Post by Warlord of Morgul on Nov 5, 2007 5:29:46 GMT
[glow=green,2,300]Wow, these words can glow now.
I thought i'd bring my suplement here so it can carry on.
The Rescue of Mordan
A shadow has fallen over the area surrounding Minas Ithil, the Tower of the Moon. Orcs have gathered in strength and The Nine have been rumoured to have resurfaced. Also, a great spider named Shelob has taken abode in the pass between Cirith Ungol and Minas Ithil. To clear the path for messengers, a bold young Ranger of Gondor Mordan, ventured into Shelob's lair to slay the beast. Word of Mordan's capture has reached the garrison of Minas Ithil who quickly organized a rescue party. Will the volunteers save Mordan, or will they too become a meal for Shelob and her children?
Participants
Good
Captain of Numenor with Shield and Heavy Armor
8 Warriors of Numenor with Shield
8 Rangers of Gonder
Evil
Shelob
4 Giant Spiders
Layout
The game is played on a 24" by 24" board, with narrow paths and scattered webs. Maybe use the Shelob's lair board on the GW website.
Starting Positions
The Good Side starts on the south side of the table, no more than six inches from the edge of the table. The Evil Side starts on the North side of the table, no more than six inches the edge of the table.
Mordan, the wounded ranger is placed in the evil deployment zone
Objectives
Good: Rescue Mordan and Kill all of the Giant Spiders
Evil: Wipe out the good side
Victory Conditions
Major Good Win: Mordan is rescued, and the Giant Spiders are slain
Draw: Only one objective is reached
Major Evil Win: The good side is wiped out without reaching any objectives
Special Rules
Rescuing Mordan: One model on the good side in base contact with Mordan may pick him up and carry him toward the South entrance(follow the rules for carrying heavy objects). After 10 turns, Mordan sucumbs to Shelob's poison and dies. The good side must get Mordan off the board alive.
Webs: The floor of Shelob's lair is covered with webs and other debris. To represent this, every turn each good model must roll a dice. On the roll of a one, the model is stuck and may not move that turn.
The Long Road to Minas Ithil
The warriors saved Mordan, who has told them of an attack planned by the enemy, who he overheard before Shelob overtook him. They have linked up with several other patrols and head back to Minas Ithil. Unfortunately, the road is blocked by Orcs, Black Numenoriens, and other fell beings. Will they make it safely back to Minas Ithil and alert their Lord?
Participants
Good
2 Captains of Numenor with Heavy Armor and Shield
Mordan
16 Numenorean Warriors with Shields, 8 with spears
8 Rangers of Gondor
8 Rangers of Gondor with spear
1 Numenorean may carry a banner
Evil
1 Ringwraith 2/8/2
1 Orc Captain with shield
1 Black Numenorean Captain with Shield
8 Orcs with Shield
8 Orcs with spear
4 Orcs with bow
6 Black Numenorean Warriors with shield
6 Black Numenorean Warriors with 2 handed axe
1 Mordor Troll
2 Giant Spiders
One Orc may carry a banner
Layout
The battle is played on a 48"/48" board with several Rocky outcrops throughout
Starting Positions
The Good side sets up no more than 12" from the South table edge. The evil side starts in the middle of the board, with a deployment zone of 12 inches(basically the middle 12" running east to west)
Objectives: The Good side must get half of their starting force off the field along with Mordan the messenger. The evil side must prevent this.
Victory Conditions
Good Major: Mordan and half of the good force leaves via the North table edge
Draw: Only one objective is reached
Evil Major: Neither objective is reached
Special Rules
It Never Really Heals: Mordan is still sick from Shelobs poison. He starts the game with only 1 wound.
--------------------------------------------------------------------------------
Hold Them Off!
Mordan and his allies have returned safely to Minas Ithil and have alerted Morlasgil, the lord of Minas Ithil. Morlasgil sends out messengers to Osgilliath to alert them of their plight, and sends out an envoy of Knights who is able to track down and destroy the enemy who attacked Mordan. The vale is kept safe, but not for long. Cirith Ungol has fallen, but the survivors have organized one last ditch defense to buy time for reinforcements to bolster Minas Ithil. The warriors know that death is near, but if they can hold off the Witch King's horde, Minas Ithil has a chance for survival. At the same time, a Black Numenorean Lord named Sarul sees defeating this last defense as a chance to gain the favor of his lord, The Witch King.
Participants
Good
King of Men with Heavy Armor, lance, and horse
2 Numenorean Captains with shield and heavy armor
16 Numenorean Warriors with Shield, 8 with spear
6 Knights of Numenor with shields and lances
12 Rangers of Gondor
Evil
Sarul, Lord of Umbar
Black Numenorean Captain
2 Orc Captains with Shield, one on Warg
24 Orcs, 8 with Shield, 8 with Spear, 4 with Orc Bows, 4 with 2 handed weapons
6 Warg Riders with Shield
6 Black Numenoreans with Shield
6 Black Numenoreans with 2 Handed Axe
6 Black Orcs with Shields
Layout
The game is played on a 48" by 48" inch table with a number of Rocky Outcrops littering the board
Starting Positions
The Numenorean warriors deploy no more than 12" from the North edge of the table. The Rangers may deploy any where on the board as they are in an ambush positions. The evil side starts no more than 18" from the south table edge.
Objectives
The good side must keep the evil army from exiting through the North edge for 10 turns. The evil side must get across the North side within 10 turns.
Victory conditions
Major Victory: The good side holds off the evil side for ten turns. Evil wins in any other scenario.
Special Rules
Last Stand: The good side does not need to take courage tests for being broken
I kind of want to do something to represent traps in this scenario, but I'm not sure on rules that would be fair. Maybe some baricades would work. What do you think?
The Walls of Minas Ithil
The men of Cirith Ungol's sacrifice was not in vain. A number of Warriors from Osgilliath and Minas Tirith have arrived at Minas Ithil. Morlasgil assembles the troops as the hordes of the Witch King pour into the valley. A war horn sounds. The battle for Minas Ithil has begun.
Good
Morlasgil, Lord of Minas Ithil
Morden, Ranger of Minas Ithil
2 Numenorean Captains with shield and heavy armor
1 Captain of Minas Tirith with Shield
16 Warriors of Numenor with Shield, 8 with spears
12 Warriors of Minas Tirith, 4 with Shield, 4 with Spears and Shield, and 4 With bow
16 Rangers of Gondor
1 Battlecry Trebuchet
1 Avenger Bolt Thrower
6 Knights of Numenor
One Numenorean and one Warrior of Minas Tirith may carry a banner
Evil
The Witch King with Morgul Blade and Fell Beast (Regular version)
Khamul the Easterling on foot
3 Nazgul (2/10/2)
Sarul, Lord of Umbar
1 Black Numenorean Captain with Shield
2 Orc Captains with shield
48 Orc Warriors, 16 with shield, 16 with spear, 8 with 2 handed weapons, 8 with Orc Bows
6 Black Numenoreans with shield
6 Black Numenoreans with 2 handed weapons
6 Black Orcs with Sheild
6 Warg Riders with Shield
Mordor Catapault
1 Mordor Troll
The evil side may have 1 battering ram and up to 4 ladders
Setup
The game is played on a 48"/48" board, littered with Rocky Outcrops. On the North Side of the table, the walls of Minas Ithil are set up, 20 inches from the edge. (use Minas tirith walls, Helm's deep walls, or any other walls you happen to have)
Starting Positions.
The Good side sets up behind or on the wall. The evil side sets up on the South Board edge, no more than 18" from the edge.
Objectives: The game lasts 10 turns. If the evil side has more models on or behind the walls than the good side by this time, evil wins. Anyother scenario results in a good win.
Special Rules
Mighty Presense: Morgasgil counts as a banner in this scenario.
Sorry it took so long, but here it is!
The Last Stand
Minas Ithil has held, but it is near destruction. The Witch King's horde is numberless and the city is surrounded. Minas Ithil is doomed.Morlasgil, rather that to die hiding behind his walls has gathered the entire garrison. Knights, warriors, rangers, and his captains ready for a final charge. The gates of the city open, and the host of Minas Ithil charges, to death, and glory!
Participants
Good
Morlasgil, Lord of Minas Ithil
Mordan, Ranger of Minas Ithil
1 Captain of Numenor on Horseback with heavy armor and shield
1 Captain of Numenor with heavy armor and shield
1 Captain of Minas Tirith with Shield
6 Knights of Numenor
8 Warriors of Numenor with Shield
8 Warriors of Numenor with Shield and Spear
12 Rangers of Gondor
12 Warriors of Minas Tirith (4 with shield, 4 with bow, 4 with shield and spear)
1 Warrior of Numenor and 1 Warrior of Minast Tirith may carry a banner
Evil
The Witch King with Fell Beast
Sarul, Lord of Umbar
1 Black Numenorean Captain with Shield
2 Orc Captains with Shield
6 Warg Riders with Shield
24 Orc Warriors as per boxed set
6 Black Numenoreans with Shield
6 Black Numenoreans with 2 handed axes
6 Black Numenoreans with Bow
6 Black Orcs with Shield
6 Orc Trackers
1 Mordor Troll
Setup: The battle is played on a 48"/48" board. The Walls of Minas Ithil are on the North side, whilst the rest of the board is set with rocks and other debris.
Starting Positions: The Good side starts behind the walls. They may move out on the first turn. The Evil side starts 18" away from the walls.
Objectives: The good side must bring the evil force down to 25% of their starting numbers and kill all heroes (except the Witch King). The evil side must completely wipe out the good force.
Special Rules
Nemesis
Sarul has long been an enemy to Morlasgil. If Morlasgil kills Sarul, he gains a point of might. If Sarul kills Morlasgil, he gains a point of might. When fighting each other, Sarul and Morlasgil get an extra point of strength on the to-wound roll.
Last Stand: This is a battle to the death. The good side does not have to take courage tests for being broken.
Time to do the final scenario for the Fall of Minas Ithil Storyline
Battle of Kings
King Earnur of Gondor, in vengeance for his fallen kinsmen rides with a small company of knights to Minas Morgul. At the gates, he calls forth the Witch King to finish the rivalry that began at Fornost. The Witch King comes forth. A battle of kings has begun.
Participants
Good
King Earnur on Armored Horse
Evil
Witch King with Full stats, Fell Beast, and Morgul Blade
Setup
The Game is played on a 48" by 48" board, littered with Rocky outcrops and ruins.
Starting Positions
The Witch King starts in any corner. Earnur starts in the corner opposite the Witch King
Objectives
Destroy the Enemy
Only Two More Scenarios to go!
A few Ideas for Conversions
Earnur: Aragorn, or King of Men in a different color scheme
Morlasgil: King of Men
Morden: Converted Ranger or Halbarad converted (I could do this probably)
Black Numenoreans and Captains: Easterling or HaradrimBodies with Numenorean Heads: Painted Black and Red
Sarul: Based on Black Numenorean design with some variation.
Black Orcs: Probably going to use Morranon Orcs to represent them.
Epolige
Minas Ithil or Mourgul as it is now named, was an evil place, full of black magic and dark powers.
So, at the end of the third age King Elessar tasked Farimir, the stewerd of Gondor, to lead a task force into the Morgul Vale to destroy the evil fortress.
King Eomer of Rohan volintarily went with him.
There they found the last of the orcs, wild wargs, spiders, and something much more sinister...
The Forces
Good: Farimir with horse and heavy armour.
Captin of Gondor with shield
5 Knights of Minas Tirith
2 Gondor catapults (can't remember the real name)
8 Warriors of Minas Tirith with bows
8 Warriors of Minas Tirith with spears and shields
King Eomer of Rohan with armoured horse
3 Rohan Outriders with horses
4 Rohan Royal Guard with Horses
Evil: The Wraith Lord
Orc Captin with shield
Wild Warg Chieften
4 Spectre guard
3 Spectres
6 Wild Wargs
3 Giant Spiders
12 orcs with bow
12 orcs with shield
Map
A rocky map with a river running through the middle and the Morgul walls and gate directly behind it.A bridge should cover the gap between the Gate and the dry land on the other side.
Starting Postions
Evil: on or behind the wall.
Good: at the board edge opisite the walls.
Objectives
Evil: Kill King Eomer or keep the walls intact untill the end of turn 10. If the wall is still standing at the end of the 10 evil wins, however if it is breached then the game continues as normal with evil only being able to win by killing Eomer.
Good: Kill the Wraith lord or send 10 units ( mounted units count as one unit) of the evil board edge by the end of turn 20.
Special Rules
Broken: The orcs morale is dangerously low from the very start of the game only the orcs count as being broken and can only use the 'Stand Fast!' of the orc captin.
That's all for now,more coming soon!
[/glow]
I thought i'd bring my suplement here so it can carry on.
The Rescue of Mordan
A shadow has fallen over the area surrounding Minas Ithil, the Tower of the Moon. Orcs have gathered in strength and The Nine have been rumoured to have resurfaced. Also, a great spider named Shelob has taken abode in the pass between Cirith Ungol and Minas Ithil. To clear the path for messengers, a bold young Ranger of Gondor Mordan, ventured into Shelob's lair to slay the beast. Word of Mordan's capture has reached the garrison of Minas Ithil who quickly organized a rescue party. Will the volunteers save Mordan, or will they too become a meal for Shelob and her children?
Participants
Good
Captain of Numenor with Shield and Heavy Armor
8 Warriors of Numenor with Shield
8 Rangers of Gonder
Evil
Shelob
4 Giant Spiders
Layout
The game is played on a 24" by 24" board, with narrow paths and scattered webs. Maybe use the Shelob's lair board on the GW website.
Starting Positions
The Good Side starts on the south side of the table, no more than six inches from the edge of the table. The Evil Side starts on the North side of the table, no more than six inches the edge of the table.
Mordan, the wounded ranger is placed in the evil deployment zone
Objectives
Good: Rescue Mordan and Kill all of the Giant Spiders
Evil: Wipe out the good side
Victory Conditions
Major Good Win: Mordan is rescued, and the Giant Spiders are slain
Draw: Only one objective is reached
Major Evil Win: The good side is wiped out without reaching any objectives
Special Rules
Rescuing Mordan: One model on the good side in base contact with Mordan may pick him up and carry him toward the South entrance(follow the rules for carrying heavy objects). After 10 turns, Mordan sucumbs to Shelob's poison and dies. The good side must get Mordan off the board alive.
Webs: The floor of Shelob's lair is covered with webs and other debris. To represent this, every turn each good model must roll a dice. On the roll of a one, the model is stuck and may not move that turn.
The Long Road to Minas Ithil
The warriors saved Mordan, who has told them of an attack planned by the enemy, who he overheard before Shelob overtook him. They have linked up with several other patrols and head back to Minas Ithil. Unfortunately, the road is blocked by Orcs, Black Numenoriens, and other fell beings. Will they make it safely back to Minas Ithil and alert their Lord?
Participants
Good
2 Captains of Numenor with Heavy Armor and Shield
Mordan
16 Numenorean Warriors with Shields, 8 with spears
8 Rangers of Gondor
8 Rangers of Gondor with spear
1 Numenorean may carry a banner
Evil
1 Ringwraith 2/8/2
1 Orc Captain with shield
1 Black Numenorean Captain with Shield
8 Orcs with Shield
8 Orcs with spear
4 Orcs with bow
6 Black Numenorean Warriors with shield
6 Black Numenorean Warriors with 2 handed axe
1 Mordor Troll
2 Giant Spiders
One Orc may carry a banner
Layout
The battle is played on a 48"/48" board with several Rocky outcrops throughout
Starting Positions
The Good side sets up no more than 12" from the South table edge. The evil side starts in the middle of the board, with a deployment zone of 12 inches(basically the middle 12" running east to west)
Objectives: The Good side must get half of their starting force off the field along with Mordan the messenger. The evil side must prevent this.
Victory Conditions
Good Major: Mordan and half of the good force leaves via the North table edge
Draw: Only one objective is reached
Evil Major: Neither objective is reached
Special Rules
It Never Really Heals: Mordan is still sick from Shelobs poison. He starts the game with only 1 wound.
--------------------------------------------------------------------------------
Hold Them Off!
Mordan and his allies have returned safely to Minas Ithil and have alerted Morlasgil, the lord of Minas Ithil. Morlasgil sends out messengers to Osgilliath to alert them of their plight, and sends out an envoy of Knights who is able to track down and destroy the enemy who attacked Mordan. The vale is kept safe, but not for long. Cirith Ungol has fallen, but the survivors have organized one last ditch defense to buy time for reinforcements to bolster Minas Ithil. The warriors know that death is near, but if they can hold off the Witch King's horde, Minas Ithil has a chance for survival. At the same time, a Black Numenorean Lord named Sarul sees defeating this last defense as a chance to gain the favor of his lord, The Witch King.
Participants
Good
King of Men with Heavy Armor, lance, and horse
2 Numenorean Captains with shield and heavy armor
16 Numenorean Warriors with Shield, 8 with spear
6 Knights of Numenor with shields and lances
12 Rangers of Gondor
Evil
Sarul, Lord of Umbar
Black Numenorean Captain
2 Orc Captains with Shield, one on Warg
24 Orcs, 8 with Shield, 8 with Spear, 4 with Orc Bows, 4 with 2 handed weapons
6 Warg Riders with Shield
6 Black Numenoreans with Shield
6 Black Numenoreans with 2 Handed Axe
6 Black Orcs with Shields
Layout
The game is played on a 48" by 48" inch table with a number of Rocky Outcrops littering the board
Starting Positions
The Numenorean warriors deploy no more than 12" from the North edge of the table. The Rangers may deploy any where on the board as they are in an ambush positions. The evil side starts no more than 18" from the south table edge.
Objectives
The good side must keep the evil army from exiting through the North edge for 10 turns. The evil side must get across the North side within 10 turns.
Victory conditions
Major Victory: The good side holds off the evil side for ten turns. Evil wins in any other scenario.
Special Rules
Last Stand: The good side does not need to take courage tests for being broken
I kind of want to do something to represent traps in this scenario, but I'm not sure on rules that would be fair. Maybe some baricades would work. What do you think?
The Walls of Minas Ithil
The men of Cirith Ungol's sacrifice was not in vain. A number of Warriors from Osgilliath and Minas Tirith have arrived at Minas Ithil. Morlasgil assembles the troops as the hordes of the Witch King pour into the valley. A war horn sounds. The battle for Minas Ithil has begun.
Good
Morlasgil, Lord of Minas Ithil
Morden, Ranger of Minas Ithil
2 Numenorean Captains with shield and heavy armor
1 Captain of Minas Tirith with Shield
16 Warriors of Numenor with Shield, 8 with spears
12 Warriors of Minas Tirith, 4 with Shield, 4 with Spears and Shield, and 4 With bow
16 Rangers of Gondor
1 Battlecry Trebuchet
1 Avenger Bolt Thrower
6 Knights of Numenor
One Numenorean and one Warrior of Minas Tirith may carry a banner
Evil
The Witch King with Morgul Blade and Fell Beast (Regular version)
Khamul the Easterling on foot
3 Nazgul (2/10/2)
Sarul, Lord of Umbar
1 Black Numenorean Captain with Shield
2 Orc Captains with shield
48 Orc Warriors, 16 with shield, 16 with spear, 8 with 2 handed weapons, 8 with Orc Bows
6 Black Numenoreans with shield
6 Black Numenoreans with 2 handed weapons
6 Black Orcs with Sheild
6 Warg Riders with Shield
Mordor Catapault
1 Mordor Troll
The evil side may have 1 battering ram and up to 4 ladders
Setup
The game is played on a 48"/48" board, littered with Rocky Outcrops. On the North Side of the table, the walls of Minas Ithil are set up, 20 inches from the edge. (use Minas tirith walls, Helm's deep walls, or any other walls you happen to have)
Starting Positions.
The Good side sets up behind or on the wall. The evil side sets up on the South Board edge, no more than 18" from the edge.
Objectives: The game lasts 10 turns. If the evil side has more models on or behind the walls than the good side by this time, evil wins. Anyother scenario results in a good win.
Special Rules
Mighty Presense: Morgasgil counts as a banner in this scenario.
Sorry it took so long, but here it is!
The Last Stand
Minas Ithil has held, but it is near destruction. The Witch King's horde is numberless and the city is surrounded. Minas Ithil is doomed.Morlasgil, rather that to die hiding behind his walls has gathered the entire garrison. Knights, warriors, rangers, and his captains ready for a final charge. The gates of the city open, and the host of Minas Ithil charges, to death, and glory!
Participants
Good
Morlasgil, Lord of Minas Ithil
Mordan, Ranger of Minas Ithil
1 Captain of Numenor on Horseback with heavy armor and shield
1 Captain of Numenor with heavy armor and shield
1 Captain of Minas Tirith with Shield
6 Knights of Numenor
8 Warriors of Numenor with Shield
8 Warriors of Numenor with Shield and Spear
12 Rangers of Gondor
12 Warriors of Minas Tirith (4 with shield, 4 with bow, 4 with shield and spear)
1 Warrior of Numenor and 1 Warrior of Minast Tirith may carry a banner
Evil
The Witch King with Fell Beast
Sarul, Lord of Umbar
1 Black Numenorean Captain with Shield
2 Orc Captains with Shield
6 Warg Riders with Shield
24 Orc Warriors as per boxed set
6 Black Numenoreans with Shield
6 Black Numenoreans with 2 handed axes
6 Black Numenoreans with Bow
6 Black Orcs with Shield
6 Orc Trackers
1 Mordor Troll
Setup: The battle is played on a 48"/48" board. The Walls of Minas Ithil are on the North side, whilst the rest of the board is set with rocks and other debris.
Starting Positions: The Good side starts behind the walls. They may move out on the first turn. The Evil side starts 18" away from the walls.
Objectives: The good side must bring the evil force down to 25% of their starting numbers and kill all heroes (except the Witch King). The evil side must completely wipe out the good force.
Special Rules
Nemesis
Sarul has long been an enemy to Morlasgil. If Morlasgil kills Sarul, he gains a point of might. If Sarul kills Morlasgil, he gains a point of might. When fighting each other, Sarul and Morlasgil get an extra point of strength on the to-wound roll.
Last Stand: This is a battle to the death. The good side does not have to take courage tests for being broken.
Time to do the final scenario for the Fall of Minas Ithil Storyline
Battle of Kings
King Earnur of Gondor, in vengeance for his fallen kinsmen rides with a small company of knights to Minas Morgul. At the gates, he calls forth the Witch King to finish the rivalry that began at Fornost. The Witch King comes forth. A battle of kings has begun.
Participants
Good
King Earnur on Armored Horse
Evil
Witch King with Full stats, Fell Beast, and Morgul Blade
Setup
The Game is played on a 48" by 48" board, littered with Rocky outcrops and ruins.
Starting Positions
The Witch King starts in any corner. Earnur starts in the corner opposite the Witch King
Objectives
Destroy the Enemy
Only Two More Scenarios to go!
A few Ideas for Conversions
Earnur: Aragorn, or King of Men in a different color scheme
Morlasgil: King of Men
Morden: Converted Ranger or Halbarad converted (I could do this probably)
Black Numenoreans and Captains: Easterling or HaradrimBodies with Numenorean Heads: Painted Black and Red
Sarul: Based on Black Numenorean design with some variation.
Black Orcs: Probably going to use Morranon Orcs to represent them.
Epolige
Minas Ithil or Mourgul as it is now named, was an evil place, full of black magic and dark powers.
So, at the end of the third age King Elessar tasked Farimir, the stewerd of Gondor, to lead a task force into the Morgul Vale to destroy the evil fortress.
King Eomer of Rohan volintarily went with him.
There they found the last of the orcs, wild wargs, spiders, and something much more sinister...
The Forces
Good: Farimir with horse and heavy armour.
Captin of Gondor with shield
5 Knights of Minas Tirith
2 Gondor catapults (can't remember the real name)
8 Warriors of Minas Tirith with bows
8 Warriors of Minas Tirith with spears and shields
King Eomer of Rohan with armoured horse
3 Rohan Outriders with horses
4 Rohan Royal Guard with Horses
Evil: The Wraith Lord
Orc Captin with shield
Wild Warg Chieften
4 Spectre guard
3 Spectres
6 Wild Wargs
3 Giant Spiders
12 orcs with bow
12 orcs with shield
Map
A rocky map with a river running through the middle and the Morgul walls and gate directly behind it.A bridge should cover the gap between the Gate and the dry land on the other side.
Starting Postions
Evil: on or behind the wall.
Good: at the board edge opisite the walls.
Objectives
Evil: Kill King Eomer or keep the walls intact untill the end of turn 10. If the wall is still standing at the end of the 10 evil wins, however if it is breached then the game continues as normal with evil only being able to win by killing Eomer.
Good: Kill the Wraith lord or send 10 units ( mounted units count as one unit) of the evil board edge by the end of turn 20.
Special Rules
Broken: The orcs morale is dangerously low from the very start of the game only the orcs count as being broken and can only use the 'Stand Fast!' of the orc captin.
That's all for now,more coming soon!
[/glow]