority, meaning villagers most of the time, is required.

Days and nights last 24 hours of real time. The time of dawn and dusk is 22.30 GMT.

If anyone wants to reveal their role in PM or the main thread they are free to do so, however it is still a bit of a stupid thing to do so you are advised against it. It is entirely possible for someone to lie.
However, as the villagers are required for NASA agents to defeat the penguins, or vice versa, there may be cause for an uneasy alliance.
The penguins win when the NASA agents and villagers are wiped out, or such a thing is unavoidable.
NASA wins when penguins and villagers are wiped out, or such a thing is unavoidable.
The villagers win when both NASA and the penguins are defeated.
Alternatively, no one wins should all villagers be dead, and the NASA agents or penguins both have one or both have two survivors, so don’t be too free with your killing.

Dead players may post only at night, but living players may commune with them even during the day via PM. This includes talking with dead penguins/NASA agents should anyone wish to pull a ‘the enemy of my enemy.’
When someone dies, it is revealed whether they were a penguin, NASA agent or human; any special roles are the ghost’s to reveal. Any knowledge on the alignments of other characters remains secret, and will be dispensed by their ghost as and when they wish it.
Any questions, let me know!

The two werepenguins have human names during the day, but their true penguin names are Gus and Waldo
The two NASA agents operate under the code names Virgil and Roger. An alarming number of NASA agents are called Neil, but not these.
Virgil and Gus will PM me on night one. Roger and Waldo on night two, and so on. If Virgil dies, Roger will PM in their place also. If both members of one team are killed, their counterparts still only get one PM a night.

Lynching the narrator is enabled. However the Ravens and crows hear all and will tell the Sisters militant of your plans, the moment any player who votes to lynch me goes near a window or steps outside the building, one of the two snipers in the Sisters scout section will blow your head clean off.

There are two werepenguins, two NASA spies, and one psychic among the villagers. This is all that is known for certain. Everyone except the psychic has an additional role on top of their alignment.


Villager only roles

1 Vengeful Spirit - Has all the powers of a psychic, but only when they have been killed by either a penguin or NASA agent. If they were lynched, they can only ask after a name once, and only the name of one of those that voted for them.

2 Wildcard - Their sole purpose is to make the villagers lose. It does not matter who wins. Even in death they are indistinguishable from a villager. They will PMed the role PMs for other roles as cover.

3  lovers (x2) – Two players are hopelessly in love, so much so that should one be killed the other dies of a broken heart at the next sunrise, the players are aware of their lover, one of them gets a second power from the shared roles section.


4 Empath - Attunes themselves to a target each night and learns that target's role, much like a psychic. If their target is killed, however, they die too. If they locate a penguin or NASA agent they are too traumatised to ever use their power again.

5 Werewolf -This player has werewolf blood boiling in it's veins, if this player is killed by a penguin it will morph into a werewolf and kill the penguin that killed it. However, if this player is lynched, it will morph into a werewolf and kill a villager, the were-wolf can choose only from those villagers that elected to lynch it.

The Psychic can do one of the following each night: they can ask after the alignment of a specific character, or ask for a hint towards a random threat be posted in the main thread. The psychic is on the side of the villagers.





Shared Villager, penguin and NASA roles


 
6 Bodyguard - At the end of each day, PMs the narrator a name and the person they choose will not be killed by any penguin or NASA agent during that night. They cannot protect themselves. Their power only works once, after that they will be too injured. If by some staggering coincidence the NASA agent, penguin and bodyguard all select the same person, it's the bodyguard who will become aware of their identities in addition to the one they protected. If the bodyguard protects a penguin from a NASA agent, or vice versa, they will still lose their power and the victim will not learn of their attacker's identity.

7 Spirit Magician - When this person is killed, they may choose another person to resurrect with all their abilities intact. Penguins and NASA agents cannot be brought back.

8 Thief - At any time, this player may steal another character's role. The person they targeted will be informed and given a new ability at random. The thief no longer steals alignment, just ability. That way a team evil can be a thief as well. The only way alignment changes is if they end up the wildcard. Then the wildcard ends up normal.


9 Hypnotist - May choose any player and remove any abilities they possess for the next block of the day. For example, they would PM me a name at the end of the night, and someone would then not be able to use their power during the next day. If they PM me a name during the day, the target would have no power during the night. This also prevents a selected penguin/NASA agent from killing or scanning an individual, but cannot be done constantly. A day or a night must pass before they can act again. The affected will be told their powers have been taken for the 24 hour (real time) period.

10 Channeller - Is informed when someone uses a special ability on them and what that ability is, though not the alignment or identity of the person using that power. If they wish it they can redirect the power to another user. This does not affect being killed, and only works once per day/night cycle. This includes being able to redirect a dampened ability.

11 Scam Artist - During the day, may PM the narrator two votes counted towards the lynching total. There is a 25% chance of being caught and losing their power, but cast votes still go through. Their identity however is not revealed to the world at large.

12 Politician - May act to prevent a lynching by outing themselves in the thread. The person to be lynched is then changed to anyone else that has at least one vote not cast by the Politician; it is the Politician's choice. If they do not kill a penguin/NASA agent, they lose their power. If they do kill one they maintain the ability to overrule in future.

13 Amateur Vigilante - May kill one person, day or night, simply by PMing the narrator. There is a 50% chance of being caught and killed. Only works once.




All these abilities will be distributed at random among all players. There may be some duplicates, and some may not appear.
However there are limits. There will be only one of the following per side: spirit magician, wildcard, amateur vigilante, hypnotist.
The Thief's ability however may lead to duplicates of those, but not the hypnotist.


Players;
1 NSS villager and Were-wolf, Lynched, then head blown off
2 CFC                     
3 Shifter               
4 Boydster innocent villager, dead, Penguin gothic            
5 Crouton         
6 SCG -Villager, Lover, dead.
7 Jane -Penguin (Gus), Blown away by 2nd Lieutenant, Aeval
8 Wise         
9 The Colonel - Villager, hung to death by NASA, who would find the map?   
10 The Duck man, Villager, throat torn out by were-wolf and head blown off
11 TheLordBarst -NASA Chav (Roger) killed by Sister Jena
12 Bully                 
13 Junker  Unfortunate villager, Lover, killed by vigilante penguin          

                 

Rules for the map hunt.

1st clue, For the defence of India and a little bit of bronze cannon Solved by Gayer (a pirate)

2nd clue Look below where the nomad sleeps  Solved by Gayer (a bad tempered pirate)

3rd clue Safety with a young man, an Archangel? Solved by Gayer (A dead pirate)

The first clue will be given to everyone (soon). What you do after that is up to you, if there is a flat earth map some may want it for themselves, you may put your answers in the game thread or PM me if you wish to find it alone.
The first clue when solved will lead to the next and so on, if you get to the last clue and find what is there, it is yours, however, if you have it and the Psychic asks after your status that as well as your status will be revealed, that also goes for the Penguin and NASA agents, they may do what they like with the information, if you are lynched in sole possession or killed by the evil side it goes to the killers, the only way this does not happen is if it is found in open play ( in the game thread), there it is considered to be found by the good side and put in safe keeping.

Evil players beware, the clues you get if stuck are from the 2nd leiutenant, she hates penguins and NASA, if you do anything that gives away your status she will execute you on the spot!




As you cannot get Wi-Fi signal on the island you will have to use the very fine library of Lundy books in the games area of the tavern, it has history of all kinds, natural, military and physical, which you will need if you are to find the answers to the clues. The links below represent some of those that may prove useful either now or later.
 
https://books.google.co.uk/books?id=iXaIAwAAQBAJ&printsec=frontcover&dq=simon+dell+lundy+island&hl=en&sa=X&ved=0ahUKEwiRteConevfAhV2SxUIHRQsD_cQ6AEIKDAA#v=onepage&q=simon%20dell%20lundy%20island&f=false

https://www.walkingclub.org.uk/walk/lundy-island-circular/map.html

https://www.landmarktrust.org.uk/lundyisland/discovering-lundy/history/

https://forum.tfes.org/index.php?topic=6553.msg133242#msg133242

https://mapio.net/wiki/Q7593325-en/
                 
     

1224
The Lounge / Re: Were-penguins IX, The Templars map.
« on: January 11, 2019, 04:05:16 AM »

Do we need a separate thread to start or go on from here?

1225
The Lounge / Re: Were-penguins IX, The Templars map.
« on: January 10, 2019, 02:08:42 PM »
2nd Lieutenant, Aeval had the list of names, 13 in all, 13 as at the last supper, including Judas, 13 members in a coven, Friday the 13th the date of the beginning of the round up of the Knights Templars, 1307. An auspicious number.

She had too a slip of paper to give to the travellers, a clue to something they wished to find, not her business but having researched her posting she thought she knew to what it alluded, if they hadn't, she may give them a hint if they asked nicely.

The weather was due to turn the day they arrived and Atlantic mists would for a while shroud this place, it would complicate her observations, perhaps aid those who she had special interest in, but she had confidence in her Sisters and with the aid of the War-bird she had no doubt the threat would stay contained. How many of the visitors survived the island did not overly concern her, the mission was to capture alive if possible, the menace that had plagued these gatherings and cost so many lives, she would protect those she could, but not at the cost of missing her quarry.

May the Morrigan be with them. 

1226
The Lounge / Re: Were-penguins IX, The Templars map.
« on: January 10, 2019, 09:01:46 AM »

To be honest Mr Wise, I don't have the slightest idea of what you speak.

1227
The Lounge / Re: Were-penguins IX, The Templars map.
« on: January 10, 2019, 12:30:57 AM »
You are a traitor, indeed.

I'll give it a go, though.

I'm crying here, welcome.

So we are about out of time, come this evening (GMT) I will have to allocate rolls, last chance to join.

1228
The Lounge / Re: Were-penguins IX, The Templars map.
« on: January 09, 2019, 12:39:19 PM »

I'll have a pop, I have a bigger posting count over there, than here, although they may feel that I am now a traitor.

1229
The Lounge / Re: Were-penguins IX, The Templars map.
« on: January 09, 2019, 03:52:11 AM »
I've been out of commission for two days, what's going on?

Stuff! Are you in, can such headgear get in a helicopter, will you go feral and live with the sitka?

1230
The Lounge / Re: Were-penguins IX, The Templars map.
« on: January 08, 2019, 02:42:47 PM »

Would Sunday Evening (GMT) be an acceptable time to start?

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