• About
  • Play Reports
  • Player & Gamemaster Resources
  • Old-School Gaming Forum

Smoldering Wizard

~ Old-School Role Playing

Smoldering Wizard

Monthly Archives: December 2015

Play Report – Ravendale Session #14 – S&W White Box

30 Wednesday Dec 2015

Posted by Doug in Play Reports

≈ Leave a comment

Tags

campaigns, caves of woe, dungeon crawl, od&d, play reports, ravendale, swords & wizardry, whitebox

Session #14 – “Wherein Go the Black Loses his Head” – 9/14/15

This was a fun session I ran for one player with a PC and several hirelings. After hearing the rumors in town about the Caves of Woe and the wild exploits of Garros the Dwarf, et al,  he decided instead to explore the nearby Caves of Discomfort.  This was not the wisest decision, read on for the details…

PCs:

Go the Black – Elf FM/M-U:  RIP Beheaded by a bandit’s sword

Hirelings – all survived!

Dingo the Hobbit: (FM level 0)
Marton – meatshield
Sturig – meatshield
Burgard – torchbearer

Monsters vanquished:

6 Orcs
4 Bandits

Treasure:

125GP
Jade lion figurine worth 330GP
80GP reward for killing 6 Orcs in the wild
80GP reward for saving the caravan

~

Go the Black, a freshly minted Elven fighter/mage, gathered a few hirelings and made off for the Caves of Discomfort in search of a bandit troupe. Reports had them raiding supply caravans from the north into Ravendale from a cave they were using as a base; the proprietor of the Dead Witch Inn, Latina, offered 80 gold in reward for anyone who could ensure the next caravan’s safe arrival.

With the knowledge of the approximate location of the caves, the party set out at dawn, under grey skies and with a late fall chill in the air. They headed north along a wagon track, the dense Ravenwood close on either side. Dingo was sent ahead to scout, and indeed, after a few hours the party heard his call from beyond a hill just ahead. It was only a minute before the party saw Dingo running towards them as fast as his Hobbit legs would carry him, his sling gripped tightly in hand. Two Orcs followed closely, snarling and brandishing a club and sword. They ran smack into the party’s front rank as Dingo slipped in behind to safety, drawing his sword.  After a few moments the Orcs lay dead, but the party’s celebration was cut short as four more Orcs came at them from atop the hill. Perhaps the two were just a scouting party? In any case, melee was joined again. Victory was theirs, however in the process Marton was wounded. Go the Black tended Marton’s wounds as best he could, while the party scavenged what they could find from the bodies (including an ear from each), along with any salvageable weapons. Go noted a black arrow tattoo sported by all of the Orcs.

Continuing on, it was but another hour before Dingo spied a cave entrance 60 yards from the wagon track, where it turned north and west. Inside he could see three men, seated around a fire, their backs turned away. Go approached the front of the cave, while Dingo and the others moved left, approaching the cave from the west. The plan was to get Dingo in the scrub brush above the cave, with his sling, while the mercenaries were to sneak attack from the west. Plans quickly changed, however, as a crossbow bolt whizzed past Dingo’s head. A lookout! The man was above the cave entrance, in the very spot where Dingo sought to hide! Dingo hhandaxeurled a sling stone, which struck its mark, wounding the lookout. The man yelled in alarm, and the three men in the cave stood and ran towards Go, swords drawn. They were as yet unaware of Dingo and the others.

Go threw his handaxe towards the men (whom he presumed were the bandits they had been searching for), killing one, but the other two were upon him in a flash. Marton and Sturig were just out of range for their thrown spear and handaxe, so Go fought the men alone as Marton and Sturig rushed to his aid. Too late, a bandit’s sword wounded Go, another beheading him quickly thereafter. Marton and Sturig avenged their master, killing the two bandits and watching as Dingo slew the lookout with another well-placed sling stone.

The party searched the bandits and the cave, finding a bit of gold and a jade lion figurine. They noted the bandits had the same black arrow tattoos as the Orcs. They also saw a locked door to the east, and a large pile of rubble to the north, the latter appeared to be blocking an exit. The party gathered the body of Go, intent on returning to Ravendale. As luck would have it, the caravan they were sent to protect rounded the bend from the north at that instant, and they rode back with it, collecting their reward in town. Lord Kelby was interested in the six Orc ears, and gave the party a further reward of 80 gold for removing a clear future threat.

~

Play Report – Ravendale Session #13 – S&W White Box

27 Sunday Dec 2015

Posted by Doug in Play Reports

≈ Leave a comment

Tags

campaigns, caves of woe, dungeon crawl, od&d, play reports, ravendale, swords & wizardry, whitebox

Session #13 – “Exploding things can be dangerous” – 7/19/15

PCs:

Garros the Dwarf Fighter  (level 3)
M’Segobaor the Elf MU/FM (level 3/1)

NPCs:

Farfuleg the Bold (level 3 FM)

Hirelings:

Stavros – Survived!
Freya – Survived!
Corsus – Survived!
Tal – The porter – Survived!
Aelzef – This poor lad disappeared while walking through a glowing archway, his body was found inside a portcullis-trapped room

Monsters vanquished:

22 stirges (cleverly avoided!)
4 giant toads

Treasure:

1,117 GP

Immediately after returning to town with the body of M in tow, the party visited the Holy Temple of the Mother. After some debate, they parted with 1,200 of their hard-earned gold coins and had M the Elf restored to life by the High Priestess Vaklo. They then rested a few days and returned to the Caves yet again.

The party continued exploring the southern reaches of the Caves of Woe, first investigating what they surmised was the quarters of the head Druid, killed previously while in bear form. While exploring the room, M looked behind a curious tapestry depicting naught but a dungeon door, and spied some runes on the wall. A glance was all it took – the runes exploded, injuring M but also Garros, who was nearby. A set of three ceramic urns in front of the tapestry did not fare well – they shattered, spraying their contents – gold coins, but also bits of parchment, a scroll now irretrievably lost. M applied a healing poultice and rested, soon feeling a bit better. The party decided to press on. They moved south, Garros scouting ahead as usual. When he got to some previously explored jail cells, he heard fluttering sounds and looking up, saw perhaps dozens of stirges. He backed away, leaving the room and rejoining the party. The companioStirgesns hatched a clever but dangerous plan to trap the stirges in the room just to the north, by using Garros as bait, with the party waiting at an adjoining door, ready to close it as soon as Garros ran through. Amazingly, the plan worked – Garros ran to safety just in the nick of time, 22 stirges in tow. The angry stirges pecked at the door, while unbeknownst to them, the door behind them closed!

With the threat from above safely trapped, the party explored west and came to a T-intersection. Straight ahead, a portcullis barred their way into a dark room beyond. The portcullis was stubborn – it took three of the party to open it, but they did finally, wedging it halfway up.  When they entered, their torchlight exposed a horrifying sight. The body of Aelzef, their long-lost porter. He had clearly died of thirst while trapped within the room. Across from him, some 20 feet away, a skeleton wearing a heavily jeweled necklace lay propped in the corner. Garros cursed his luck as when he approached it, the skeleton exploded, wounding him. The necklace was nowhere to be found.

The party continued on, heading south, past an eastern corridor and into some natural tunnels. The air was heavy with moisture here, and water could be heard dripping in the distance from the unseen reaches of a cavern visible straight ahead. Inside the floor was thick with mud – up to Garros’ knees – and there were large, man-sized mushrooms scattered about the room. As the party debated the merits of continuing on, they were attacked by 4 giant toads, emerging from the corridor they had just passed!  The toads put up a good fight, almost swallowing Stavros whole, but were no match for the now angry party.

Note: We stopped here for the night, this is continued with Session #16.


Classic Fantasy Paladins for the Holidays

24 Thursday Dec 2015

Posted by Doug in Books

≈ 4 Comments

Tags

appendix n, fantasy, greyhawk, original d&d, paladin, poul anderson, three hearts and three lions

I picked up Poul Anderson’s Three Hearts and Three Lions for 77 cents on Amazon, this is something I’ve been meaning to read for a while.

3hearts3lions

This book reportedly influenced the OD&D alignment system and gave rise to the Paladin, the proto-  fighting-man subclass from Greyhawk, the first OD&D supplement. Here is the original text for those who are curious (from the 1979 12th print, pp. 8-9):

Charisma scores of 17 or greater by fighters indicate the possibility of paladin status IF THEY ARE LAWFUL from the commencement of play for that character. If such fighters elect to they can then become paladins, always doing lawful deeds, for any chaotic act will immediately revoke the status of paladin, and it can never be regained. The paladin has a number of very powerful aids in his continual seeking for good: He can “lay on his hands” to cure wounds or diseases in others (two points of damage for every level the paladin has attained, one disease per five levels, either function per-formable but one per day). Paladins are not themselves subject to disease. They have a 10% higher saving throw against all forms of attack (excluding melee). Paladins of 8th level and above dispel evil (spells, undead, evil enchanted monsters, and the like) simply by ordering it hence, and they detect all evil at a range of 6″.

Paladins with any form of “Holy Sword” are virtually immune to all magic (see MONSTERS & TREASURE, MAGIC & TREASURE, Swords). The paladin may at any time he chooses obtain a horse which is likewise gifted, but he may never obtain a second within ten years of the first, so if one is killed it is not automatically replaced. The paladin’s horse is a Heavy, with Armor Class 5, Moves 18″, has 5+1 Hit Dice, and high intelligence.

Paladins will never be allowed to possess more than four magical items, excluding the armor, shield and up to four weapons they normally use. They will give away all treasure that they win, save that which is necessary to maintain themselves, their men, and a modest castle. Gifts must be to the poor or to charitable or religious institutions, i.e. not to some other character played in the game. A paladin’s stronghold cannot be above 200.000 gold pieces in total cost, and no more than 200 men can be retained to guard it. Paladins normally prefer to dwell with lawful princes or patriarchs, but cir-cumstances may prevent this. They will associate only with lawful characters.

It’s interesting how powerful an 8th-level (a mere 120,000 xp) Paladin was – as written they can dispel ‘evil’ spells and undead at will. AD&D tones down these powers quite a bit, tying the former to possession of the Holy Avenger and the latter as just a Cleric’s turn ability.

A Quick Look at Shotguns-n-Saddles

23 Wednesday Dec 2015

Posted by Doug in Play Reports, Review

≈ 3 Comments

Tags

david bezio, old school gaming, old west, osr, shotguns-n-saddles

I ran what turned out to be a fun gaming session this past weekend. I wanted to do something a bit different, so I dug through my stock of read-but-never-played games and settled on Shotguns-n-Saddles, a creation of David Bezio (also the original creator of  X-plorers).

shotguns_n_saddles

The rulebook is only about 60 pages of actual rules, including stat blocks for famous western villains/heroes and an intro adventure (which  I ran), so it only took me a couple of hours to prepare. In the adventure, the PCs find themselves in the middle of a potentially deadly ranch land dispute in southern Texas.  The rules encourage players and GMs to have fun with all the Old West tropes seen in TV and movies, and this we did. I ended up running it solo for one player, so I had to tone down the encounters and NPCs a bit, but this wasn’t all that difficult. We left the session at a cliffhanger for next time, the PC hiding in a corn field from a band of Mexican rancheros who were hunting for him after he shot and killed one of them.

Six-shooter

I wouldn’t say the game is based on any existing games (it’s not OGL), but it will be quite familiar to anyone who has played old-school D&D. Much of the game centers around attribute checks – there are 12 attributes rolled 3d6 each, but only the bonus or penalty is recorded. A check means getting greater than or equal to a target number on a d20, adding the player’s level and relevant attribute to the roll (similar to Scarlet Heroes). Each PC picks or rolls for a background, which can give attribute bonuses, and starting PCs get one special ability. More can be had by leveling up. There are special rules for dynamite use and shootouts.  All-in-all, Shotguns-n-Saddles is a fun, simple game. There is a supplement available (called Spirits-n-Spurs) that adds some supernatural elements to the game, and there are a couple of separate adventures available in PDF. I’d recommend it to anyone looking for a change of genre.

Play Report – Ravendale Session #12 – S&W White Box

15 Tuesday Dec 2015

Posted by Doug in Play Reports

≈ 2 Comments

Tags

campaigns, caves of woe, dungeon crawl, od&d, play reports, ravendale, swords & wizardry, whitebox

Session #12 – “Damned Wandering Monsters!” – 7/5/15

One of the neat concepts from OD&D is that all magic swords are special, and that all of them have an alignment. Touching a sword of a differing alignment is a risky proposition. This was used by the party’s Elf to good effect, to ferret out an anti-cleric who was posing as a lawful one. I ruled that when the anti-cleric was asked to touch the sword, he became nervous, forcing his hand. See below for the synopsis.

Sword

PCs:

Garros the Dwarf Fighter (level 3)
M’Segobaor the Elf MU/FM (level 3/1) (RIP killed by a giant centipede bite)

NPCs:

Farfuleg the Bold (level 3 FM)

Hirelings:

Stavros – Survived!
Freya – Survived!
Corsus – Survived!
Tal – The porter – Survived!
Aelzef – This poor lad disappeared while walking through a glowing archway, he is still missing

Monsters vanquished:

Undead snake
Dronak the Evil Cleric of Lerix
Giant spider

Treasure:

Finely crafted ivory pipe with owls engraved on the sides of the bowl

~

Our brave band of delvers returned to the caves after a few days rest, entering via the grove entrance’s northern door, which they had unbarred in a previous session. All was dark. Garros advanced down the easterly corridor, passing the disturbing tapestry room and running headlong into the giant serpent he had killed just a few weeks ago! It, too had been raised and was a foul undead creature. It was no match for the party, however, as they made short work of it and this time cut its head off.

Continuing south into the open, pillared chamber that they had been to before, they spied a torch-wielding man in chain armor, a war hammer affixed to his belt. M wasted no time in firing an arrow at him, nicking his arm. He raised his hands in surrender and asked why Dronak, a good priest of Lerix, had been attacked in such a fashion. The party was cautious and asked him to prove his faith by grabbing onto the hilt of Hegemon’s Vengeance, the lawful sword M was wielding. He assented, but said he had to pray to Lerix for guidance first, and raised his arms, even as he began to chant. Garros and M rushed in to attack, but were too late as Dronak’s hand brushed against M, causing him to wince. It would be Dronak’s last prayer to Lerix, however, as he was cut down by the combined efforts of the group.

Finding nothing of value on the evil priest, the party moved west, into as-yet unexplored territory. The first cave they came to was empty save for a rusty battle axe on the floor. Entering to examine it, Garros was surprised by a giant spider that dropped from the high ceiling above , landing next to him. The group rushed in to help, and soon the spider was slain. The party burned away the webs on the cavern ceiling, exposing the body of a desiccated Dwarf. He had naught but a pouch on his belt that contained an ivory pipe, with owls engraved on both sides of the bowl. There was also a small packet of pipe weed. Garros took the pipe, discarding the tobacco, and the party continued south, eventually coming to a dead end. M’s Elven senses detected a secret door, which Garros opened.

Inside the large chamber, Garros saw a disturbing sight. A black, obsidian altar was against the west wall. Black vines covered the altar steps, and two twisted, black oak trees rose 20 feet on either side of altar, their roots entwined with the vines. On top of the altar was a depression the size of a humanoid, a long dagger resting on the altar’s edge. Garros cautiously entered the chamber, while M looked on. After but a minute, Garros heard a cry and saw M drop his bow and run back north! The party frantically regrouped and headed north to search for M, who had been clearly possessed by fear. Luckily he was found after a short search, cowering in the dark, in one of the evil Druid chambers. He seemed to have recovered now, so Garros returned his bow to him, wary nonetheless.

The party continued exploring south, finding another room that had probably once been Druid quarters. M and Garros searched the room thoroughly, only disturbing a giant centipede nest behind a chest. The small creatures were fast, biting both Garros and M before they could react. Garros’ Dwarven constitution served him well, however, as he shrugged off the affects of the bite. M was not so lucky, however, succumbing to the bite, dead. The party fled, with Garros carrying M’s body. They returned to Ravendale, heavy of heart. Could the High Priestess of the Holy Temple of the Mother help bring back their friend?

~

Play Report – Ravendale Session #11 – S&W White Box

14 Monday Dec 2015

Posted by Doug in Play Reports

≈ Leave a comment

Tags

campaigns, caves of woe, dungeon crawl, od&d, play reports, ravendale, swords & wizardry, whitebox

Session #11 – “Yes, I do Believe Those Stone Soldiers are Attacking us…” – 6/28/15

After resting a week in Ravendale, the party returned to the caves via the western swamp entrance. See below for the synopsis.

PCs:

Garros the Dwarf Fighter (level 3)
M’Segobaor the Elf FM/MU (level 3/1)

NPCs:

Farfuleg the Bold (level 3 FM)

Hirelings:

Stavros – Survived!
Freya – Survived!
Corsus – Survived!
Elineel – RIP – Elf who was killed stepping through an illusory floor into a pit
Tal – The porter – Survived!
Aelzef – This poor lad disappeared while walking through a glowing archway, he is still missing

Monsters vanquished:

Mysterious fleeing thief, killed from above by a piercer
1 wight
4 stone warriors

Treasure:

12 rubies – 100GP value each
A wand of fireballs with one charge
Magical Brazier of Fog
Lawful sword “Hegemon’s Vengeance”, +1/+2 vs. Undead or Enchanted creatures

~

Passing through the jail cell room, they encountered a lone wight, but luckily the energy-draining creature could not land a blow on the heavily-armored fighters – doubly-lucky in that the only weapon that could harm the creature was Garros’ magical handaxe. Garros was up to the task, however, and the party moved on after he slew the creature.

The party wanted to investigate the Kobold lair they had cleared in a prior foray, and they set out for it, but had trouble when a noisy, stuck door alerted a few wandering scoundrels. The trio the size of the party, however, and ran north with Garros in pursuit and the rest of the party close behind. The bandits passed through a cave that Garros’ had noted on his map as being infested with vines. The vines turned out to not be a threat, however – the real threat was above, from a score of piercers. One of the fleeing bandits was killed when a piercer crushed his skull. His companions disappeared, apparently more interested in escape. Garros dragged the body of the bandit back into an open tunnel, and found he had secreted a dozen rubies on his person. Where they came from was a mystery.

The brave band of explorers left the bandit and headed south and west, through an as-yet-unexplored tunnel that lead to a dead-end alcove. Garros’ Dwarven instincts saved him as he stepped into the alcove and realized something amiss with the floor – a pressure plate would have triggered a pit trap had he advanced. He attached a rope to himself and had Farfuleg and M’Segabaor anchor him. He then triggered the trap, spiked the door and descended the 15 feet to the bottom of the pit. There, a skeleton lay half against the wall, rusted chainmail and dented helm askew. A finely made sword was evident next to the skeleton, but when Garros grabbed its hilt, he felt a jolt of power and was thrown back, stunned. The sword seemed to agree better with the lawfully-aligned Elf M’Segabaor, however, so he stashed it with he intent of having the Wizard’s Guild identify once he got back to Ravendale.

The group continued on and finally reached the Kobold room, now dark and reeking of death, the bodies of the Kobolds and rotmouths evident where the party had slain them. They found nothing else of interest, so the proceeded south, into uncharted territory (surprisingly, no one wanted to examine the two stone chairs facing large statues of archers).

The tunnel south led to a well-lit room with several doors and alcoves. They saw an unlit fireplace on the north wall, a bearskin rug on the floor, two large double doors to the south, and no less than four other doorways and two archways. Opening a western door at random, the party was surprised when four stone warriors attacked from one of the alcoves. Melee ensued, with the party victorious and no one injured. Turning their attention back to the western door, they saw it opened into a small, empty room. Garros, M’Segbaor and Elineel moved in to check the room thoroughly for secret doors. None were discovered, however Elineel fell through a section of illusory floor in the southwest corner of the room, falling into a dank pit, breaking his neck. His death was not in vain, however, he had landed on an iron-bound chest, which the party wasted no time in opening. Inside the trapped and locked chest, they found a black brazier with chains attached, and a wand. With Elineel’s death the party decided they had had enough – they stowed the loot, grabbed Elineel’s body and proceeded back to Ravendale.

~

Play Report – Ravendale Session #10 – S&W White Box

13 Sunday Dec 2015

Posted by Doug in Play Reports

≈ Leave a comment

Tags

campaigns, caves of woe, dungeon crawl, od&d, play reports, ravendale, swords & wizardry, whitebox

Session #10 – “There Goes the Neighborhood…” – 6/14/15

In this session, the party learned first-hand that the dungeon might change if they stay away too long.

PCs:

Garros the Dwarf Fighter (level 3)
M’Segobaor the Elf FM/MU (level 3/1)

NPCs

Farfuleg the Bold (level 3)

Hirelings:

Stavros – Survived!
Baldue – RIP Killed by an undead crab
Tal – The new porter – Survived!
Aelzef – This poor lad disappeared while walking through a glowing archway, he is still missing

Monsters vanquished:

6 Black Dwarves
1 Undead giant crab


The party, now rested and vowing to defeat the necromancer once and for all, came upon a welcome surprise approaching the northern cave entrance. Two Ogres were seated on tree stumps at a makeshift table in the cave mouth. Hanging by his neck in the entryway was the necromancer himself, quite dead and adorned with a sign “Wizurds Keep Owt”. The Ogres demanded a 50GP entry fee for the ‘market’, and told the party to “follow the signs” in broken common.

duergar

Following the arrows crudely stenciled on cave walls, the party made its way through now well-lit tunnels to the jail room, where they spied a group of six Dwarves talking near a group of prisoners – a troll, three Orcs, two Dwarves and two Human females. It was clear the Dwarves had been mistreating their captives. Having the element of surprise, the party wasted no time engaging the evil Dwarves, but had a tougher fight than expected, as after a volley of missile fire, the six charging Dwarves grew to twice their size. The party emerged victorious but badly weakened, and decided to take the Dwarf and Human prisoners, now freed, and escape through the eastern swamp entrance and make haste back to town (Duergar image from Swords & Wizardry Monstrosities).

All went as planned, with Garros in the lead scouting the way, until he rounded the corner past the giant crab pool. The party had previously defeated the crab, but clearly dark sorcery was still at work in the caves, as the now undead crab attacked! Garros, still badly wounded, ran back to the party, crab in pursuit. Again the party was victorious, but not before losing Baldue to a lucky crab pincer strike. The party limped back to town, no treasure in hand yet grateful to be alive.

~

Old-school Gaming Forum
  • RSS - Posts
  • RSS - Comments

Top Posts & Pages

  • Player & Gamemaster Resources
  • G+ Communities: The Good and the Bad
  • G+ is Shutting Down
  • Musings on the OSR Blogosphere and Forums
  • Overview of OD&D Clones
  • Original D&D: Surprise Can be Deadly
  • Whitebox Character Sheet
  • More Holiday Reading: Three New OSR Zines
  • Old-school RPG Character Generators
  • Play Reports

Recent Comments

  • Worth Sharing (October ’25) – 52 Monsters on Musings on the OSR Blogosphere and Forums
  • rredmond on Musings on the OSR Blogosphere and Forums
  • Doug on Musings on the OSR Blogosphere and Forums
  • rredmond on Musings on the OSR Blogosphere and Forums
  • Minodrec on Musings on the OSR Blogosphere and Forums

Categories

  • Adventures (3)
  • Books (2)
  • Class Tweaks (8)
  • Classic games (4)
  • Conventions (3)
  • DM Resources (49)
  • Forum Games (2)
  • Gaming (1)
  • Musings (7)
  • New Alien (1)
  • New Classes (13)
  • New Magic Items (1)
  • New Monsters (6)
  • New Races (1)
  • New Spells (1)
  • Opinion (10)
  • OSR (44)
  • Play Reports (97)
  • Player Resources (41)
  • Review (16)

Tags

& magazine 3lbb ad&d Advanced Edition Companion aec as&sh b/x basic d&d basic fantasy rpg bfrpg blog campaigns caves of woe chaotic caves character class character generator character sheet chronicles of nolenor complete core delving deeper download dungeon crawl dwarven mine ezine forgotten gems forum forums geas goblinoid games hamlet of blixter hangouts Holmes Basic holmes basic d&d house rules known lands labyrinth lord larm moldvay/cook monster mutant future nolenor od&d oec old-school old school gaming online play original d&d Original Edition Characters osr osric pdf play-by-post play reports quickstart random generators ravendale reference sheets refsheets retro-clone retroclone rules supplement sandbox seven voyages of zylarthen solo od&d surviving surviving-redux swords & wizardry text thief tips warden whitebox whitebox: fmag x-plorers

Archives

  • September 2025 (2)
  • July 2025 (1)
  • June 2025 (1)
  • May 2025 (7)
  • December 2024 (1)
  • May 2024 (2)
  • April 2024 (1)
  • February 2024 (2)
  • January 2024 (1)
  • December 2023 (1)
  • October 2023 (1)
  • September 2023 (4)
  • July 2023 (2)
  • June 2023 (2)
  • May 2023 (2)
  • February 2023 (1)
  • January 2023 (3)
  • December 2022 (5)
  • September 2022 (1)
  • August 2022 (1)
  • July 2022 (4)
  • May 2022 (3)
  • January 2022 (1)
  • December 2021 (1)
  • October 2021 (1)
  • September 2021 (1)
  • August 2021 (3)
  • July 2021 (1)
  • June 2021 (2)
  • May 2021 (2)
  • March 2021 (4)
  • January 2021 (1)
  • December 2020 (3)
  • November 2020 (4)
  • October 2020 (1)
  • September 2020 (2)
  • June 2020 (1)
  • May 2020 (2)
  • February 2020 (2)
  • January 2020 (1)
  • November 2019 (2)
  • October 2019 (1)
  • September 2019 (2)
  • July 2019 (5)
  • June 2019 (3)
  • April 2019 (2)
  • February 2019 (2)
  • January 2019 (6)
  • November 2018 (2)
  • October 2018 (1)
  • August 2018 (4)
  • July 2018 (1)
  • June 2018 (3)
  • May 2018 (4)
  • April 2018 (1)
  • February 2018 (3)
  • January 2018 (1)
  • December 2017 (3)
  • November 2017 (1)
  • September 2017 (2)
  • July 2017 (2)
  • June 2017 (1)
  • May 2017 (1)
  • April 2017 (1)
  • December 2016 (3)
  • November 2016 (2)
  • September 2016 (2)
  • August 2016 (5)
  • May 2016 (1)
  • February 2016 (2)
  • January 2016 (12)
  • December 2015 (7)
  • October 2015 (2)
  • September 2015 (3)
  • August 2015 (2)
  • July 2015 (3)
  • April 2015 (1)
  • March 2015 (1)
  • February 2015 (6)
  • January 2015 (4)
  • December 2014 (1)
  • November 2014 (2)
  • October 2014 (2)
  • September 2014 (3)
  • August 2014 (3)
  • July 2014 (6)
  • June 2014 (3)
  • May 2014 (5)
  • April 2014 (5)
  • March 2014 (7)
  • February 2014 (6)
  • January 2014 (5)
  • December 2013 (10)
  • November 2013 (7)
  • October 2013 (8)
  • September 2013 (7)

Meta

  • Log in
  • Entries feed
  • Comments feed
  • WordPress.org

Powered by WordPress.com.

 

Loading Comments...