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  • File : 1311561759.jpg-(350 KB, 1269x800, dndgirls.jpg)
    350 KB Anonymous 07/24/11(Sun)22:42 No.15693710  
    Hello fa/tg/uys.

    I am a player who has a habit of using all sorts of wonderful items in most campaigns I attend. I will list here my resources for awesome items. All I ask is that if you know of another resource which I have not learned of, clue me in too.

    Soon I will begin explaining some of the absolute best items all around to carry.

    Followed by some of the most broken easy-to-obtain items if you feel like being a fucking thatguy or munchkin.

    In my recent campaigns my penchant for items has broken the game so badly, I have reserved myself to playing NPC classes as a means of keeping myself in check. Its actually quite fun.
    >> Anonymous 07/24/11(Sun)22:48 No.15693757

    Player's Handbook
    Player's Handbook II

    Dungeon Master's Handbook

    Arms and Equipment Guide

    Ultimate Magic Items
    Ultimate Equipment Guide Vol1
    Ultimate Equipment Guide Vol2

    Complete Adventurer
    Complete Scoundrel
    Complete Arcane
    Complete Warrior
    Complete Divine
    Complete Psionic
    Expanded Psionics Handbook

    And my favorite of all

    Alchemy & Herbalists
    >> Anonymous 07/24/11(Sun)22:50 No.15693769
    Wooden splinters in the butt.

    That's all I can think of when I see that picture. They couldn't have at least put a blanket on the bench?
    >> Anonymous 07/24/11(Sun)22:52 No.15693795
    Must have items for any adventurer:

    Any type of cure wounds wand
    Any type of magic missile wand
    Disguise Kit
    50 feet of segmented ladder
    x5 Immovable rods
    At least 3 outfits
    Smoke sticks
    3 vials of holy water
    3 acid flasks
    Silver powder
    50 feet of rope

    Those are the basics that any and every adventurer should have on them, in my opinion. From here in I will post a tad slower and will begin reccomending personal favorites and grossly awesome items. I would appreciate a bump or two if you are attending this topic.
    >> Anonymous 07/24/11(Sun)22:53 No.15693797
    Wha5t I think is that that Wizard must be sucking HARD. I mean, that is TERRIBLE gaming posture. Terrible posture PERIOD. I see no way it could even be comfortable to be IN that position.
    >> Anonymous 07/24/11(Sun)22:54 No.15693809
    >implying its not as smooth as the ass the rests upon it

    >Alchemy & Herbalists
    oooohh do want
    >> Anonymous 07/24/11(Sun)22:57 No.15693843
    Fleetfoot Oil. Only 50gp and from the arms and equipment guide!

    Fleetfoot: This thin blue liquid temporarily
    loosens the imbiber’s muscles and joints, allowing
    her to run faster and jump farther. When running, a
    character under the effect of fleetfoot moves at five
    times her speed. The effect lasts for 10 rounds + 1
    round per point of Constitution modifier. The effects
    of fleetfoot stack with the Run feat, allowing a character
    to run at six times her speed and jump half again
    as far as normal with a running jump. Fleetfoot does
    not grant a character the ability to exceed her maximum
    jump distance.
    >> Anonymous 07/24/11(Sun)22:57 No.15693847
    There's no way that they could make it that smooth, not with that level of technology. I mean Maybe with magic, but you know how expensive that would be?
    >> Arms and Equipment Guide Anonymous 07/24/11(Sun)22:59 No.15693862
    I'll go through these books one by one, listing the source in my subject line. Naturally there are many items, but I am picking out ones that are potentially useful across the board and have particularly good effects for their price, or particular use in most campaigns they could be allowed in.

    Darkvision Powder: This plain gray powder is
    unassuming; it can’t be seen with normal vision from
    more than 10 feet away. When viewed with darkvision,
    however, it glows brightly. Creatures that have darkvision
    commonly use this powder to write messages
    that other creatures cannot read. Each vial contains
    enough powder for a reasonably lengthy sentence.
    >> Arms and Equipment Anonymous 07/24/11(Sun)23:01 No.15693878
    Personally I never ever start the campaign without this shit right here.

    Ghostoil: This clear oil has a slight tint of gray, and
    strange, wispy forms seem to swirl through it. When
    applied to a weapon, ghostoil allows it to affect incorporeal
    creatures normally for the next 2 rounds. One
    flask of ghostoil contains enough liquid to coat one
    weapon of Large size or smaller. Applying ghostoil to
    a weapon of any size is a full-round action.
    >> Anonymous 07/24/11(Sun)23:01 No.15693880
    >not with that level of technology
    Did you not notice that they're playing on a god damned game station?
    That's either a high magic setting, or a couple of cosplayers at a renfair.
    >> Anonymous 07/24/11(Sun)23:02 No.15693889
    They're playing videogames, from a system that could only have been made by magi.c
    I don't think money is an issue here.
    >> Anonymous 07/24/11(Sun)23:03 No.15693897
    Wow, are you fucking dumb. For the most part, our wood crafting technology hasn't changed in the last couple hundred years.(except in convenience) What makes wood smooth? Sanding, had it way back, use it still.
    >> Arms and Equipment Anonymous 07/24/11(Sun)23:04 No.15693904
    Trapped door? Fuck that door

    Lets use the god damn wall next to it.

    Or just toss it at the door and run if you want, that too!

    Stonebreaker Acid: This special form of acid
    affects only stone. You can throw stonebreaker acid as
    a grenadelike weapon. Acid ordinarily deals half
    damage to objects (see Attack an Object in Chapter 8
    of the Player’s Handbook). A direct hit on a stone surface
    ignores hardness and deals 3d10 points of
    damage. On the round after a direct hit, stonebreaker
    acid deals a further 2d10 points of damage.
    >> Anonymous 07/24/11(Sun)23:05 No.15693907

    Arguing about the smoothness of the bench, and not even talking about the girls at all.

    never change, /tg/, never change.
    >> Anonymous 07/24/11(Sun)23:05 No.15693909
    THEY may have that kind of money, but that bar looks pretty average otherwise.
    I'd like to know how the Pioneers got sandpaper.
    >> Anonymous 07/24/11(Sun)23:06 No.15693917
    Threads that start with boasts like this never end well.
    >> Anonymous 07/24/11(Sun)23:07 No.15693922
    They would use rouch rocks, actually.
    >> Anonymous 07/24/11(Sun)23:07 No.15693925
         File1311563257.png-(48 KB, 1344x174, Classic Blunders.png)
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    OP, I think you made a Blunder.
    >> Ultimate Equipment Vol 1 Anonymous 07/24/11(Sun)23:07 No.15693926
    These two volumes contain singlehandedly some of the most fucked up items I've ever laid eyes on. Prepare your ocular testicles for draining.

    Burning Glove
    This thick leather glove has an interior lining of fire resistant hide; its surface covered with sticky tar and a variety of reagents. As a standard action the wearer may ignite the glove, which then burns for three rounds. During that time any unarmed attack made by the wearer is a touch attack that causes 1d6 fire damage. The wearer takes one point of fire damage every round. Each glove can only be used once.
    >> Anonymous 07/24/11(Sun)23:09 No.15693937
    By gluing sand onto burlap. Glue is also a fucking OLD technology. It's as old as boiling rabbitskin.

    Next you'll be saying ceramics are impossible without high tech equipment.
    >> Ultimate Equipment Vol 1 Anonymous 07/24/11(Sun)23:09 No.15693940
    Mage’s Component Ring
    Simple or ornate, component rings bear a hinged section where their main stone would normally be located. Within this compartment, enough materials can be stored to cast a single spell of the wearer’s choice. The Games Master may determine that some spells have components too bulky to be used in this way. Mage’s component rings are an excellent way to ensure that a vital spell’s materials are always on hand.
    Mage’s Component Ring: 25 gp.
    >> Anonymous 07/24/11(Sun)23:10 No.15693950
    Just wait till later you guys when I get into shields and hammers that literally have BEAR TRAPS attached at the end.

    Not shitting you they even made artwork for those.
    >> Ultimate Equipment Vol 1 Anonymous 07/24/11(Sun)23:11 No.15693955
    Paralysis Pellet
    Effective only when their sticky contents come in contact with the skin, these one-inch-wide glass pellets require a successful ranged attack to hit an opponent. Creatures struck with the pellet must make a successful Fortitude save (DC 13) or be paralysed for 1d6 minutes.

    >for 1d6 minutes
    >> Anonymous 07/24/11(Sun)23:11 No.15693957
    Of course not, Kilns are as old as time.
    I had no idea about the boiling rabbits for glue though.
    >> MR. RAGE !D9l9S8Lio6 07/24/11(Sun)23:11 No.15693958

    >> Anonymous 07/24/11(Sun)23:12 No.15693962
         File1311563547.gif-(78 KB, 512x384, Drakken unimpressed.gif)
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    >DC13 Fortitude
    >> Ultimate Equipment Vol 1 Anonymous 07/24/11(Sun)23:12 No.15693964
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    Excuse me, my good DM, but is that BBEG wearing full plate?



    Rust Orb
    The alchemical concoction inside these three-inch-wide glass orbs causes metal to corrode very quickly. The affected item falls to pieces in one round, becoming useless. The size of the object is immaterial; a full suit of armour rusts away as quickly as a sword. Magic armour and weapons, as well as other enchanted items made of metal, must succeed at a Reflex save (DC 15) or be dissolved. Striking a target with a rust orb requires a successful ranged touch attack.
    >> Anonymous 07/24/11(Sun)23:13 No.15693967
    Rabbitskin has a lot of fatty tissue; the connective tissue is very good in gluemaking.
    >> Anonymous 07/24/11(Sun)23:14 No.15693974
    >Magic armour and weapons, as well as other enchanted items made of metal, must succeed at a Reflex save (DC 15) or be dissolved
    Ok, 1, NOTHING will fail that, and 2, if it DOES, you just lost your group a new set of magic armor. That would get you strung up in my group.
    >> Anonymous 07/24/11(Sun)23:15 No.15693978
    Yes they will--once every twenty attempts on average, because saving throws autofail on a natural 1.
    >> Ultimate Equipment Vol 1 Anonymous 07/24/11(Sun)23:15 No.15693984
    Just posting the quickinfo for the entire sacred oils section.

    Sacred Oils
    Sacred Oil
    Cost per Vial
    Ash, Oak and Thorn
    200 gp
    Protection from evil for one full hour.
    85 gp
    User gains DR 1/- against piercing attacks for one minute.
    100 gp
    User is immune to inhaled poisons for one minute.
    350 gp
    Divine favour, at caster level 9.
    Erinyes’ Tears
    125 gp
    Charm person on next target of opposite gender that comes within 10 feet of user.
    150 gp
    Air walk, ten minutes duration.
    175 gp
    Resist elements (fire), at caster level 5.
    Jasper and Yarrow
    200 gp
    +1 luck bonus to all rolls for one minute.
    180 gp
    Plants touching user during next hour must make a Fortitude save (DC 16) or wither and die. Plant creatures take 6d6 once, 3d6 with successful save.
    50 gp
    Grants a +1 sacred bonus to wearer’s next saving throw versus an undead’s special attack.
    150 gp
    User’s next kiss within one minute is poisonous (DC 18); Initial damage 1d4 Strength, Secondary 1d4 Constitution.
    210 gp
    Aid for one minute.
    Ritual Focus
    300 gp
    +1 effective caster level on the user’s next spell cast within one minute.
    >> Anonymous 07/24/11(Sun)23:15 No.15693989

    >NOTHING will fail that

    Don't magic weapons and armor have really shitty saves though? The ARMOR has to make the save, not the person wearing it.
    >> Anonymous 07/24/11(Sun)23:16 No.15693995
    >DC 15 reflex save
    >Uses the save of the wearer
    Yeah, good luck.
    >> Anonymous 07/24/11(Sun)23:16 No.15693998
    Isn't banking on that kind of, I dunno...stupid, though?
    >> MR. RAGE !D9l9S8Lio6 07/24/11(Sun)23:16 No.15694000

    >> Anonymous 07/24/11(Sun)23:17 No.15694004
    It's a good thing your character knows the precise wording of that items effect and how to abuse it!
    >> Anonymous 07/24/11(Sun)23:17 No.15694006
    Can we get back to talking about the picture? That was interesting.
    >> Anonymous 07/24/11(Sun)23:17 No.15694009
    only unattended items have to make saves
    >> Anonymous 07/24/11(Sun)23:17 No.15694011
    Quite. Doesn't stop it from being, strictly speaking, correct, though.
    >> Anonymous 07/24/11(Sun)23:18 No.15694016
    No - attended items use the saves of the person using the item. that includes armor, shields, and scrolls and potion vials as well.

    These things are for really low level adventurers to use to get past puzzles and traps the GM puts in his games when they don't have access to higher level spellcasters.
    >> Anonymous 07/24/11(Sun)23:18 No.15694020
    Hell, even the fucking ancient Egyptians varnished shit. Your fucking ignorance of technology throught history is amazing.
    >> Anonymous 07/24/11(Sun)23:18 No.15694024
    Hey just want to clear this up for you guys.

    The DC15 is only actually applicable to if the item is magic. This is auto-rape on non magical metallic items. If you want to be ballsy with this, you just palm it instead of throw it.
    >> Anonymous 07/24/11(Sun)23:19 No.15694025

    >Character goes to an enchanted item / alchemist's shop.
    >Sees Rust Orb
    >"Hey my good man, what does this item do?"
    >"Why, it dissolves nearly any weapon or armor it touches! Magic items are somewhat resistant to it though, so be aware that its effect against them is not 100% guaranteed."
    >> Anonymous 07/24/11(Sun)23:19 No.15694028
    Yeah, but that had the advantage of naturally occurring sandstorms they could use to smooth things out.
    >> Ultimate Equipment Vol 1 Anonymous 07/24/11(Sun)23:19 No.15694029
    Why these? Because WHY THE FUCK NOT.

    Bouncing Boots
    A pair of metal-reinforced boots with multiple coils and a ratchet-system between a steel innersole and a leather-bottomed outer sole, bouncing boots are guaranteed to add a spring to anyone’s step. Using them requires unlocking them by hand and jumping upwards to ‘prime them’. Six seconds after landing, the timed ratchet releases and the coils unwind violently, propelling the wearer 15 feet. A successful untrained Jump check (DC 10), or possessing one or more ranks in the Jump skill, allows the wearer to guide this sudden movement in any direction desired; otherwise the jump occurs in a random direction. Colliding with a solid object larger than the wearer during a jump results in 1d6 points of damage. When the user lands, he must spend his next round relocking the boots. Failure to do so results in another 15-foot jump the next round. Using bouncing boots counts as a move-equivalent action.
    Bouncing Boots: 75 gp; 3 lb.
    >> Anonymous 07/24/11(Sun)23:20 No.15694031
    This is so weird I'm going to have to take it just to see what happens when I try and use it.
    >> Anonymous 07/24/11(Sun)23:20 No.15694035


    Still, isn't reflex generally the lowest save someone wearing a big ass suit of metal would have?
    >> Anonymous 07/24/11(Sun)23:21 No.15694038
    I appreciate the notifications, OP, but I feel like I'm disgracing your effort because the first thing that's occurring to me is to wait until I'm pretty wealthy, go find a random commoner, and equip him with everything in this fucking thread.
    >> Anonymous 07/24/11(Sun)23:21 No.15694039
    Oh yeah, defiantly.But DC 15 is nothing.
    >> Anonymous 07/24/11(Sun)23:21 No.15694040
    Does the Armor Check Penalty apply to reflex saves?
    >> Ultimate Equipment Vol 1 Anonymous 07/24/11(Sun)23:23 No.15694047
         File1311564180.jpg-(10 KB, 228x174, widowmaker.jpg)
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    Shield, Widowmaker
    This strange, gnomish device appears to be an ordinary large shield with pyramid-like protrusions around the periphery. However, this shield works similarly to a bear trap in that, when the shield is struck and the character releases the trip-cord, it snaps shut. Thus, if an opponent misses the bearer of a widowmaker shield by two or less on an attack roll, the character may choose to release the trip-cord and have the shield attempt to close on the opponent’s weapon. The opponent must make a Reflex save (DC 20) or have the item they were wielding become trapped in the shield’s vice-like grip (Strength check DC 25 to break the widowmaker’s grip). If the opponent was using his bare fist to strike at the character with the widowmaker and they fail their Reflex save, their hand becomes trapped instead. Once a widowmaker shield is triggered the character loses the AC bonus from the shield. A widowmaker shield takes one minute to reset and it is not uncommon for widowmaker shields to be discarded if combat is still heavy around the character.
    Shield, Widowmaker: Small Exotic Weapon; 50 gp; Dmg 2d4; Critical x2; Bludgeoning and Piercing; AC +2; Max Dex –; Check –2; SF 15%; Spd –; 20 lb.
    >> MR. RAGE !D9l9S8Lio6 07/24/11(Sun)23:24 No.15694051
    >> Anonymous 07/24/11(Sun)23:24 No.15694054
    no just skill checks
    >> Ultimate Equipment Vol 1 Anonymous 07/24/11(Sun)23:25 No.15694062
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    Including this just cause, you know.

    You might sort of want it I guess, well most of you. Not that its -actually- useful. Just less of a pain in the ass.
    >> Anonymous 07/24/11(Sun)23:27 No.15694070
         File1311564442.jpg-(51 KB, 338x602, twofer.jpg)
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    This page is a twofer.

    One is ridiculous awesome.

    One is ridiculous sneaky.
    >> Anonymous 07/24/11(Sun)23:27 No.15694071
    >it is not uncommon for widowmaker shields to be discarded if combat is still heavy around the character.

    "Hey DM! Once he lets go of his shield I'm going to keep swinging my greatsword anyway. It's not stuck on his arm anymore. What penalties does that take?"


    "I'm stuck to this gnome's arm, eh? How much does he weigh, because I just got a new flail!"
    >> Ultimate Equipment Vol 1 Anonymous 07/24/11(Sun)23:30 No.15694086


    Hallowed Ale
    Dwarves are not overly-fond of water. Many of the things other races use water for, dwarves have found alternatives they find more palatable. Hallowed ale acts as a dwarven equivalent of holy water, being used for many of the same purposes. When consumed by a dwarf, this blessed, frothy alcohol also acts as a cure minor wounds potion.
    Hallowed Ale: 30 gp; 1 lb.
    >> Anonymous 07/24/11(Sun)23:30 No.15694088
    Yes, the entire -3 penalty would apply for full place. Note that masterwork armor makes this a mere -1, which a dex of 12 negates.
    >> Anonymous 07/24/11(Sun)23:31 No.15694093
    >bonus while mining
    >> Anonymous 07/24/11(Sun)23:32 No.15694102
    There has to be some sort of cruel trap combination involving holding someone in place and then dropping a ton of those rust potions onto them.
    >> Anonymous 07/24/11(Sun)23:35 No.15694105

    >Killing Gold

    I am TOTALLY using this against the party thief.
    >> Anonymous 07/24/11(Sun)23:36 No.15694109
    Do love the gold.

    Pretty much everything else so far has been of dubious value though.
    >> OP Anonymous 07/24/11(Sun)23:37 No.15694119
    I'm trying to find this god damn chainlink extending wall thing that explodes from a box or some shit but I can't remember where it was.

    Was fucking awesome
    >> Anonymous 07/24/11(Sun)23:37 No.15694123
    Actually, the wizard's posture is a result of trying to make her character move better. Girls do this a lot - they squirm and wriggle and move trying to get their little fighting character to get that extra edge.

    I love it.
    >> Anonymous 07/24/11(Sun)23:37 No.15694125
    Like I said: equip a commoner with them. He'll be leaping all over the place cause he can't turn off his fucking jumping boots and rust orbs just be falling out his pockets like snowflakes in generic fantasy vikingland.
    >> Anonymous 07/24/11(Sun)23:37 No.15694130
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    >natural sandstorms lol
    >> Anonymous 07/24/11(Sun)23:38 No.15694142

    I think it's called a "Springwall".
    >> Anonymous 07/24/11(Sun)23:39 No.15694150
    >Girls do this a lot
    This is a beautiful example of sexism. Men and women do this. It's not a gender divide, and yet you are saying it is because you're objectifying women.
    >> More Ultimate Magic Items Anonymous 07/24/11(Sun)23:40 No.15694154
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    Changing to a source called "More Ultimate Magic Items" I think I forgot to list it.

    I like these, they aren't super or anything, they just go the extra mile.
    >> Anonymous 07/24/11(Sun)23:42 No.15694176
    I'm imagining the gold in the context of those black-clad dwarves in the Discworld novels - grags?

    Like... every dwarven hoard was eventually made of killing gold. So killing gold just became dwarven currency. Dwarves barely ever handle money without gloves and protection, and dwarven thieves do so especially. An expression of trust in a business deal might be taking your first payment bare-handed. There are tons of sayings in this setting from other races along the lines of, "Never shake hands with a Dwarf," or, "Dwarven money brings only death." It's kind of a cool racial trait.
    >> More Ultimate Magic Items Anonymous 07/24/11(Sun)23:43 No.15694184
    Oh I have tons of resources on traps. I just like items more.

    I know waaaay worse shit than killing gold. But today's thread is items you use, not so much traps and stuff like the gold.

    Also you guys should know there are like 4 variants of that gold, 4 ways to kill your fucking ratass thief.
    >> Anonymous 07/24/11(Sun)23:49 No.15694232
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    Time for ultimate equipment 2 actually.

    This contains some of the most broken food buffs I've ever laid eyes on.

    >> Ultimate Equipment Vol 2 Anonymous 07/24/11(Sun)23:50 No.15694242

    Alice and Wonderland on right side of page.
    >> Anonymous 07/24/11(Sun)23:51 No.15694246
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    >> Ultimate Equipment Vol 2 Anonymous 07/24/11(Sun)23:52 No.15694261
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    Want to troll your party, DM?

    Get them a serving of this somehow.

    This unknowable dish is made from the flesh of slaadi, the unruly denizens of chaotic-aligned planes. Slaadsalad looks like a dizzyingly colourful mix of meat strips of all sizes and consistencies; it is usually served in a plain white bowl, with no dressing or spices, which it absolutely does not need.
    Nobody wants to ask how does Faella procure slaad flesh for this dish, however the likeliest possibility is that she has some kind of deal with Kay (from the Treasures from Beyond store) or with some extraplanar hunter such as a mercenary devil. In any event, slaadsalad is always available in the menu for any patron brave enough to order it.
    The main attractive of slaadsalad – and its main danger – is the fact that its taste, consistency, texture and smell are, as the matter of the plane it comes from, constantly changing; no one has ever eaten the same slaadsalad twice. Therefore, a diner can come out of a slaadsalad meal having experienced literally anything.
    Besides its changing flavour and consistency, slaadsalad produces a special, randomly generated effect on the consumer. This effect has a duration of 1d20 minutes, unless it poisons, diseases or kills the subject, in which case it follows the specific rules for poison, disease or death (which is usually permanent). The Games Master should roll or choose from the Slaadsalad Effects table, or devise a different random effect based on the ones featured below.
    The ingredients of slaadsalad (that is, slaadi) are too rare in the Prime Material plane; a character must look for them in chaotic-aligned planes and they are so common there no survival check is necessary to find them. The dish itself has a cooking DC of 25. Failure means the dish is destroyed and the cook suffers a random effect from table: slaadsalad effects for 1d10 minutes.
    Slaadsalad (1 serving): 305 gp; variable
    >> OP Anonymous 07/25/11(Mon)00:02 No.15694347
    Running out of steam for pretty unique stuff.

    Anyone know of a resource I did not mention?
    >> Anonymous 07/25/11(Mon)00:07 No.15694371
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    >mushrooms not pills
    >> Anonymous 07/25/11(Mon)00:10 No.15694392
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    >> Anonymous 07/25/11(Mon)04:52 No.15696323
    Thanks for posting anyway. I'll definitely look up some of these.
    >> Anonymous 07/25/11(Mon)11:58 No.15698746
    Has anyone else got some to share?
    >> Anonymous 07/25/11(Mon)15:37 No.15700359
    bumping this thread cause its not only funny but most likely the best thread of /tg/ right now
    capta: hirmis return
    never knew he left

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