All my new magical items - Weapons!

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garhkal
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All my new magical items - Weapons!

Post by garhkal »

Now on to my magical gear. WEAPONS!

First up are my Swords.
Kobia's sword.
Kobia the former paladin turned fighter, was well known for his love of parrying enemies attacks, wearing them down before making a killing blow. He had this magic item commissioned to help out with that, and then he died 2 months later.
When wielded, it acts as any other +1 magical sword (though is considered +2 for what it can hit). If the user desires, once per COMBAT, he can activate it to help him parry. When activated, it takes 1 of his pluses to hit (from weapon specialty, strength BUT NOT the weapon) and converts it to a 2 bonus to armor class. This bonus lasts 2 rounds.
In all other respects, it is a +1 bastard sword.

1,800 xp and 3,200 gp
Sword of Ke-jai.
The paladin samurai lord Ke-jai was well known in his lands for wielding this mighty No-dachi which some said could cleave Golems in two but could also calm even the most unruly mob. When employed by any good character who is NOT a paladin or a samurai it acts as a regular No Dachi sword (d10/d20 damage etc) of +2 value. Neutral characters (those without a good or evil component to their alignment) take the sword's Ego damage and feel compelled (dominated) to find the nearest paladin to give the sword to (they take damage only once). Evil characters take the Ego damage each round they are touching any part of the sword (even wrapped up or in a scabbard).
when employed by a samurai or paladin, it turns into a +3 sword, +6 versus Golems and other magical constructs causing double MAX damage on a nat 20.
For the calming, the user must unsheathe the blade and slam it into the ground, forcefully. Once done the sword emanates waves of calm that compels (charms) all people within 80 feet of the blade unless they save against spell.
See below for the saves.
Zero level (HD) characters save at -5 if their Wisdom is 13 or less, or at -3 if their wisdom is 14 or greater
First and Second level (HD) characters save at -4 if their wisdom is 13 or lower, or at -2 if their wisdom is 14 or greater.
Third through Fifth level (HD) characters save at -3 for a 13 or lower Wisdom, or -1 if their wisdom is 14 or higher.
Sixth level and up characters save at -2 if their wisdom is 13 or lower, or with no penalty if their wisdom is 14 or higher.

The Sword is intelligent- Int 15. Speaks Kokoruzan, Gagin common, Oriental Dragon common and 1 other (gm's choice). It can cast Cure light wounds 3/day, Cure moderate 1/day and cure serious 1 every third day. It detects constructs (Golems) in a 30' radius. it has the Special purpose of slaying Golems (it's spec purpose power is listed above). Its Ego is A mighty 42.
XP – 8000 GP 4000
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
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Re: All my new magical items - Weapons!

Post by garhkal »

Now onto the Other weaponry.

Spears
Spears of might.
This set of 7 magical spears were one wielded by the mightiest clan of barbarians to travel the hordelands. when wielded in battle it was said all under the banner fought as one and with such ferocity that many thought them more potent than they would normally have been.
Each spear acts as a +2 regular spear, but their true power is in that once a week, the spear(s) can be used to grant Heroism (as if the potion was drunk) to a certain # of people per level(s) of the wielders of the spear(s). The more spears there, the more people that can be 'blessed' in that manner. Also, the further the range that this effect can go out to.
If only one spear is used/present, the wielder can affect 2 people (warriors or priests of war gods, along with multi-classed warriors) per three levels (or fraction thereof) of the wielder (so an 8th level barbarian can give heroism to 6 people). This effect is usable on those within 50 feet.
If three spears are present and used together, the # of those who can be affected increases to 4 people per Combined 5 levels or fraction thereof of the wielders, and acts with in 200 feet. Example, Hjruuf, Zebanzan and his brother Hothgar, all 8th level barbarians, have a combined level pool of 24. They can thus make 20 people affected by Heroism.
If all seven spears are wielded and present at the same battle on the same side, the power grows much more, making the effect akin to a Super heroism potion rather than just a regular heroism potion. It also increases the # of those who can be affected to 3 PER combined level of the spear owners. A true horde of barbarians can thus be affected!.. This power can be pushed out to those within 500 feet of the wielders..

NOTE: If a spear wielder falls in combat (or his spear gets destroyed) while the power is in effect, all those thus affected not only LOSE the bonus levels gained from the Heroism/Super heroism affect, but also lose an equal number of levels "Temporarily", though this cannot drop someone below 0 level (d6+1hp). When this loss happens, it also forces an immediate Morale roll with Double the penalty for losing a leader. This loss lasts for 5d4 rounds, similar to how long the effect of drinking a potion of Heroism lingers for..

The last place any spear in the set was known of, was in the northern wastes of icewind dale.
2000xp each spear, 20k for the whole set. 4000gp each spear, 50k the whole set..
Spear of the Champion.
This spear, wielded by the resident champion of the Hfrodg barbarian tribe (realms, in/near the area the Uthorg were in streams of silver) is a mighty sized 2 handed spear (2d6/2d8 damage). It only grants +1 to hit, but where its great power comes into play is when wielded in a 'one on one challenge' such as when tribes face off against one another for certain slights or issues to be resolved, the wielder can invoke the magic of hte item, drawing towards him all the plusses to damage from all his fellow tribesmen. In this respects it is like a mass champion's strength spell going off, but it draws only the damage bonus.
AT MOST though it can only take up to double the spear's BASE damage (so +12 for man or smaller size foes, or +16 for large foes).

If the Spear wielder DIES while these points are still 'sucked away' from someone, then similar to the Champion's Strength spell, those who have had their strength tapped, LOSE those pluses themselves, and this loss stays in effect for 1 month per point of Bonus damage the person gave up.

The Spear wielder can tap upto 1 comrade per 2 experience levels (or HD) he has.
3,000gp, 8,000xp
Axes -
Battleaxe of Dringler
These magical battle axes are crafted by the priesthood of Clangeddin Silverbeard for Dwarven champions of him, and are often granted to newly minted warrior-priests of his faith, once they are finished with their training. Though it only gives a +1 bonus in combat, towards to hit and damage rolls, it strikes as if it was +3 enchantment for purposes of what it can hit.

800Gp and 2.500 xp
Battle axe, Flame Reaver
This magical battle axe is just an axe version of the Flametongue sword, granting +1 normally, +2 vs cold using, +3 vs avians and normally immune to fire creatures, and +4 vs undead.

XP 3,200. GP 1,800
Battle axe, Giant slayer, +2.
This magical battle axe is very similar to the Giant slaying sword, but only deals double damage to giant kin and true giants. Trolls, ettins, ogres and similar L or H size creatures don't count.

XP 4,000. GP 2,000
Two handed battle axe, giant killer.
Similar to its normal giant slaying brother, this magical axe is a bane to giant kin and giant kind, BUT does give x3 damage to true giants and double damage to all others. IT Does affect trolls and ogres, unlike the giant slayer axe. It has a +2 enchantment otherwise.

4,500 gp, 2,250 xp
Axe of Xedorr
This garish looking battle axe is favored among the tribes of the northern steppes in the horde land area. When wielded by any fighter type character (warriors, paladins, rangers, barbarians, multi-classes of the prior listed and clerics of a war god), it allows the wielder to use the 'granted power of insisting a berserker rage' into 1 ally per hd of the axe's level. This can be done up to twice a day. But only grants +1 to the wielders thac0.
1400gp, 3000xp
Maces, War-hammers and morning stars
Warhammer of Vunuk
This magical war hammer, is crafted by priests of Moradin the Soul forge, expressly for his Champions. As such, the normal requirement of his priests and champions that they must have had a hand in crafting is waived. Similar to the Axe of Dringler, these weapons are often gifted to newly graduating Champions, as they start their forays into the world of adventuring, and as such if the Champion finds a better magical warhammer, he's obligated to return this one to the church.
They act as a +2 war hammer for all aspects, but have the added power that twice a day (24hr period), they can heal their owner for 3d4 hit points of damage.

XP 2,000, gp 1,000
Morningstar's of Shocking
This magical morningstar is often wielded by high shamans of the Bugbear god Hruggek.
When wielded in combat and the holder strikes a target with a Natural die roll of 18 or higher (which still has to be a successful hit), it causes 2d8 additional points of Electrical damage, as if the target was the victim of a shocking grasp like effect.
In all other respects, it is just a normal +2 morningstar.

Although rarely if ever intelligent, they ARE often aligned to Chaotic evil, like the shamans who wield them. And as such deal damage to other alignments. CN can pick It up just as CE can without worrying. However, CG, LG and NG who do so, suffer 14 points of damage. LE, TN and NE suffer only 7 points.

XP 3,600. GP 1,800.
Nee'Gsas Mace of Reaving

This mighty two handed footman's mace radiates strong magical enchantments, but resists all forms of identifying it's true alignment, other than use of a True Seeing spell or Gem of Sight.
If Wielded by anyone of any of the 3 Non Evil/good Neutral alignments, it strikes as a +2 mace.
If wielded by anyone of Lawful or Neutral Evil alignment, it strikes as if it was a +3 mace and does not impose non-weapon proficiency penalties on those who normally could not wield a mace.

It's true power comes into play if wielded by someone Chaotic Evil.
First, it strikes as a +6 weapon.
Secondly, if the wielder wishes, and Sacrifices a Hit point (that only heals by natural means, not magical), this bonus goes to +12 for 2 rounds.

Thirdly, if the wielder wishes, in a similar vein as the Holy Avenger, it can dispel opponent's magic, but ONLY if the wielder gives up his or her attack(s) for the round. If they have already acted, they cannot activate this power.
And lastly, if the user wishes to make the HP sacrifice permanent, it allows the wielder to strike as if he was an undead, causing ANY living soul to lose one life level per hit. This lasts for 2d4 rounds. It can be done only once a week though.

Similarly to other aligned items, it causes damage to those of the wrong alignment. Those of Chaotic good, take 10 points of damage from merely touching it. Those of Neutral good take 20 points. And Lawful good are struck for 40 points..
5,000gp, 12000xp
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
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Re: All my new magical items - Weapons!

Post by garhkal »

Now for Mauls and bow (only 1) and two new javelins!
Mauls
Maul of Shockwaves.
This massive maul is only usable by those with at least a 17 strength and being 6ft or taller. In the hands of Minotaurs it can cause (once a day) a shockwave to emanate from any point up to 300 yards distant from the point of impact (in front of the Minotaur).. Those 'targeted' are allowed a save against Petrification to avoid it, but if they do not, they are hurled skyward 30ft falling back down taking 3d6 falling damage and being now prone. The shockwave itself when it 'erupts' causes 1d4 damage. When used in melee, it grants +2 to hit only, though is counted as +3 for what it can hit.
Xp 3500
Gp 1750
Maul, Driver.
This magical maul looks relatively unimpressive, though it shows strong magic when detected for.
It has only a +2 enchantment which ONLY allows it to strike creatures requiring magic, it does not add into damage or the to hit rolls. When wielded by someone 6ft or taller, any to hit roll that achieves 4 more than needed to strike the target, forces it back (drives) 1 foot per point of damage dealt. if this pushes it back more feet than the target is tall, they are knocked down.
In the hands of large creatures such as ogres, trolls, Ettins, Bugbears or Gnolls, it does 2ft +2ft/3 points of damage.
In the hands of the Vindarii, it knocks back opponents 3ft +2 per points of damage.
Xp 2800
GP 1400
Maul, Reamer.
This magical maul is etched with runes of power that make it look a lot more impressive than many might otherwise give it credit for. But where this maul only has +1 to its combat rolls, it's true power comes into play when being used against targets that are protected by cover.
On a natural roll of 17+, it will sunder its way through cover of up to 2" thick of metal, 2ft thick of stone/rock, or 10ft of wood (such as palisades) to strike its target. Those caught within 10ft of the point of impact (either side) take d8 points of damage from shattering rock/splinters of wood or shards of metal.
Xp 4000
GP 2000
Maul, Algorvi
This magical maul was actually created by a Vindariian cleric for their Justicars to use, but can be wielded by anyone.
It strikes with the might of a +3 weapon and can be thrown twice a turn (as a dwarven thrower warhammer) to a range of 30/60/90 meters. In the hands of a Vindarian warrior or Justicar, its range doubles.
Xp 3500
gp 1800
One of my new bows.
Trolls' bow.
These normal looking short bows were made by Dwarves eons ago, to help stop an incursion into the hallowed halls of _________ by large groups of trolls under the sway of a troll lord. They fire regular flight arrows, but the magic inherent in the bow changes the flight arrow's damage to only a D4 (vice D6). BUT it adds +4 damage from fire. This power only kicks in though when the arrows fired are used against any creature or character who has regeneration abilities (Whether innate due to a high con, racial such as with Trolls, or via magic items).
Each bow is made to possess a +1 magical bonus to hit.
Cost 1350gp
XP 3000
Javelins
Javelin of Flame
This magical javelin works exactly like the Javelins of Lightening do, but instead of a bolt of lightening sprouting up when it strikes a target, a cone of fire, instead forms that is 30ft long by 5ft wide. The damage is the same, 1d6 (+str) on impact, and 20/10 for the damage depending on if they save or not. These javelins never have alignments, are used upon impact (Misses do not cause them to activate), and are generally found in bundles of 2 to 5 (d4+1).
300gp, 3000xp
Javelins of Cold
This magical Javelin strikes as if It had a +2 to HIT only, but like Javelin's of Lightning, cause a person struck as well as any in a 5ft wide by 30ft long cone of cold like effect. The person hit by the Javelin takes the normal 1d6 points of damage from the impact but also takes the full 20 points of cold damage from the cone. Those within the cone's effects, get a save vs spell to take only half (10 points) of damage.

They were created centuries back by priests of the Bugbear god Hruggek, so are often tied to Evil alignment, and thus deal 4 points of damage to anyone else touching them, similarly to intelligent swords of evil would. (roll 1d6, on a 1-3 they are tied to evil, 4-6 they are not, if found in a general treasure horde. If found by defeating bugbears, then they will always be tied to evil.

When found they generally come in bundles of 2 to 5 (d4+1) javelins.
450gp, 3500xp.
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
Citizen of Undermountain
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Re: All my new magical items - Weapons!

Post by garhkal »

New magical arrows, bolts and Sling bullets/stones.
Arrows
All of the below arrows except for confusion and sticking, come in both flight and Sheaf arrow versions. They come in packs of 2d4 per bundle, except for immolation arrows which come in groups of d3 only.
Many of the arrows are wrote specifically for the 'sheaf' brand using the d4+4 instead of d8 for damage. For flight variants go with d3+3 instead of their normal d6.
For immolation arrows, if the owner fails a saving throw vs magical fire, regardless of where the arrows are on the person (except in magical extra-dimensional spaces) they need an immediate save vs magical fire (thin wood, 15 needed) or they immediately explode ON the carrier, similar to necklaces of missiles.
Sheaf arrows of Confusion.
These sheaf arrows cause but 1 damage (+ any from strength if the user has a strength bow), but causes any target hit by them to make a saving throw vs spell or be affected as if hit by the Confusing attack of an Umber hulk for 3 rounds +1 per point of damage dealt out.
Sheaf arrows of Sticking
This arrow type causes no damage. Its special effect is that when it hits, it acts as a "hold person" spell lasting for 1d4+1 rounds after getting hit. If the target hit though, makes a save versus spells, he is only slowed for the rest of the round he got hit in, and the following round. Not stuck. When found, 2d3+2 arrows are found.
Arrows of Burning
These crimson looking sheaf arrows cause 4 points of Fire Damage upon impact to all within 5 ft of the point of impact. If these miss the target, then roll on the 'grenade like missile' chart. Due to them going boom if they hit or miss, there is no worry about reusability.
Arrows of Chilly waves
These pale ivory sheaf arrows work similar to the ones of burning or shocking, in that those within 5ft of the point of Impact suffer. BUT unlike those, it causes NO DAMAGE, but does slow the targets for 2 rounds (made save) or 4 rounds (failed save). f these miss the target, then roll on the 'grenade like missile' chart. Due to them going boom if they hit or miss, there is no worry about reusability
Arrows of shocking
Similar to burning arrows, these bolts do 4 points of electrical damage to all within 5ft of the point of impact. Also they are used up once they hit a target. f these miss the target, then roll on the 'grenade like missile' chart. Due to them going boom if they hit or miss, there is no worry about reusability
Arrows of Immolation
Similar to the scorching bolts, these arrows create an affect similar to that of the Javelin of lightening in that they create a 50ft long, 5ft wide at the base (target struck by arrow) 20ft wide cone like effect (20ft at apex of cone). Their damage is 4d8hp if fire damage to those in the cone's effect, The impacted target, takes 2d8 fire damage for 3 additional rounds after being hit.
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
Citizen of Undermountain
Posts: 1627
Joined: Thu Mar 15, 2007 9:40 pm

Re: All my new magical items - Weapons!

Post by garhkal »

Crossbow bolts.
Unlike Arrows, these below listed magical crossbow bolts are specific to the type of crossbow they are usable with (heavy, light, medium or hand). Some however do get to be used with any crossbow, such as the Tazer, Smashing or Blind bolts;
NOTE the Scorching bolt works similarly to the Immolation arrows, in that if the carrier is ever hit by magical fire and fails to save, the bolt will immediately detonate (NO SAVE!)

Heavy bolt of Scorching.
This magical crossbow bolt is treated similarly to a javelin of lightning, in that once the bolt hits a target, it becomes the start of a cone of fire, dealing 1d3 hp of impact damage, and 3d4 fire damage to all within a 30ft cone. Those saving against spell only take 1/2 fire damage.

Frost dome light bolts.
These normal looking light crossbow bolts cause only 1 point of damage from impact, but summon forth a dome of ice similar to a wall of ice that is 4 inches thick and of sufficient size to trap the target hit by the bolt under the dome. For those of 15 or lower str, it takes 3 rounds to break free from the ice taking 2 points per inch (8 points) of damage in the process. 2 rounds to break free for 16 to 18/00 strength and 1 round for those with 19 or greater str.

Bolt of smashing.
This bolt causes only 1 point of damage, regardless of the crossbow fired from, however once it hits, the victim if wearing armor, must immediately make a special item saving throw or crumple to dust and shards at the end of the FOLLOWING round after getting hit. The Saving throws is based on the type of crossbow the bolt is fired from. A Hand crossbow, causes Leather/hide armors to save at a 12 or better, while any metal armor saves at a 14 or better. (Note studded leather is still leather armor while scale, chain and ring mail are metal armors)
Light crossbows are 13 and 15 respectively. Medium crossbows are 14 and 16 respectively, while Heavy crossbows are 15/17 respectively. Magical armors reduce that save # by only their magical + value, NOT by any for the fact that they are magical.
When found, they are in a special ivory cases, containing d8+1 (hand crossbow), d6+1 (light), d4+1 (medium) and d3 (heavy) bolts found.

Light bolts of stinking.
These magical bolts when they hit, cause no damage but release a 20ft circular spray similar to the musk of a giant wolverine or skunk. All in the AOE must save vs poison or be retching and nauseated for d4 rounds, suffering a reduction in both strength and dexterity of 50%.

Heavy bolts of tying
Similar to the rope of Entanglement, this bolt is a non-lethal weapon, tying up one target as if they were the victim of the rope or a Hold person spell. It keeps them in such a condition if they 'fail' their saving throw against spell with a -2 penalty. This lasts for 1d6+1 rounds.

Tazer bolts
These Light (50%) medium (30%) or heavy (20%) crossbow bolts, are the bane of casters out there. Depending on the type of Crossbow they are fired from, they deal 1 point of damage each round for 2-5 (d4+1) rounds (light bolts), 3-7 (2d3+1) rounds (medium bolts) or 4-9 (d6+3) rounds (heavy bolts), coming in at an initiative score of d6 during the following rounds. This 1 point of damage is sufficient to spoil any attempts at spell casting and disrupts spells being maintained by concentration.
As with bolts of Tying, 1d6+2 bolts are located per batch.

Blinding bolts.
These magical bolts, causes 1hp of damage (hand and light crossbows) or 2hp of damage (medium and heavy crossbows) from the impact, but force all within a 15ft radius of the target getting hit, to make a saving throw versus spell or get blinded (2d6 rounds) from a massive flash of light. 1d4+1 bolts are found per instance of this item coming up. Due to the blast being in a radius, it doesn't matter if it hits or misses the target for the blinding effect.

Heavy bolts of Blasting
These heavy crossbow quarrels are magically enchanted that upon impact they cause an explosion of sorts that damages all within 10' for the full 3 points of damage they dish out. They do no more nor less than 3 points. Similar to blinding bolts, the blast zone means you don't need a direct hit to take damage.
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
Citizen of Undermountain
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Re: All my new magical items - Weapons!

Post by garhkal »

And lastly my Sling bullets and stones.
Sling Bullets of Exploding – These magical bullets are strange devices. Since they explode on impact, with armor/shield, or walls, they only need to hit a base AC 10 of the target, minus any Dexterity, magic or other bonuses (like with swashbucklers and their light AC bonus), as once they impact, they go 'boom' causing 4d4 damage, to all within 5ft of the impact spot. Thus they are all a one-and-done item, cause as soon as they are hurled from a sling, they are 'armed'. If the one holding these bullets, fails a saving throw vs elemental electrical attacks, including lightning bolts, the bullets instantly go boom, causing the holder, to take the 4d4 damage.
When found, they usually come in a small pouch of 1d3+1 in number.
Shut-Em-Up Bullets
These sling bullets carry a curse-like power, and as such don't actually deal damage. When a target is struck by the bullet, they must save vs spell at -2 or suffer a curse that causes 1 hp of damage per word spoken for 1d4 rounds. This damage though is only temporary, in that it heals at the rate of 2hp per round of rest and silence. Similar to Tazer Bolts, this causes the individual hit to suffer the inability to cast spells, but unlike that one, it also prevents use of magic items that require a command word to activate.
When located, they are found in a holy-book looking container, with 3d6 per find.
Bullets of slowing
These sling bullets cause only 1 point of damage when they hit, regardless of the user's strength, specialty etc, but when they strike, the target get's slowed for 1d6+1 rounds. Unlike the slow spell (2e wise), there is no saving throw, but they also do not stack. Further stone hits, only serve to reset the 'slow duration'.
Sling stone of Mudding..
This strange contraption is a normal looking sling stone. But when a target get's hit by it, they are affected as if they were successfully hit by a mudman. 3d3 stones are found per instance of it coming up. If someone carrying these stones ever encounters Mudmen, they WILL target him with all their attacks.. Each hit slows someone by 1” a round, if they ever reach 0” they are stuck and suffer d8 suffocation damage a round till the mud is cleared (and they cannot do this themselves)
Sling bullet of blasting.
This magical ammo, causes NO damage from impact, but acts as a shatter spell cast by a 11th level mage, on all items carried BY the victim hit, causing all fragile items on said person to need to save vs crushing blow. This affects, glass, porcelain, ceramic and crystal.. When found they come in pouches of 3d3 bullets. Additionally when fired, the range penalties are lessened to -1 for medium range and -3 for long.
Sling bullet of magnetizing.
These sling bullets when striking a target wearing metallic armor, causes said armor to become magnetized. If the armor is magical though, it gains a 50% chance to ignore this. Armor so magnetized becomes 'attractive' to other metals within 20ft (and if lighter than that other object causes the wearer o the armor to go flying to it). So swords and other weapons held in the hands of nearby folk may get sucked onto the armor wearer (potentially causing a hit, roll a standard thac0 with NO modifiers that the wielder would otherwise have). Those wishing to try and hold onto their weapons, need to make an opposed strength check, treating the armor as having a straight out 18 strength.
Sling stones of stoning.
These strange stones are single use items, for once they are fired, they 'shift' in size to that of a boulder thrown as if by a giant. If they hit they do damage as per the giant type throwing them.
Consult the below chart for what type of giant the stones are considered.
01-45, Hill (2-16)
46-70, fire, frost, storm (2-20)
71-95, Cloud (2-24)
96-100, reef (3-30)
It's not who you kill, but how they die!
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