The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. Whenever I play as a new character, I like to look through the starting cards because they often provide really valuable clues to the different build options for the class. managed professionally, child friendly environs, parental visits encouraged - … As you level, you’ll see that the deck shifts more and more to damage-dealing and even the support abilities we include help our allies to deal more damage! And it’s likely not for a lot of people unless you have area of effect classes in your group. Equip Slot. Defensive Stance has a great reusable top action, Empowering Command does 4 damage when we’re adjacent to an ally or acts as a Stamina potion. Given that you’ll be spending a lot of time upfront, having a shield tucked away isn’t a bad option. It’s not a great card for our build. Going first only attracts the monsters! But the satisfaction you get from properly approaching those creatures and vanquishing them is great and long lasting. You focus not only on doing more damage yourself, but also increasing the damage of your allies. And you know what gives you Light? We don’t want to be taking the hits. Just remember to go second and try not to attract too much attention from the monsters! Move 2 and Stun as the basic action on this ability is actually pretty cool. Then check out my Gloomhaven Locked Classes article! Use the bottom of Righteous Strength to Move 3 to a safe position and hold up a Shield just in case. The card isn’t damage focussed directly, but Bless absolutely is. Ping! At level 1, a heal of 3 is fine, at higher levels, 4 is needed to keep pace. For me that trade off isn’t worth it. Remember, you can always swap it back in if you’re heading into a poisonous encounter to quickly take it off your fellow adventurers! Consume Dark and turn it into Light. The top ability of Hammer Blow is the same as the top of Defensive Stance. For me, it was damage so I added the rolling +1s next. For this Sunkeeper build, I wanted cards that gave these three things, generally following this order of priority. Use the top of Defensive Stance to hit a monster for 5 with Advantage and scoop an experience point, Use the move 4 on Tactical Order to shuffle away from the front or position yourself better for your next turn. This can be effective if you have a group with a lot of melee allies. There’s a maximum of 3 allies that can benefit from this because you are not your own ally. Well, if you’re sensible you’re not going to be right in the middle of an entire group! This Sunkeeper guide focuses on building and playing her as a damage focussed character who also offers some support to others. With this you can literally be the Shield for everyone and live out your tanking dreams! With a hand limit of 11, we’re not the most easily exhausted, but we haven’t got the highest stamina either. And it is. In my group, that was usually one, maybe two others. Gloomhaven – monsters analysis & strategies – Night, Sun and Wind demons Date: October 31, 2020 Author: The Boardgames Chronicle 4 Comments This week I am continuing my Gloomhaven monster analysis, with the special focus on Demons class. ... (Bottom) +1 Shield (100g) Permanent 2 Shield buff is extremely powerful. Or you can use it to help another ally to get into a good position to make the most of their next turn. What really makes this card worth having though is the 23 initiative. Weapon of Purity. The Dazzling Charge heal! Very nice! It needs to be a situation where one player has really low health and yours is high. A really versatile card. Source. They also reduce glare, provide daytime privacy, and block harmful UV rays from entering your home and damaging your furnishings, carpets, and floors. Move alongside them and give them your blessing. Damage-dealing abilities in the bottom card slot are always going to be useful! You can view the terms & can opt-out of email-based ad targetting here. A perfect ability for a tank! On my first couple of runs, I tried to be everything to everyone. Protective Blessing has Bless and Strengthen which is reusable and Bless is even more effective now that allies have thinned out their modifier decks. Well, for one round anyway. You will always, always find a use for them! No thanks. After Use Effect. 28 32 0. After all, if you can reduce the damage you take, the more frequently you can give out your heals to your allies. Like with all Gloomhaven classes, improving your modifier deck is a high priority thing to do. It’ll cause some damage and mitigate damage against team mates too. With a Light boost, you’ll also get 2 Experience points, instead of 1, so just another reason to boost it! But it’s still situational. No part of this site or its content may be reproduced without permission. Because my role in my group was to deal some damage but also support because we had no other support roles and other classes could deal higher damage than me, I chose to swap out Hammer Blow. Ugh. My Sunkeeper was called Valerie Lightwalker which I made up really quickly! But lets read carefully. Causing higher damage and taking out the monsters that cause it! You want them to go after your tanking teammate instead. Saving them, and keeping the overall party health points up! An amazing top ability and a lower Loss that you’ll hardly ever use. Sometimes we have replaced damage abilities with upgraded damage abilities so we can keep support actions in there. Practical Plans. Price 40. $24.99. Name Sun Earring. Empowering Command. So Bless isn’t the only buff you can give out, but it is one that you can reuse over and over. The Sunkeeper guide covers all levels from 1-9 and evaluates each card for how well it fits with this build. With Retaliate, you have to take damage to do damage and it’s likely not going to go in your favour. So we remove Beacon of Light. 6 damage plus Stun and Wound and 2 Experience! My Gloomhaven party has four players. Ok, so we can see that big Loss symbol! Recovering a lost card is incredibly helpful. Recover a lost card? If we were playing a tank, this card boosted by a few Shields could be pretty sweet! Toggle Sidebar. And you know what will help with that? I hope you enjoy the mix of damage and support as much as I did! My main focus was on dealing supplementary damage to get rid of monsters faster with very occasional support buffs and a minor heal every round. Check your inbox to confirm your subscription! If you enjoy Gloomhaven as much as I do, it’s natural to want to upgrade it to improve your gaming experience. Přihlásit se I tried to play tank and support at the same time. So with this build we’re looking for damage, heals and other support abilities. by nestyr Dec 1, 2019 . It’s a classic formula of one half reusable and one half Loss that can work really well. That 91 initiative is high enough that we can almost guarantee going last in a round if we need to. You feel like such a valuable party member AND you get rewarded for healing people! This Sunkeeper build prioritizes damage with some support mixed in. What an amazing card for when the heat is on! Price 50. This is like the ultimate in a damage support card! Dealing extra damage from a bottom ability is rare and always useful. - Add bless enchantments to support cards throughout your party. The damage isn’t huge, but it can potentially prevent a lot of damage being dealt by the monster! Her cards feature melee abilities, some Stun, and Muddle, but mainly the cards have Shields, Heals and buffs like Bless, Strengthen and card recovery abilities. We generally feel like we need more movement so we’re not going to swap out any of those. Still, even after 40 scenarios, Flames can surprise you with their great retaliate, shield and unpredictable initiative (see Gloomhaven – #43 Drake’s Nest – 2nd attempt played on monster level 7). A good, trusty heal 3 with an occasional extra heal and Light. And if we do find ourselves bathing in Light, we can take advantage of it! Sounds good right? Finally! That’s the kind of support we’re talking about. When people aren’t dealing with Poison, a sprinkling of a 1 heal for everyone is nice. It’s a balance. A move 3 is better than a Move 2, right? Oh yes, Hammer Blow. The experience point for a non loss is nice too. I’m not featuring any items beyond those available at the start so I don’t spoil anything. Grab those Bless cards out of the Gloomhaven box and just keep them near you. What an interesting idea! Use the Move on the bottom of Daybreak to move just out of monster range and ideally end your turn next to an ally who you can Bless. Incredibly high initiative, a reusable party Shield and a spongy damage absorption. Sch. That’s a quick way to lose a friend. She is tough, deals decent damage and can support. This Retaliate has the potential to do 10 damage over 5 hits. Prosperity 1: 2 #011: Poison Dagger: 20g Everyone adding +2 Move to their Moves this round can be useful if you need allies to catch up, but you have the bottom of Mobilizing Axiom for that which gives them all a bonus Move 4 as a free action. So I’m not in a position to share! Gloomhaven Colourless ... Paladin of the Sun Shield (Gloom spoilers) by robjohnson06 Feb 1, 2019 . Perfect when a monster is on really low health and you just need this ability to go well to finish them off! So you can have a round playing the tank if you need to! Looks like you're using new Reddit on an old browser. Slot Small Item . Gloomhaven is a complex melee character who can buff allies and weaken monsters with control of the mind and summon a close ally. Obagi Medical Sun Shield Matte Broad Spectrum Sunscreen SPF 50 - Face Sunscreen for All Skin Types - Non-Comedogenic, Dermatologist-Tested, Fragrance-Free UVA and UVB Defense (New and improved formula) 4.5 out of 5 stars 1,259. But it’s another loss. Adding a Light element to your cards will benefit you overall. Especially because we’ll likely want to use the persistent bonus on the bottom of Defensive Stance in every scenario which reduces our hand to 10, really. - mana potions across the party to bring up elements (sun) on turn 1 and other off turns. It’s more aligned with what we want. The bottom ability is good to have in your hand as a ranged option. Gloomhaven is a cooperative game of tactical combat, battling monsters and advancing a player's own individual goals in a persistent and changing world that is ideally played over many game sessions. What we mostly lacked was some support. 00 ($17.67/Ounce) Save 10% more with Subscribe & Save. Limit Consumed . The Sunkeeper is a versatile tank, melee damage and support class from the Gloomhaven unlockable characters. The 2 damage isn’t amazing, but the Range 3 makes it versatile and the Muddle makes it more powerful. It’s why I love this build. So here’s our final deck. 28 47 7. Seeing as moving adjacent to allies opens up other supports too, it works out quite neatly. As a double Loss card, it’s not hugely useful. Typo in special conditions for opening envelopes: The second item should read "The Drake's Command" instead of "The Drake's Request." This article is a complete guide to playing a Gloomhaven Sunkeeper that excels in dealing damage and offering occasional support and buffs to allies. It gives us a really nice early initiative option. 29K likes. Epic! This site is dedicated to promoting board games. Which leaves Glorious Bolt which has our only reusable ranged ability that can be surprisingly helpful. I’m kidding of course. The Move and Stun ability is a nice option though if you’re in the final room and it’s race to take the monsters down before everyone is exhausted or runs out of HP! The one thing you can’t do though with this build is tank! The first reusable damage-dealing ability we have come across that can create Light every time. It’s a useful card for level 1 because we need more Light and the top can be really helpful for when people are Poisoned. Source Prosperity . It’s cheap and a nice little boost to your damage. This upgrade is incredibly good value. Just make sure you use movement as a secondary tactic to initiative. This Sunkeeper guide follows this structure: This guide does not contain campaign spoilers or items beyond starting items. It’s an upgrade to the bottom ability on Empowering Command with a damage boost of 2. Shuffle, shuffle, shuffle, shield up! The bottom of Illuminate the Target is an upgrade to it. So healing everyone for 3 is pretty cool. The top reusable damage ability is awesome, especially when boosted. A damage-dealing ability on the bottom of a card is always going to be amazing for those turns where you don’t need to move and just want to do more damage! One Hand. Although we aren’t tanking, we’re hanging out on the front lines so we’ll want to grab some hide armour, but we don’t want to add the add two -1 modifiers to our deck! We have it in our build from level 1 to Level 9 so you’ll easily get your money’s worth. The Light bonus is a nice to have really. Oh, and the 23 initiative is great! However, that doesn’t mean it can’t be way more powerful. A reusable heal with range 3 and Light! A really awesome support card that will scale well too. It only applies to adjacent allies. Nice! Alex moves, heals, then attacks the Wind with an attack of 6 which gets through the shield and kills it off! If you’ve got a slow character in your group, it can really help them to catch up with the rest of the group. The trouble is, Light is in high demand and low supply right now. Tactical Order is looking a little shabby. Any ally would be grateful to receive two cards back. Just lovely! But Retaliate is not a good tactic for our build and the lower Strengthen is situational and not really as useful to us as a Move. There are 11 cards at Level 1 for the Sunkeeper which is the same as her hand limit so you can just use them to get to know the class. Do you want to know what all the Gloomhaven unlockable characters are? Quite cheap, and nets me 3+ extra blesses per game (depending on length of scenario and use of stamina potions/short rests). An ally taking an extra turn sounds great, but it’s at the expense of you playing your second ability so in reality, your party only gain an extra one ability played overall. And all those things that make it so amazing for the tanking build, are exactly why we don’t want for ours. This is definitely worth having in your hand for this damage and support build. Bless is a great way to get double damage into an ally’s modifier deck! The top of holy Strike is great. Win, win! That top is amazing for our build. This card will take up precious space in your hand. Yes, please! Plus, if people need healing they need it now, not on the next turn after you’ve had a chance to set up Light. If you hadn’t already added Jump as Enhancement by now on another card, you’ll see what you’ve been missing out on! While damage is our thing with this build, Retaliate is never my favourite way to do it, epically when you’re not tanking. Sun The “Sun” is the Sunkeeper and if I had to pick an archetype, then the Sunkeeper is a paladin – part healer and part front-line warrior. Text During your turn, Refresh all of your spent items and Heal 3 damage. We don’t want to be putting ourselves in front of monsters just so that we can take damage to deal damage. Plus, because it is a Loss, you can only use it once per scenario. Not much more to say really. It’s amazing. Plus, it means we can save our heals for our allies. I added a self bless on the Sunkeeper's move 3 shield 1 card. This happened to me several times before I got a Jump enhancement and it was incredibly frustrating! 1. For us though, it’s not helpful. That Loss icon jumps out doesn’t it?! If this article helped you, I’d be honoured if you’d say, “Thanks!” with a £3 coffee on Ko-fi. Table of Contents. The 32 initiative isn’t terrible for us either. Dazzling Charge’s heal and Light generation is the only heal we have and it creates Light on demand so we’ll keep it. It means you’ll like get to go second which is what we want. Given that you’ll be spending a lot of time upfront, having a shield tucked away isn’t a bad option. The 36 initiative is. To ensure we aren’t the focus of hits, aim to go after your melee counterpart. At early levels when modifier decks have loads of cards, the likelihood of drawing the Bless double damage modifier is reduced. One of the main things missing from our Sunkeeper is a Jump. You can see that we haven’t always replaced our support actions with more damage whenever we’ve had the opportunity. Add Wound to it and every time that monster begins a turn, they will take a damage. None. So helpful to have another Light generating ability. Well, it can be. “Hey, you, Move!” This ability is surprisingly useful! Even though each card has two abilities, I’ve generally chosen it for one ability more than the other. Save it till you get there, then throw it down and go all out! You can both focus on the same monster and get rid of them quickly! For more upgrade ideas, check out my article 15 Awesome Gloomhaven Accessories and Upgrades. But as we all know, with great power comes great responsibility. Wind goes for Alex, doing 4 damage total and pulling Alex closer. Because the faster we get rid of the monsters the less damage they can do, and the fewer heals are required, right? My favourite kind of ability! You’ll feel like you aren’t gaining much experience during the scenario because you’re being cautious with your Losses. A Heal of 5 is awesome for a Level 1 card. At Level 1, we’re massively lacking in Light generation because it mostly comes from Loss abilities. By Emily. Simply stunning! Lovely! Stun is awesome! Move 5? I can think of a couple of scenarios where we were racing to the exit that it was useful, but most of the time I just used the top ability to deal damage. I especially like these cards sleeves and this organizer insert on Amazon, and this incredible 3D fully painted 102 piece custom Gloomhaven scenery set on Etsy! Terrible damage dealing card. But let’s break it down. It’ll only last for a round, but it’s not a loss so you can bring it back out again. Item #140 — Sun Shield . Reward from Solo Scenario #07 — Tips and Tricks It lends itself more to a support build than a damage spec. Consuming Light for extra 2 Move and an Experience point seems like a high price to me, though. Which of course you want to do because it’s a Loss ability. No wonder it’s a Loss. Just throw it down and be like, “Nope!” No damage for you and your adjacent front line allies this turn. If you need to use this ability, you’re already in trouble and you’d be better off using the negate all damage ability from Protective Blessing. In my experience playing on the front lines with this build, my health is getting knocked down too. Most of the time we’ll be using the bottom ability on this card anyway. Fantastic in the final room though in a defeat everything scenario. Prosperity 1: 2 #009: Piercing Bow: 30g: During your ranged attack, ignore all Shield values for the entire Attack action. It’s great that it’s on the bottom for those times when you don’t need to move and we don’t have a heal in the lower slot at the moment. With this build, you need to be on your toes. This blog covers Gloomhaven strategy and tactics. Effortless. Remove the negatives first to make your damage output more predictable. The highest we have seen so far. Count 1. When it’s the monster’s turn, if you’re both standing next to the same monster, it’ll go for them instead of you! If you are not bothered about support at all, you could take out Dazzling Charge or Protective Blessing. Fandom Apps Take your favorite fandoms with you and never miss a beat. It’s all about that reusable Light creation! The other reusable Move 4 you get at level 1. This Strengthen ability looks great. If this doesn’t bother you, move right onto the next perk. For me, it’s not worth carrying this around and waiting for the perfect moment to do a large heal. How many monsters will be next to you at any one time? In the process players will enhance their abilities with experience and loot, discover new locations to explore and plunder, and expand an ever-branching story fueled by the decisions they make. With my experience of the Sunkeeper, there are three main ways you can play her. Sun does 2 damage on Alex. Ooh! Not great. That’s still pretty cool, though. Regardless of the complexity of your situation or your request, Sunshield ensures a healthy and comfortable indoor environment, with … In this case, it’s not worth it. What the Plagueherald is like to play Also great. But if you’ve all just been caught in a Poison cloud, it’s exactly what you need. You’re primary role is not healer, but you will always use that heal. Of course, it means you don’t get to do damage yourself, but this card can be the difference between an ally getting exhausted in the final room, or not. So much more than a Move 2! We also have another high damage ability for the final room. Gloomhaven is a cooperative game of tactical combat, battling monsters and advancing a player's own individual goals in a persistent and changing world that is ideally played over many game sessions. It’s nice to allow an ally to Move an extra 4, but it’s not as useful as us dealing more damage. This Move 4 is the highest non-loss Move we have at level 1 so it’s worth having in your hand just for that! Which is what you want! Or you can use it first, Move to a monster, do some damage and then do some more damage or hand out some support. But it’s situational! Limit (Unlimited) Text When damaged by an attack, you may consume Light to gain Shield 3 for the attack. Fantastic tank card. Cautious Advance. The range 4 makes it especially helpful. Ping! That 3 doesn’t look so amazing after all for a one use ability. Healing 10 points in one turn is amazing at Level 1, and pretty handy at higher levels too. The high initiative number can help you to go late in a round if you need to. Use the top of Mobilizing Axiom to hit them for 4 and generate Light. That top heal is what you’ll use this card for most of the time. This post may link to online stores. It’s not amazing, but there aren’t many decent moves you get access to at level 1 anyway! Hi! There’s no need to waste stronger heals to just banish the Poison. In this strategy tips I will focus on a couple of tips that help all characters get the most from their cards and then break down a few thoughts on the six starting classes in the game. When damaged by an attack, you may consume Light to gain Shield 3 for the attack. Wow! Each player will assume the role of a hardened mercenary with their own personal motives. A pretty decent card to be honest. No turn for you monster! But in the final room as you burn your losses to defeat the final monsters or boss, you’ll see that experience dial tick upwards. Path of Glory is a direct upgrade to the top of Hammer Blow and Defensive Stance so our mind naturally thinks on those. The 85 initiative isn’t fast, but the good news is that it’s high enough to make sure you can go late in a round if you want to. Scoundrel single target poison build guide, incredible 3D fully painted 102 piece custom Gloomhaven scenery set, 15 Awesome Gloomhaven Accessories and Upgrades, Gloomhaven Classes – Starting Characters Overview and Rank, Gloomhaven Unlockable Classes Revealed (No campaign spoilers), Scoundrel Guide – Single Target Poison Build, Daybreak (Top: Consume Dark, Create Light), Protective Blessing (Bottom: Create Light), Dazzling Charge (Top: Create Light, Bottom: Create Light), Ignore negative item effects and add two +1 cards. Gloomhaven is the number 1 tactical board game out there. Keep an eye on the roles your party has and adjust it according to what works best for your group. Then you’re ready to add in the rolling plus modifiers. Anyway, how well do the level 1 Sunkeeper cards fit with our Damage and Support focused build? So I struggled to play enough cards to mitigate the damage done to myself and heal myself and my team. Use Righteous Strength bottom to move in front of a monster, and hold a Shield up. Having that Light source on demand gives us a lot of flexibility and we don’t need to feel like we’re lessening our impact on a turn to create Light. Plus, it’s a Loss so you’ll be carrying this around with you for a long time before you play it. Gold Price. However, you can only use it once. I ended up on 0 HP. Exactly what we don’t want for this build! A great card for the tank build. 28 79 4. ... That top shield is pretty good. While you can’t deal the damage yourself, you can have an adjacent ally do it for you instead. Infernal Throne. Then, I like to take the Ignore negative scenario effects perk because I really dislike having to start a scenario with negatives! Gloomhaven Plagueherald locked class miniature and character board Plagueherald Overview. Use the top of Practical Plans and Consume Light to hit for 7 with Advantage and gain 1 Experience. You can build her to focus on any of these strategies. If they aren’t there, they can’t harm you or your team mates! If there’s a damage-dealer on offer, we’d be better off taking that. Scoundrel Symbol for the scoundrel in Gloomhaven rogue who can go invisible, poison monsters and inflict a lot of damage in the right situations. That’s how I’ve categorized the cards here. Remember what I said about hanging onto the Bless cards from the Gloomhaven box? What does Mobilizing Axiom give us? At level 1 we can choose to use the level X cards in our starting hands. Loot 1. Sunshield's passion is creating effective solutions to manage daylight, avoid glare and control heating by the sun. The reusable lower damage 2 will be used over and over again until /unless you need to use the top heal. We also need to weigh up whether preventing damage to ourselves is more important than getting rid of the monsters quickly. The only thing that would be nice is a more useful initiative number rather than a somewhere in the middle 61. Ahh, but it needs Light. Allies doing double damage soon adds up. This is like your standard top hit and bottom move abilities but so much better! It’s even better if your ally has bonuses to their damage from a weapon or a special ability. If, despite your best tanking intentions, a monster has made its way to the squishy member of your party, you can just absorb the damage! Hmm. As nice as the heal on Burning Flash is, we are focussed on damage with support as secondary so we pick up Mobilizing Axiom. If you click a link and buy something, I may get a commission. This is a great support ability and it’s reusable too! It’s not a bad option as a damage and support Sunkeeper. Gloomhaven Monster Ability Card Decks Holder . Gr moves, 2 damage on Sun. We want to keep all our Move abilities and ideally our damage dealers which leaves: Beacon of light and Protective Blessing. Gloomhaven The adventures of The Shield Syndicate. Bless and Strengthen on Protective Blessing and the no damage for the entire round ability is just too good. The Dark boost to this card is good, but you’ll only be able to use it when a monster has generated Dark. The Light bonus makes it far more usable. It’s especially important because otherwise, our experience comes from Loss abilities. All the cards in Gloomhaven have the potential to be good or bad depending on the situation, party composition, and the character you want to play. $53.00 $ 53. We really don’t want to attract the attention of the monsters. Especially if your ally has an epic burninate one! Suggest Fix | Reset Changes. ... Nemůžete vyplnit toto pole. Super awesome for the bottom ability! So it can be helpful to use this just before a boss or before entering the final room to boost your damage. I actually really like how smart this ability is and how powerful it can be over the course of a scenario. Source Solo Scenario . I’ve also created a guide for the locked Triforce class, a Two Minis class guide and an Eclipse / Moon guide. Then I went for Stun, Light, Shield self and finally heals. Use the top of Dazzling Charge to Heal an ally within Range 3 and Generate Light (someone will need it!). One of our few negative status effect cards, Muddle can help to give you the edge. Now we’ve gained a Move 4 instead of a Move 2, albeit at the expense of losing Bless but we gain Light in trade that we can use to boost Hammer Blow. However I suspect if you’d take this card as a tank that you’d always be using the top to keep yourself afloat! If you like my creations, and want to show me some love or give me a tip, you could always buy me a coffee! Of course, it’s best used when allies are adjacent so use it before you enter a room when you’re all bunched up! That’s a pretty powerful ability. Holy Strike gives us reusable Stun and ideally Wound if you have enhanced it. Amazon. With Light you can get a tasty bonus 1 damage, Advantage and 1 Experience too! Thanks for joining! Number of -1 Cards Added. Every time you use this you will feel like you get an extra half a turn. So you may only be able to pull off healing one target most of the time. So let’s take a look at them! The Range is really handy because it means you send the buffs to a caster or another ranged friend behind you while you’re face to face with the monsters. March 18, 2017 April 29, 2017. Look at that 18 initiative! Seriously, go check it out! The other option is Daybreak, but we’ll lose the top 3 damage ability with Muddle and our nice little sprinkling of Bless each time we do a short Move. The bottom ability on Empowering Command is what we’re here for really. It’s fun to go first and sometimes is needed but it does make you an attractive target for the monsters! Just may sure you keep your friends close! At first glance, this Heal 1 looks too weak to be useful. We want that reusable 5 (potentially 6) damage!

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