Plateau Wizard

    • Solo AD&D campaign

  • Level up!

    January 28. Training done! 

    Sournois has finished her training and graduates to Footpad. She gains an additional 4 hp.

    Sournois, Human (F), Thief (2), Neutral, STR: 12, INT: 13, WIS: 11, DEX: 14, CON: 11, CHR: 14, HP: 10, AC: 7, XP: 1251, Short sword, Sling (new!) and 10 sling bullets, Leather armour, Ring of Protection +1

    During the training, The PCs have decided to try and hire some mercenaries for extra protection, and to protect the horses when they delve.

    Casthtown is a large town of 6000 souls on Broken Moon Lake (named since the light reflect strangely from the swamp on the Western shore). The town has many things that PCs could want if they have the resources, but it is not a capital city.

    Party gold is at 2956 gp. Axel manages to find a group of six crossbowmen (1 is a seargent). Apparently The Nixie is a good place to find people. Primeau approves of the group, he does not detect evil (they are a mix of LG and NG).

    The PCs agree to hire and equip them. 5 crossbowmen (4m, 1f) (20 gp), 1 serjeant (f) (40 gp), 6 light crossbows (72 gp), 100 light quarrels (5 gp), 6 spears (6 gp), 6 sets of leather armour (30 gp), 6 light riding horses (150 gp), total 323 gp, but a monthly rate of 60 gp. I’ll flesh them out later.

    The party heads back to Bellde and there are no encounters en route.

    Gold 2956 – 323 – 28 (room and board at The Nixie): 2605 gp

    February 1, 2024
    dungeon24, dungeons-dragons, hexplore24, osr

  • Splitting the party

    January 22

    Wandie, Dughall, Fleau and Daryl head back to Bellde. The rest of the group will return with Sournois once she has completed training. 

    January 23

    Wandie et co. arrived back at Bellde, and there were no encounters on the road.

    January 24. Wandering from Bellde.

    Wandie et co. go exploring (red arrows) with their new horses.

    They encounter a patrol just outside Bellde. The Badger patrols roam the area from Casthtown to Bellde. This is the Red Badger group; the others are the Gold, Black, and Brown groups. 

    Red Badger Company:  Fighter 8 (m), Cleric 6 (f), F4 (m), Fighter 3 (f), Fighter 1 (2m, 1f) x3, with plate mail, shield, lance, flail, and long sword as appropriate.

    Men-at-arms Level 0 x22, with chain mail, shield, and light crossbow.

    At noon, Wandie et al. found a ruined village. They do not explore and head back to Bellde.

    I need to determine the specifics of the ruined village.

    January 26. Halfling village. 

    Wandie and the group head out again from Belle (aqua arrows), there are no encounters during the day and they come across the Halfling village of Stonestrand.

    There are 494 Stout Halflings (190 m, 190 f, 116 wee ones) along with 380 dogs! This is the village of the halflings encountered in the dungeon. After a bit, Wandie and company come across some of the group they met underground. The halflings do know about the ruined village, but they only have explored it rarely. They prefer to leave it alone, since several years some explorers did not return.

    Wandie and group head back to Bellde.

    February 1, 2024
    delve, dungeon24, dungeons-and-dragons, dungeons-dragons, fantasy, rpg, ttrpg

  • Counting Coins.

    January 20

    Time for upgrades.

    The PCs have 6415 gp. They will need to keep 900 gp to pay “rent’ on February 1 (100 gp per level per PC), so they have 5515 gp to work with.

    The PCs buy nine medium draft horses, saddles, bits and harnesses, and saddle bags. 

    I wasn’t keeping strict track of light, but looking back, I see they used up all their torches plus one flask of oil. They buy 20 torches, a hooded lantern and 5 flasks of oil. But they leave this type of stuff in Bellde.

    The PCs head to the big city, Casthtown, which is 80 miles to the Southwest. There are no encounters on the road. They stay at a decent inn called The Nixie.

    The PCs will pay for Sournois’s training, this is a big deal since it is the first level up. Also, this sets the stage for the party since this means they will collectively pay for each other to advance.

    Also, the group agrees to buy four sets of plate mail, and sell the used armour (scale x2, chain and splint). They also buy 6 silver arrows (you never know!), 2 short bows (for Wandie and Trent), 1 longbow (for Daryl), 3 quivers and 60 arrows.

    January 30, 2024

  • Delve 5. Friends everywhere!

    January 19.

    The weather has cleared, and the PCs are anxious to head out. They leave town at 7h00 and arrive at the dungeon around 11h00, with no encounters on the way. 

    The PCs head into the dungeon at 12h00, and since level 1 seems to be explored, they head directly to level 2. 

    At area 7 the group runs into a Shrieker, and it starts shrieking. The PCs attack and make short work of the fungi (6 hp). But it attracts a monster when they return to the previous room, and it’s another Shrieker (that’s what I rolled). 

    The PCs attack and kill the second shrieker in one round (13 hp) but it attracts a monster.

    And lo and behold it is a group of ten gnomes—an amicable reaction encounter. The gnomes had come down the chute trap. The PCs point them to the way out, and they leave.

    Note. That is a lot of encounters with friendly humanoids. Asking the oracle, gnomes will not be encountered in the dungeon for 14 days (the clan cannot send people non-stop).

    The PCs notice the secret door to area 8. Within is a treasure (no monster). It is 200 pp in a chest, unguarded but locked. Sournois fails the chance to pick the lock. So the PCs noisily smash it open, but it does not attract a monster. 

    During this time, the PCs notice a second secret door to a small room with another treasure and no monster. Within another locked chest that has to be smashed to get open, they find four gems worth 100, 500, 1000, and 1000 gp. The noise attracts a wandering monster.

    In area 10 are the monsters, three zombies (5, 8, 10 hp). After three rounds of combat, the PCs hack apart the zombies. Wandie was hit for 3 points (8-> 5 hp), and Daryl was hit for 7 (8->1 hp). Primeau does LoH to Wandie for 2 (5->7 hp), and Fleau casts Curel Light Wounds on Daryl (1->3 hp).

    Area 11 has another treasure (no monster), and it is 2000 cp in small jars.

    At area 12 they come into a room simultaneously as nine halflings. Again, with the high Charisma in the party, another very friendly reaction. The halflings are exploring the dungeon, and their village is not too far to the West. The PCs are free to visit if they wish. In the room in metal urns are 2000 cp and 500 gp. The PCs and halflings agree to split it. The halflings leave the dungeon.

    At area 13 is a corpse with rot grubs. While checking the corpse (it has nothing), Sournois is attacked. Luckily, Primeau recognizes the parasites and cures Sournous of the affliction (Cure Disease).

    Area 14, this is like a major area of interest, apparently, the PCs encounter nine dwarfs from the Coppertone Clan. A friendly reaction. And in un-trapped chests are 2000 sp, and 200 pp. The loot is split between the groups.

    Dwarfs will not be reencountered for 26 days (1d20 + 10).

    The PCs decided that was enough for today. They have had very fortunate encounters and acquired a lot of loot. They were in the dungeon for three hours and made it back to Bellde without encounters.

    Haul

    3000 cp

    1000 sp

    250 gp

    300 pp

    2000 gp (gems)

    Total XP (with Shriekers, Zombies and Rot Grub) is 4924. So, 547 or 602 XP each.

    Map

    January 29, 2024
    dd, dungeon24, dungeons-and-dragons, dungeons-dragons, osr, rpg, ttrpg

  • Delve 4. Smelly buggers.

    January 13.

    Back in town, Odalf has figured out that the wand is a Wand of Illusion. He tried casting a lightning bolt, and succeeded but it there was no sound. The wand had 90 charges, now down to 89.

    Sournois took the ring (of protection +1), but does not know what it is.

    The PCs leave at 7h00 and arrive at the dungeon at 11h00 and descend at 12h00. What is the dungeon called? The dungeon is below a ruined tower. The PCs call the dungeon the rat’s nest, or the rat’s ass.

    The PCs did notice the secret door in the room where they found the wand, so they head there to start. No encounters en route or past the secret door.

    At area 16 the PCs encounter twelve giant rats (again!). The rats are surprised and after three rounds of combat the rats are killed. Dughall was bitten for a total of 3 hp damage, leaving him at 4 hp (not diseased though).

    The room also contains treasure, and the oracle says that it is hidden in an invisible bag. Through the searching of the room, the bag is found by Clover the hunting dog.

    I asked if the invisibility is permanent. The oracle says “No, and, and”. So I decide that is not permanent, and the bag dissolves and causes acid damage. Clover takes 3 hp damage (now at 2 hp). Poor dog. Wandie is upset and helps Clover as she can.

    From the dissolved bag the PCs find 100 pp and a Mace +1. Odalf had memorized Identify so he discerns the true nature of the mace, which is given to Fléau.

    Primeau Lays on Hands to Dughall, 4->6 hp. 

    The PCs spend a total of 3 turns in this room with the combat, checking and resting. No encounters during this time.

    The PCs move on and finding the secret door come to area 17. In this room are six troglodytes. 

    This could be a tough encounter, the trogs have 2 HD, revulsion odor and potentially three attacks. The dice roll indicates they have stone morning stars, so one attack per round. 

    There is no surprise and the PCs win initiative. 

    Odalf uses the wand of illusion (Phantasmal Force and Audibel Glamour) to bring forth a pack of war dogs, looking similar to Turtle. 

    Everyone attacks (except Odalf). 

    Combat is intense and lasts for five rounds. With randomly assigning targets during melee, the trogs attack a mix of illusory dogs and the PCs. One trog is knocked unconscious by the illusory dogs. Sournois kills that one on the following round. Only Primeau fails his poison save against the stench (losing 1 point of STR per round). The trogs are eventually killed, with Daryl Archideld taking 4 hp of damage from a morning star (8->4hp).

    Odalf used 10 charges on the wand (2 charges per round). But this for certain geve the PCs a huge advantage. Odalf is very pleased with this item. He is wondering if he can keep it long term. Can it be recharged? How?

    In a sack they find 2000 sp. 

    The PCs decide that this is enough for the day. Plus they smell terrible.

    There are no encounters on their way out of the dungeon and on their way back to town. 

    Haul

    100 pp

    2000 sp

    Mace +1

    With the rats and troglodytes XP comes out to 163 or 179 each (10% bonus guys).

    Sournois is 92 XP away from level 2!

    Oh yes, the level 1 dungeon map with the encounters.

    January 18, 2024
    dd, dnd, dungeon24, dungeons-and-dragons, dungeons-dragons, hexplore24, rpg

  • Delve 3. Close calls and a haul!

    January 9

    Full party delve! Everyone is at full hp and they leave at 6h30 and arrive at the dungeon around 10h30 (no encounters). They enter the dungeon at 11h30.

    The party makes their way to an unexplored area, number 15 on the map of Level 1 (it takes about 10 minutes).

    Level 1, area 15. 3 Wererats! This could be bad since they can only be hit by silver or magic weapons, and the party has neither.

    Rolled for a friendly encounter reaction. I took this to mean that the wererats are in human form and can converse easily. Also, the party is nine PCs with two dogs, so perhaps intimidating. The wererats could think the party is a threat, maybe?

    The wererats present themselves as explorers and ask if they can join the party for this delve. The party declines, saying they have already decided on shares for this trip. Maybe next time?

    The wererats learn that the PCs are based in Bellde, so maybe they can catch up there, at The Gorgon & Cardinal. The wererats give their names, Giz, Skoq and Kem. The wererats may try to isolate the PCs later on for ransom, or food.

    Who leaves first? The PCs, but they want to come back to more closely examine the room.

    The wererats leave shortly afterwards, they do not trust having this large group in the dungeon with them, and quit the dungeon for the day.

    More exploring, and they encounter some gnomes (I forgot to not where). Very friendly, and just passing through. They think the dungeon goes deep, and maybe a coordinated effort to explore deeper should be considered.

    Level 2

    The party heads for the stairs (near area 8 on level 1) down to level 2 (area 3 for level 2). The explore the corridor bear the chimney down from level 1 (area 4 here on level) 2, but it is a dead end.

    Going the other way (area 5), they find stairs going up one level, and then down two levels (so down to level 3 overall) with a passage ending in chamber. 

    Level 3

    Large chamber, with a double-door exit to the East. There is an iron trunk in the room. Is it guarded? Yes, but…. So I decided it was trapped, but not lethal (with poison anyway). And the roll was for a trapdoor pit trap. Sournois’s roll of 27% is too high for her 20% FRT, and she falls for 2 hp damage (now at 4 hp). She is hauled up and Primeau Lays on Hands for 2 hp.

    The trunk contains 750 gp. They take a look at the next room, it has four doors leading elsewhere. 

    No encounters.

    They decide level 3 is too far down for now and head back up to level 2.

    Back at Level 2

    The cautiously explore and Sournois finds a pit trap at area 6 (rolled 15%!).

    No encounters.

    At area 7 they run into some dwarfs from the same clan, The Coppertone Clan. Friendly reaction, also with Wandie’s axe helping out. They are heading out.

    At area 8 the PCs run into three giant toads (8, 16, 20 hp).

    The party wins initiative. Dughall casts animal friendship but the toad saves. And everyone except Odalf enters combat.

    Four rounds of combat results in the toads being killed, and one hit to Trent for 6 hp leaves him at 1 hp.

    Sitting in a pile of refuse is a Ring of Protection +1. They have not decided who will take it yet.

    The party decides that is enough for today. They head back up to Level 1.

    No encounters.

    Level 1

    The PCs return to the room where they encountered the wererats.

    No encounters on the way.

    They search the room and find a secret door. Inside is a sack containing a Wand of Illusion. Odalf takes it and will try to figure out what is doing.

    There are no encounters leaving the dungeon.

    The PCS head back to Bellde, leaving just at sundown (Northern winter daylight time). I am keeping the same weather as I see looking out my window.

    Just before Bellde they come across 9 ogres. Neither group is surprised and they are 14” apart. 

    My evasion calculations come to 70% chance to evade, and the roll is 31% so they make it back to town in less than an hour.

    Haul 

    Ring of Protection +1

    Wand of Illusion

    750 gp

    With the toads, XP comes out to 665 or 689 (10% bonus guys).

    Sournois is 255 XP away from 2nd level!

    January 12, 2024
    dd, dungeon24, dungeons-dragons, fantasy, hexplore24, osr, rpg

  • Wandie goes wandering

    January 3

    Wandie decided to escort the dwarfs back to their mountain range. The four dwarfs, Wandie and the two dogs (Clover the hunting dog, Turtle the war dog) depart Bellde for several days of walking (about 8-10 hours per day). Each hex is six miles, so about 1.5-2 hours.

    Luckily, there are no encounters through the plains and hills to the base of the dwarf’s mountain lair, including for camping overnight. 

    January 4

    The make it the clan, a hidden fortress with an entrance at the base of the mountain. The dwarf chieftain is pleased with Wandie and gifts her a fine hand-axe that marks her as a dwarf friend and a gem (1d10 x100 gp), worth 100 gp! That was a lucky roll.

    Wandie stays one day and sets off in the morning.

    January 5

    No encounters in the hills, plains, and a “quick” traverse of the swamp, with camping in the plains. Heading into the swamp was risky.

    January 6

    Wandie comes across a single dwelling in late afternoon. A small farm with four people (a family). Good reaction encounter and she stays the night. She agrees to scout a bit of the forest to the east.

    January 7 

    With the dogs she comes across a lair of giant wasps (Wandie has the surprise) in the forest and they evade confrontation. 

    On the way back to Bellde, Wandie stops by the farm and lets them know about the wasps. The farmer now suspects why some animals have gone missing (among other predators). 

    It will be necessary to take out the wasps at some point.

    Map. Bellde and the dungeon are shown. Arrows show the path taken. Each hex is 6 miles.

    1. Farm

    2. Giant wasp lair

    January 9, 2024
    dd, delve, dungeon24, dungeons-dragons, gygax, hexplore24

  • Delve 2. Trapped?

    The delve took place January 1st.

    The party returned to Bellde on the 30th to rest and allow Dughall and Trent to recover. The two cannot venture out again until Jan 6.

    The four dwarfs returned with the party and agreed to go on a delve with the remaining party members. 

    Leader is Snalgatum Mudarm

    Durazuk Plategut, Dwarf (M), Fighter (1), LG, STR: 17, INT: 8, WIS: 14, DEX: 14, CON: 12, CHR: 15            

    HP: 9, AC: 4, GP: 38, XP: 0, Battle axe, Hammer, Chain mail, Shield

    Herfig Flatmaster, Dwarf (M), Fighter (1), LG, STR: 16, INT: 15, WIS:12 , DEX: 9, CON: 7, CHR: 16

    HP: 8, AC:4 , GP: 38, XP: 0, Battle axe, Hammer, Chain mail, Shield

    Snalgatum Mudarm, Dwarf (M), Fighter (1), LG, STR: 16, INT: 9, WIS: 14, DEX: 16 , CON: 14, CHR: 16      

    HP:12 , AC:2 , GP: 13, XP: 0, Long sword, Spear, Chain mail, shield

    Noragneom Bronzegrip, Dwarf (M), Thief (1), N, STR: 11, INT: 8, WIS:10 , DEX: 17, CON: 11, CHR: 14       

    HP: 6 , AC: 5, GP: 0, XP: 0, Short sword, Darts (6), Leather armour, Thieves tools

    They all have individual and shared adventuring gear, I’ll post that later.

    The group heads out at 7h00 makes it to the ruins without encounter, at about 9h30, and enter the dungeon at 10h00.

    After 30 minutes (no encounters) they make it back to previous encounter room 8 that had the piercers. 

    They continue to search the dungeon going through many empty rooms for 1.5 hours with no encounters.

    At area 9 they encounter a group of 14 gnomes. The gnomes have already found a bag with 100 pp. The reaction is very friendly, but the gnomes have been exploring and are leaving. They believed they heard something in the next room but they have had enough for today. The gnome clan lives not too far from here. There may be interest to recruit an adventurer from them in the future.

    At area 10 they encounter 9 giant centipedes and the party makes short work of them. In an urn they find 2000 sp, I gem worth 50 gp, one 1 worth 1000 gp.

    The party rests one turn, and there is no random monster encounter.

    They continue exploring and at area 11 they encounter 10 giant rats. The rats were surprised and were wiped out after a the surprise round and first round of combat. Sournois took 1 pt of damage. I need to check if she picked up a disease. In a sack they find 1000 sp and a potion of clairvoyance. 

    No encounters at the next 30 minute mark.

    In area 12 they surprise 3 fire beetles (4, 4 and 6 hp) and wipe them out. In urn they find 100 pp, and 1000 sp.

    Oh no, the party got greedy. With their good luck so far they wanted to push on even though it is getting late.

    At area 13 they trigger a chute trap down to level 2 (with no way back up). This could be bad, since staying overnight in the dungeon will be a total party kill. They do remember that to the east are a stairway and a chimney down one level, so hopefully they can reach these to get back to level 1 and the exit.

    Dungeon level 2

    Area 1 is a wandering monster, which is 13 giant centipedes that are easily dispatched, but Snalgatum takes 1 point of damage (now at 11 hp).

    Area 2 is a flaming oil trap that burns Snalgatum for 2 points of damage (now at 9 hp).

    The part finds the stairs to level 1 and make their back to the exit (no further encounters).

    Haul

    4000 sp (200 gp/XP)

    50 gp gem

    1000 gp gem

    100 pp

    Potion of clairvoyance (500 gp, 300 XP)

    Monsters

    22 giant centipedes  143 XP 

    3 fire beetles 80 XP

    10 giant rats 75 XP

    Total XP 2348, 213 XP, or 235 for those with 10% bonuses.

    Dungeon map made with DungeonScrawl.

    January 5, 2024
    dd, delve, dungeons-dragons, fantasy, osr, rpg

  • Delve 1. Met some dwarfs

    December 30, 2023

    No encounters on the way to the ruins.

    Entered the dungeon with torches and a lantern.

    1. Three fire beetles (4, 6, 8 hp).

    Archideld took 5 points of damage (at 3 hp)

    Dughall took 4 points of damage (at 3 hp). Healed by Fléau back to 7 hp.

    Found 100 pp in a sack.

    2. Ten giant centipedes comng via the “secret door”. Killed without damage to party. 

    3. Pit trap. Sournois falls and takes 2 damage, now at 4 hp.

    4. Flaming oil trap hits Trent for 7 hp, now at 0 hp, but is stabilized along with lay on hands from Primeau.

    5. Empty room. A sack with two gems (10, 100 gp is found).

    6. Chimney going down one level. Not going down yet.

    7. Met some Dwarfs (4). Great reaction role, very friendly. They don’t agree to explore further with the party, on their way out. Decided with the dice oracle.

    8. Two piercers (10, 20 hp). First one misses, second hits Dughall for 9 damage, now at -2 hp. He stabilized and the party decides to head back to town (after killing the piercers)

    They meet the dwarfs at the entrance. They agree to accompany the party to town, and come back with the rest of the party (minus Dughall and Trent) in a couple days.

    No encounters on the way back to town of Bellde.

    Total gold value 610

    Total from monsters 456

    118 XP each (or 130 for those with bonuses)

    Dungeon map with limits from the 1st delve. The rest is from the second delve. I had not thought to re-draw the map (with Dungeon Scrawl) until after the second delve, so you get the whole map now.

    January 4, 2024

  • Start: my solo AD&D campaign

    Just setting up a blog to track my efforts at running a solo AD&D campaign.

    Basics for solo play. Using AD&D 1e material (DMG, MM, PHB and FF). I will also use a dice-based oracle for things that I cannot determine from encounter reactions or other things that may arise.

    Characters

    Characters generated using Method I (4d6, drop the lowest). I ended up with some good rolls. Looking at the requirements, the Monk and Bard were the most stringent. I picked a Bard since I never played one back in the day. And I made nine characters, since it was the max number that could be encountered in a random encounter (p. 175, DMG).

    Axel Rouge, Half-Elf (M), Bard (1), NG, STR: 16, INT: 10, WIS: 15, DEX: 16, CON: 12, CHR: 17

    HP: 2, AC: 4. GP: 0, XP (10% bonus for fighter): 0, Long sword, Dagger, Spear, Chain mail

    Primeau the Truthful, Human (M), Paladin (1), LG, STR: 16, INT: 10, WIS: 13, DEX: 12, CON: 14, CHR: 17

    HP: 4, AC: 5, GP: 18 , XP: 0, Long sword, Mace, Scale mail, Small shield

    Wandie, Human (F), Ranger (1), CG, STR: 14, INT: 13, WIS: 14, DEX: 15, CON: 14, CHR: 11

    HP: 8, AC: 4, GP: 53, XP: 0, Bastard sword, Hand-axe, Short bow, Chain mail, Hunting dog (Clover)

    Dughall, Human (M), Druid (1), N STR: 12, INT: 10, WIS: 15, DEX: 12, CON: 13, CHR: 15

    HP: 7, AC: 8, GP: 57 , XP (10% bonus): 0, Staff, Sling, Leather armour

    Spells (1) Animal Friendship, Pass Without Trace, 

    Fléau, Human (F), Cleric (1), LG, STR: 13, INT: 8, WIS: 15, DEX: 11, CON: 12, CHR: 8

    HP: 2, AC: 5, GP: 6, XP: 0, Foootman’s flail, Scale mail, Wooden shield

    Spells (1) Bless. Cure Light Wounds, Protection from Evil

    Odalf, Human (M), Magic-User (1), LG, STR: 9, INT: 16, WIS: 13, DEX: 9, CON: 11, CHR: 11            

    HP: 2, AC: 10, GP: , XP (10% bonus): 0, Staff, War dog (Turtle)

    Spellbook (1) Read Magic, Light, Dancing Lights, Identify, Memorized (1) Light

    Sournois, Human (F), Thief (1), N, STR: 12, INT: 13, WIS: 11, DEX: 14, CON: 11, CHR: 14    

    HP: 6, AC: 8, GP: -6 (borrowed money from Dughall), XP: 0, Short sword, Leather armour

    Trent Rafontaine, Human (M), Fighter (1), LG, STR: 15, INT: 7, WIS: 7, DEX: 10, CON: 12, CHR: 10

    HP: 7, AC: 5, GP: 9, XP: 0, Long sword, Spear, Short bow

    Daryl Archideld, Human (M), Fighter (1), LG, STR: 16, INT: 13, WIS: 13, DEX: 14, CON: 15, CHR: 14          

    HP: 8, AC: 4, GP: -24 (owes Primeau), XP (10% bonus): 130, Two-handed sword, Hand-axe, Splint mail

    Setting

    Following classic advice of a single hex, with a town and a dungeon.

    Starting with Azgaar’s Fantasy Map generator to set up the terrain, then zooming in to one hex.

    One hex with the town of Bellde.

    And then for some funky mapping I used HexKit (Fantasy plugins) to make rest. Each hex here is six miles. And that is how we start!

    January 3, 2024

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