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Anti-disruption Storage thread
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Anti-disruption Storage thread
#1All those items kind of disrupted the whole loot and rewards thread (sorry, got carried away. I love items, settings and scenarios).
So these first 6 items will be replicas of the ones found in the "Loot and Rewards" thread, which I deleted and made links to from here.
Later I will make more items here, and perhaps link to them from other articles and posts. Gotta have someplace to store all my ideas until I can decide whether they are worth anything or not. -
Anti-disruption Storage thread
#2The Tabards of Nhil-Haress
Introduction: Across the continent lay the tombs of an earlier civilization. These tombs are guarded by powerful wards and those attempting to enter them are usually not heard from again. In one of these tombs lie the remains of the Nhil-Haress, an Elven Prince long dead. The PCs could find these tabards while “exploring” said tomb, or they could find them in the possession of brigands who have robbed the tomb.
Nhil-Haress was known as the warrior prince, a faithful worshipper of the Goddess Lumaratha. His death was so shocking that he is remembered as one of the greatest Elven tragedies even today; his name is softly sung when the star constellation “The Valiant Knight” dominates the night sky. The Prince, Nhil-Haress, was murdered by his own bodyguards, by order of his mother, the famous Elven Queen who worshipped the God Natal, otherwise known as the dark god.
It all began when the Queen prepared the people to war against the rising might of humankind. They were cattle in her eyes, and in the holy book of Natal they are indeed mentioned as inferior beings. Nhil-Haress, her own son, was her fiercest opponent. He spoke to the people, urging them to remember their true selves. The elves were the gentle guardians of nature, and not heartless and jealous butchers of other races. So successful was Nhil-Haress, so charismatic, that even in the middle of the war against the first human civilization; the Men of Bluethon, an Elven civil war threatened.
But for Nhil-Haress there would be no war. He was murdered by his own bodyguards while sleeping in his island grove. And thus his people found him, slain among the flowers of red and crimson, while his traitorous bodyguards fled across the ocean, to the city of the Elven Queen.
There was great lamentation and the women and children cried while the men walked with their heads hung low, for their champion was no more. They would never hear him laugh nor sing again, yet they could feel no despair, only silent, burning anger. And his brethren, hitherto neutral, joined his cause; for this was an injury too deep to heal. Thus the Elven nation mustered under the banner of the Prince of Nhil-Haress and in her halls the Queen knew fear; for what she had gained by this sacrifice was now dwarfed by the might of the opposing forces.
Description: The Tabards were once carried by the traitorous bodyguards of Nhil-Haress. They are made of a black silk of Elven make. The beautiful yet strong silk is produced by the Nellarian Larvae and prepared by the elves in a manner unknown by men. The Silk is slightly resistant to damage from fire and protects somewhat from cut. It is by no means a replacement for armour, but its abilities ensure that it neither rots nor is easily destroyed on the battlefield.
The black silk tabards are woven with silvery threads forming the shape of the phoenix bird holding a longsword horizontally in its talons. While some Elven tales claim that the prince had prophetic dreams and ordered this as his coat of arms, others claim that the uniforms have been changed after his demise to reflect how he struck out against his mother even in death.
The tabards were discarded by his fleeing bodyguards, and his followers put them in a sealed chest in his tomb.
Selling it: The tabards can easily be sold, but no one but the most learned sage will understand their true value. The tabards will easily bring a nice amount of money due to its strong and supple nature, along with the masterful quality. The phoenix symbol will be unrecognizable by people in general and is masterfully made. It is a tabard fitting the household guard of a King or Emperor. A tabard will typically cost the same as a suit of chainmail.
Usage and hooks: While the tabards will command a nice sum, they will by no means make the PCs wealthy. A few months of partying and the money will be gone. If the PCs decide to keep the tabards a number of things might happen:
• Nature remembers! Elves live for millennia and become a part of nature itself, in the same way as oaks and yew, forests and hills. And nature remembers the elves and the Prince Nhil-Haress in particular. While the elves lament his loss with songs sung under “the Valiant Knight” constellation, nature too mourns his passage. And when the PCs wearing the traitors’ tabards pass through a mountain pass the wind blow strangely hard. When the PCs walk through a forest, the trees creak and groan. And when the PCs sail across the ocean, even the most experienced seamen get confused by the fey winds and strange currents. For the Prince was loved by Lumaratha, the Elven Goddess of Nature and her spirits loved him too. And they loathe seeing the “bodyguards” walk the earth once again, proudly displaying the coat of arms they betrayed.
• The Tabards remember! The tabards have become a symbol of shame and betrayal and the emotions of nature and the entire elven race has been infused within the fabric of the cloth. Anyone wearing the tabards will feel shameful and uneasy.
• The Clothes make the man! The PCs walking around in the tabards look like the heroes of legend. Their dashing good looks are emphasized utterly by the tabards and make them seem larger than life. They will become the objects of undue attention, even open mouthed staring. They will be marked for robbery by thieves and invited into the house of the mayor. The PCs will discover that the clothes do indeed make the man. -
Anti-disruption Storage thread
#3The Malisso Cabinet
Introduction: After finishing a difficult mission for a noble, the PCs get what he promised: A reward fit for kings. It is the renowned Malisso Cabinet, commissioned by Count Malisso as a gift for the girl he was betrothed to marry. He spent a small fortune on the masterful paintings and intricate carvings on the cabinet, but to his utter dismay his betrothed found love within the embrace of another man and the just finished cabinet became a reminder of a love lost. The noble sold it and with time the cabinet has been connected with a number of unfortunate incidents; the bankruptcy of a wealthy merchant, the death of a champion racing horse and the imprisonment of it’s previous owner; the royal chamberlain (apparently the royal treasury fared noticeably poorer than his personal fortune). Thus the Malisso cabinet gained a reputation as a bringer of bad luck.
Description: The cabinet is made of the reddish brown wood known as Rustwood. When the cabinet was made four decades ago, Rustwood was the material that the nobility bought. Then a couple of decades followed in which Rustwood was considered passé. In any case: Both of the cabinet doors have been painted with mountain landscapes in earth tones. The doors are solid with a silver lock. The key has been lost though, and the story tells how Count Malisso threw it away in one of his heartbroken fits of rage. The corners of the Cabinet have been carefully carved and the carvings depict leaves and geese catching flight. At the very bottom of the cabinet, the signature of its maker: “Monscillo”, can be found. He was a legendary craftsman whose crafts became very sought after and ultimately; ridiculously overpriced. The Cabinet is astonishingly heavy and should prove a burden for nearly any pair of PCs.
Selling it: The Malisso Cabinet is an exquisitely crafted piece of furniture and well renowned among the large parts of the nobility and those merchants who know style and fashion. It will bring the PCs a large amount of money, should they be able to actually get it sold. There is the accompanying superstition that will make it difficult to sell. It should prove easy to sell to fences and less knowledgeable merchants, but it will bring less than a tenth of the real price if sold in this manner.
Usage and hooks: Obviously the Malisso Cabinet could be used as an alternative method of payment. The clever GM might want to take it a step further! Make sure the PCs are well aware of the cost of the cabinet, and exploit their greed to make sure they don’t dump it immediately. Then the cabinet could be used in a number of ways:
• An interested potential buyer approaches the PCs and bargain for the Cabinet. He leaves without buying it, but later thieves will try to steal the cabinet from their possession. Whether they succeed or not will be up to the PCs vigilance, but the timing will be suspicious and the buyer is too wealthy to be targeted by the law. No one will believe the PCs, or they dare not believe them, so what will they do?
• The curse is not real! The PCs get the aid of a competent church, and then discover that the curse is all imagined. The cost of the Cabinet skyrockets, but now everyone wants it. And they are willing to threaten the PCs to ensure that they do get it. Will the PCs make a deal with one party, gaining a lot of enemies in the process? How will the less savoury try to convince the PCs?
• Nurturing the “cursed” theory: Whenever the players encounter a bit of bad luck (especially when the GM made those unlucky dice rolls), just “casually” confirm that they were close to the Cabinet, or that they still own the Cabinet. This should be done at a later stage, as it will probably lead to their getting rid of it. A nice way to keep the PCs paranoid when in a stressed situation.
• It is a forgery! The powerful noble whom the PCs helped did not want to get rid of the Cabinet after all. Perhaps he just wanted to lose the attention of troublemakers, or perhaps he is just plain greedy? In any case he ordered a fraud by a skilled, but far cheaper, craftsman and gave the cheap imitation to PCs. Now they have sold their services, endured problem after problem, only to discover that it was all for nothing. The original employer enjoys the cabinet in full privacy, while the PCs get all the associated problems (see above). They get a minimal sum from a laughing furniture connoisseur, how will they react? -
Anti-disruption Storage thread
#4Korinthan Lock Acid
Introduction: The Korinthan is an organization of beggars, muggers, smugglers, thieves, whores and belly dancers based in the city of Bin-Erek. Ruled by the shadowy and seldom mentioned figure known as the Vizier of the Night, they control the illegal activities of major parts of the Imperial city. This organization employs the services of a select few alchemists found within the city, and the most regularly bought product is what has become known as Korinthan Lock Acid. This costly acid is available to veteran guild members and is an essential supplement to any master thief’s toolkit.
Description: The extremely potent acid is sold in small batches of thin glass cylinders contained within a rigid leather pouch, in which a miniature rack for six of the fragile cylinders can be found. The pouch walls are reinforced with steel walls to protect the flasks against crushing, which would prove extremely hurtful to the wearer. The bottom of the pouch is protected by dried Erek swamp fungi, a soft spongy material used to cushion against bumps.
The acid in itself looks much like water, but with a strong acrid smell. The use of the acid is not limited to locks, but got its name from the tale all thieves are told upon receiving the acid the first time. The tale is about the master thief Ali of the Seventh Shadow and how he used it to break into the home of a wealthy merchant. Of course there is a moral to the story, as evidenced when his rival throws a caltrop at Ali’s unprotected acid pouch, which cripples Ali for the rest of his days. Thus the thieves are warned to use the protective pouches at all times.
Selling it: Lock Acid is a valued commodity and somewhat rare among the thieves of any city. It is only sold within the city of Bin-Erek and the alchemists are restricted from teaching others the recipe. The distribution of this potent acid is done by the Night Vizier only. The acid itself demands a relatively high cost in comparison with other known acids and the sale of such an acid would keep a thief well fed with luxurious food for a couple of weeks at least.
Usage and hooks: The lock acid could be used as a bona fide offer to a PC thief of sufficient skill, or it could be found on the body of a captured or killed thief.
• Nice to use against those PCs who get into more trouble than is good for their health. A killer could for instance break into the most guarded PC stronghold, through iron bars and complex locks, shattering whatever safety and comfort the PC felt there.
• After burglary or battling an alchemist, the PCs discover a rare recipe for an extremely potent acid. Every Korinthan would have known the warning sign on the alchemist’s fence, but the PCs had no clue this was a protected building. Later they will learn that the Hunter-Killers of the Night Vizier stalk the streets, searching for some poor ignorant and doomed souls. Nice introduction to a cat and mouse / flight scenario. -
Anti-disruption Storage thread
#5Korinthan Cracker Powder
Introduction: The Korinthan thieves are given access to cracker powder when they leave on solitary guild assignments. Master thieves can buy it directly from the alchemist. The cracking powder is a guild secret and only guild sanctioned alchemists receive the recipe. Any further distribution of the recipe carries the death penalty.
Description: The Cracker Powder is distributed in small steel vials. Within is a powder of greenish colour, coarse and grainy with a tendency to form flakes along the inner rim of the vial. This then is a powder that the master thief will spread across a surface that he wants guarded against intrusion, for instance outside the door of the room which he is robbing. The use of the powder is moderated somewhat by the fact that it is easily spotted in daylight or bright rooms.
The effect is only shown when someone steps on the surface, as the powder ignites on impact. Then the powder will begin to burn with a bluish flame, cracking and hissing. The effect is more of a firecracker show, than any actual harm. There is a chance that volatiles or flammable clothing will catch fire. There have been cases in which a nervous thief applies several vials of the powder, in which cases there is a chance of an explosion upon impact. While the cracking sure is not very loud, it is startling to the victim and gives the thief warning and a chance of escape.
Selling it: Korinthan Cracker Powder is sold only to thieves of sufficient rank. It is quite expensive, costing more than what an Erekese Courtesan demands for a full evening of exotic pleasure. The resale of the Cracker Powder is not allowed as all distribution must go through the Korinthan network, by decree of the Vizier of the Night.
Usage and hooks: Another master thief bona fide, the cracker powder could be an exotic reward to a skilled PC thief. Or it could be used against the PCs.
• The PCs have been hired by a wealthy merchant to guard his rare and expensive collection of gemstones. As the PCs are patrolling the mansion, they suddenly set off the Cracker Powder. This is a nice way to confound the PCs. Stress them and make it sound like they are under some sort of attack, as the very floor catches fire and “explodes” beneath their feet. If they manage to keep their calm and enter the room at once, they might see the master thief escape; otherwise they will only see fluttering curtains and an opened window.
• Caltrop replacement: As the PCs persistently hound a mysterious thief across the rooftops they suddenly discover that they have gained on him. When the PCs run up to catch him, he laughs and jumps to a nearby rooftop.
It is important to unsettle the PCs, either by laughter or by other means. Then when the rooftops suddenly begin to crack, hiss and burn beneath their feet, explain to them that it seems as if the thief has laid a trap. This should make the PCs cautious, unless they are very calm and level headed. If the master thief then decided to attack with throwing daggers or other weapons, the PCs are seemingly in a tight spot. Such use of the cracking powder will of course be a desperate feint, and the thief will soon enough try to flee once again. -
Anti-disruption Storage thread
#6Marcaine’s Soothing Brew
Introduction: Marcaine was an herbalist living in the Southern Quarter of the city of Ûr-Kanesh some five centuries ago. While generally known as a drunk, he did have some amount of talent and was a skilled herbalist. Especially fine were his painkillers and his sleep potions, and his customers joked that anything intoxicating was his field of speciality.
When Marcaine died in sleep by suffocating in his own puke, his house was robbed clean of all recipes and notes. The recipe for the soothing brew was copied and distributed widely and is nowadays a basic recipe for many herbalists. There has even been created new potions based on the soothing brew.
Description: Soothing Brew is often delivered in a ceramic jar or glass vial. It smells strongly of the bitter Malthusa Flower, the main ingredient in the potion, and tastes equally bitter, often making the imbiber cringe. The substance is thick and chunky and yellow in colour, there are sometimes hard bits of the Shadowbirch Bark in the brew, for the bark need not be grinded to be effective.
Anyone imbibing the brew will become relaxed and calm within ten minutes, in effect immune to all fear. Nerves will no longer be a problem and the imbiber will seem in control of all his actions. He will talk with a slur and his eyes will seem a little blank. In combat the imbiber will react sluggishly, and spellcasting will be hard to do. Yet the imbiber will feel little pain, will not become afraid or fearful in any circumstances and will feel overly courageous. He might even fight on, even with grievous wounds, after he should have fallen. In addition the imbiber will forget all notions of mercy and will slaughter their enemy with disquieting ease, even enjoying doing so. This has led to some former users of the soothing brew to develop psychological disorders, as they struggle to cope with their former deeds.
The brew is addictive and there will be abstinences some time after use. The onset time is 10 minutes; the duration is 3-4 hours, unless prolonged by further drinking of potions. The abstinences begin 2-3 hours after that.
Selling it: Soothing brew is sought after by addicts or mercenaries leaving for war. There are tales about those mercenary bands that fight like demons, refusing to surrender, because they drank Soothing brew before battle. The use is prohibited in many national armies, because the soldiers have problems following orders and tend to stupidly charge enemies, even when outnumbered by ridiculously superior numbers. The brew lies within the middle range of drug cost.
Usage and hooks: Have you ever wondered how those magical potions convey all manner of benefits without even giving a slight hangover? Well, following the logic that everything should be balanced, my herbal concoctions deliver benefits, but with a cost.
• There are Mercenary bands that are willing to sacrifice much to get the job done and get a good reputation, because a good reputation means a lot of money. Such mercenary bands are also widely known as black hearted murderers and madmen. They need a war to sustain their income so that they can buy ever more Soothing Brew or the other drugs necessary to keep so many men facing death without running away.
Such a mercenary bands is the “Lotus Dagger Mercenaries”. In an area far removed from war, they can be found. While peace and prosperity suits everyone just fine, the Lotus Dagger Mercenaries have turned into brigands and strike out to rob the countryside from a watermill they acquired from its previous owner. Not only must the PCs end their threat, they must also save several of the mercenaries and in particular the mercenary captain, for he has saved the King’s life in battle several times and his life only the King can end. Be careful to describe the Captains earlier heroics, his endless sacrifices to the kingdom, but also mention the doings of the lotus daggers. Let it be a goal to make the PCs think of their own characters and their own bad deeds; let them compare themselves with the brigands. A nice moral dilemma adventure, with a lot of possibilities for dialogue and combat.
The best solution would obviously be to destroy the last reserves of drugs, releasing the horses of the mercenaries and then parlaying when they are over the worst abstinences. (Possibly while they are marching towards the nearest village to rape and plunder, utilizing their soberness to parlay)
• The PCs meet the King himself, whom they know due to their former deeds of courage, but the nature of the meeting is less than they would have expected. During a midnight stroll in the capital they are ushered into an alley, to be confronted with the nervous old King wearing trousers, a half way buttoned shirt and his pyjamas long hat. He us accompanied by several serious looking men in plain black and grey clothes.
It seems like the royal Princess, fifth daughter of the King, has gotten herself some nasty habits. She has been having irrational fits of rage and out of character violence against her chambermaids. Lately she has been disappearing from her chambers at night. She is the last child of the King, and the only child he has seen raised as she was born after his warring days. As a matter of fact the King loves her so much more than the other children, that she has become “severely and acutely spoiled” as the other heirs to the throne says, and coming from them it is serious. The King does not know her whereabouts, or what she is up to, but he is very, very frightened. For he cares more about her, than about anything else.
As a matter of fact she has fallen in with a bad crowd. Whether she met them through an unsavoury noble out to hurt the King, or while out “slumming”, is up to the GM, but she is indeed in trouble. She has become an addict to Soothing brew and perhaps to other drugs as well. She is extremely spoiled and utterly lacking empathy. This combined with her drug use, has made her into truly horrendous little monster. This very night she has fled and together with her new boyfriend and his gang of drug dealing cutthroats, she plan to demand a ransom from her father and to leave with her boyfriend to “have fun and get high, as far away as I can manage”.
So after a night of fruitless searching, the PCs finally get a clue leading to the docks. When they get there it seems evident that the Princess has been taken aboard a small sloop heading for a rivalling Kingdom. Meanwhile the King has gotten a ransom note demanding a huge sum lest his daughter be sold to the King of the rivalling nation. Then it is up to the PCs to chase her down and retrieve her, before she is killed, sold or decides to take her own life, for the reality of things will become evident to her as soon as they are outside of her fathers reach. For her boyfriend will no longer be nice, his friends will be a little too friendly and her precious drugs will no longer be “available for trash like her”. -
Anti-disruption Storage thread
#7Kallio’s Stilling of the Heart
Description: Long ago there was a man living in the foothills of the southern Obaayn Kerashi desert, near the cities of the Emerald Coastline. Kallio was his name and he was a lesser mage practicing the darker arts of necromancy. In particular he was concerned with the nature of the human soul, and used necromantic magic and herbal brews to further that science. He also spent a lot of time digging and cutting his way through the bodies of deceased humans, searching for the spot in which the soul could be found, and ultimately tried to discover what magical qualities the “soul organ” might have. While his magic skills were poor, his herbalist skills were equally great, and he devised a number of clever brews to further help his struggling grasp of spell casting. One such brew was what he called “The Stilling of the Heart”, which has later become known as “The Stilling Potion”.
Originally it was used in the stew, or fish soup, of strangers he met in shoddy taverns known for terrible food. The effect of the potion is that the imbiber soon will feel very ill and cold. He will begin shaking uncontrollably after two minutes and after four minutes he will drop to the ground, seemingly dead. As a matter of fact there is a slight chance that the imbiber will actually die, but it is not very likely. Kallio then would volunteer to remove the corpse, and would take the unfortunate person to his mausoleum and inter them there. There the unfortunate souls would awaken and realize their plight, dying alone from cold and hunger, utterly terrified by their fate. As their deaths were so horrible, Kallio theorized that his magic might have better chance at summoning their spectres and animating their corpses, so that he could further study the nature of the human soul.
Description: Stilling potion is made of the Black Carp fish’s meat, seaweed and the pink petals of the Elari flower. The potion has a very limited duration, as the fish rots quickly and thus the potion is inedible after three days, and after four days the stench is unbearable even when stoppered. The potion is bluish grey and often there are small fragmented pieces of fish bone within it, making the drinking somewhat unpleasant. The potion has the consistency of sludge, and it tastes like a salty soup made of fish with a smooth texture, excepting the fragments of bone.
Anyone imbibing the poison will suffer the effects as mentioned above, but nowadays it is actually sought after by some mercenaries and many adventurers. There are several mercenary companies that bring an herbalist along just to create potions like this, that are useful but don’t last long enough to store. When entering battle the mercenaries bring these potions along. They are not used unless the tide of the battle turns against the mercenaries, in which case they greedily quaff it and then proceed to smear themselves with blood. The potion stills the beating of the heart for a short duration and the body temperature of the imbiber drops by a couple of degrees and he thus seems dead. The blood coagulates more easily* when in this state and the mercenaries of doomed companies has found that the chance of survival is sometimes greater with this potion, than when trying to flee and subsequently being cut down by pursuing cavalry.
*: Thus the dangers of being speared by thorough adversaries won’t prove that fatal, as the wound closes rapidly. Of course lethal puncture wounds are still lethal.
Selling it: The potion is sought after by necromancers, mercenaries and others of their kind. The brew is not that costly, due to the availability of Black Carp and the short duration. Indeed it is often sold in components, without the black carp, and the buyers are told to fish some black carp a day before they expect to use it. This does not translate to easy availability. For the recipe is not common knowledge, but those herbalists who does know the recipe are valued by mercenaries and adventurers alike and often one has to travel far to find a supplier. Still the potion is within the lower range of the potion cost range.
Usage and Hooks: This is another herbalist concoction that players can use, but with a deterring side effect; death. The chance of death should not be very likely, but should make the players think twice before quaffing it at every opportunity. It is the last resort of a desperate individual. It could be the dubious reward received from a thankful necromancer, or the spoils of war when fighting mercenaries.
• Advanced roleplayers: In a town some of the citizens have begun dying from some unknown disease. The strange thing is that they die one at a time, and before they are interred their bodies disappear from the morgue. Luckily the town guards positioned outside the Morgue deterred further corpse snatching from that location, but now the citizens are disappearing without turning up dead instead. The town constables fear that the body snatchers instantly steal the dead instead, and have begun patrolling the streets in double numbers and a curfew has been invoked.
There are sins and there are greater sins. The dark art of Demonic Conjuring is one of the greater sins, upon which the angels frown and the demons thrive, and the cabal of the Chuundhul is one of the largest assemblies of great sinners. This cabal has cast its eyes upon the small town and by the use of the Stilling potion they poison the populace, faking their deaths. For some divinations crave the blood of the innocents, some conjurings demand even greater sacrifice and the Cabal sorely need a steady supply of unfortunates. In addition the seemingly dead status of the disappearing victims ensures that the Cabal is not suspected and diverts the attention to the lone necromancer Keldus in his countryside cottage. Too many times he has thwarted the Chuundul to protect the local population, and ironically the population is on the brink of executing him for their crimes.
So the Adventurers can be hired by the scared necromancer, they can be agents of the Clergy of the God of the Dead, or they can be relatives of the deceased. Whatever they are doing they must explore the mystery of the disappearing corpses and then come to whatever solutions they are able to discern. If they discover that the Cabal of the Chuundul is responsible, yet another task may lie ahead; entering the halls of the wizened old conjurors and collect whatever form of justice they believe in.
• Epic: In an epic quest, the party need to enter the realms of the dead through the Black Crypt. Only corpses will be allowed to enter the building in which the portal might be found, for such is the law of the Priesthood of the God of Death. The Stilling of the Heart is one way in which such entry might be gained, and thus the party might quaff the potion and lay down on a corpse mound before being carted into the Black Crypt. -
Anti-disruption Storage thread
#8The Malisso Cabinet: story idea
The key has long since been lost, but what if there was something locked inside of it? Perhaps the cabinet contains the remains of Malisso's lost love are inside, wrapped in a thick cloth so that it would not be heard if shaken, and hidden behind a false pannel. Her restless spirit could be responsible for the ill luck. -
If you like this sort of thing
#9If you find you need a place to put some ideas for later usage (or ideas you are not going to get around to), you can post them in this thread... or in the other one of this type.
http://www.rpgcitadel.com/guild/index.php?topic=1438.0
And remember people, you can still post up comments on the idea so that future reader might be able to build upon the idea and your comments.
Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock! Good Ideas Rock!
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