Session 1 - CHARGEEE


Our adventurers awake to each other in what appears to be an inn’s bedroom. They are unaware of who each other. Content Not Found: Grozz bashes the only door in sight open, blazing fires are consuming the building, and the only exit is the window in the room they awoke in.

After escaping the building, they realize they are in the capitol city of Qualdron. Choksy’s inn isn’t the only burning building in town, various other buildings in sight are blazing. Looking towards the city gate, they see some of the city’s archers on the gate shooting out at something past the gate. The city’s gate is being bashed from the other city from what only could be a battering ram. Our adventurers start to head there. Shortly after, a tall gate-like object start to rise behind the gate, after rising, a small flash bursts from the gate and a white teaming film covers the gate.

Fireballs fly towards City guard archers and knock off a hefty chunk of the archers. The gate crashes open, and hundreds if not thousands of Drow are flowing through. The adventurers immediately turn the other direction, and their cleric Torin Fellstone, suggests to run to a temple. They take refuge in there with some of the city’s citizens and a couple of their paladins. Their rogue knows of an escape path of the city through the city’s tunnels. They leave the church and onto the road. A blinding flash comes from the portal that was erected earlier. Everyone is blinded for a few seconds. After gaining vision, all of the Drow are gone, simply disappeared.

The adventurers head towards the portal. One of the guard scouts head into the portal, comes out and claims the other side to be clear. Qualdron’s commander, Rodnian, asks the group of adventurers along with a couple of scouts to go through and scout out the portal. After offering a reward, the group accepts. The adventurers go through the portal and find a cavern entrance. They start heading there and see a group of 6 knights donning the tabard of Polna and a wizard in red robes. After getting close, the wizard slams his staff into the ground and in a flash, the 6 knights disappear. The wizard explains that the 6 knights are the reason for the drows’ destruction. He goes back with the group and explains what happened to their commander.

The commander tells them to report to their guard captain tomorrow for some work. They need to find out who let these infiltrators to the city and set our buildings ablaze. The guard captain, Leon, asks them to investigate one of their army’s suppliers. He wants this done secretly, so no guards will be present at the nearby post that night. After getting into their building, they find a trap door, leading to a basement. At first glance, it appears to be only boxes of supplies. After moving some boxes, the adventurers find a large tunnel. They decide to follow it, after about a mile, they find a ladder up.

Encounter 1

* The party quickly finds out Torin and Grozz act before they think
* The enemy wizard got a spell off and they got torn down by melee
* Horses ran off in the distance during the fight
* Found a journal essentially saying they were under command of the wizard
* Found a goblin shaman murdered by a drow dagger


It looks like an encampment of goblins. The goblin next to the ladder has fallen asleep on his guard post. That goblin gets a good ole coup de grace. The cleric, fighter, and rogue, all go up and cut their own tents. Cleric and bugbear don’t really try to be the sneaky. Our cleric throws some alchemist fire into the tent at the goblins. Our heroes fight off around 10-15 goblins. Somewhere during the fight, one of adventurers manage to hear the sound of horses running away from the encampment. They come to the largest tent with the two goblin guards, they retreat inside. They cleric and barbarian line up and head into the tent. They get blasted with a burning hands and the goblins readied attacks against them. They absolutely demolish the wizard and proceed to take out the wizard. After the fight, Grozz proceeds to bash down tent after tent. They also find it looks like this tent was quickly cleaned up and has a journal of one of the goblins. The rogue finds a goblin shaman in one of the tents slain by a drow dagger.

Encounter 2

* Wolves jumped the party


A pack of wolves containing dire wolves and regular wolves surprised the party and attacked them.

Encounter 3

* The party gets tricked by a ‘helpless caravan’ and is jumped by bandits
* An orc warlord appeared to be commanding these bandits
* Cleric charged into the caravan bloodied and almost died


On their way there, the party find a broken down caravan that claims they need the party’s help. Soon after they reach the caravan, bandits jump them and an orc warlord busts out of the caravan charging the party’s bugbear barbarian. It was an extremely close encounter, they were outnumbered, but nevertheless, the party managed victory. After the battle was over the cleric, still bloodied, went into the caravan, and got jumped by two bandits that were waiting for them. He was unconscious shortly there after. The rest of the party managed to kill the remaining bandits and recovered the cleric.

Session 2 - The shadows have arms

Restraining tentacles and chokers , to be more exact.

The party rested and recovered and continued towards their destination.

Encounter 4

* Rogue jumps party’s warlock, but barely penetrates temp hp
* What looked like an adventuring party was destroying the town


They reach the town and find a group of adventurers demolishing this town. The adventurers decide to do the right thing and assist the town. The barbarian and cleric face off against another barbarian and wizard. Our warlock handles a rogue from the back. Our party dispenses of the enemies quickly.

Later, the party meets up with their towns leader, Jarone. He says that they haven’t seen an adventuring party attack their town, and they haven’t seen an adventuring party in almost a year period. After some discussion, Jarone asks the group for some help. Apparently the town has been pestered by some undead, mostly simple zombies. He asks the party to try and find the source, and that most of the zombies have come from the direction of the Kalthon cavern. He also mentions of a great treasure there that adventurers have yet to unlock. He gives the drow a locked box with a note wrapped around it. The box unlocks as soon as the drow touches it. The box contains a slightly luminous rock and the note says “He shall go into the light.”

Our adventuring party makes it there with little trouble. They fight a variety of deadly creatures, ranged from zombie minions to chokers and ettercap. Most notably a puzzle room. The adventurers manage to unlock one piece of the treasure with the clue and puzzle piece that Jarone gave them.

Kelthon Cavern

* Zombies
* Chokers
* Ettercap and deathjump spiders
* Chokers annoy the hell out of the party with the grapple tactics
* The parties bash their heads against the puzzles in the treasure room
* They release a dire rat from a webbed cocoon from the spiders and ettercap the fought with a seconds thought.
* Barbarian and cleric are still rushing head first into things, without thinkin, wonder how much longer they’ll last :P

Session 3 - Left for dead

The party rested behind the safety of a stack of zombie corpses.


After our rogue had tended to some business in Qualdron, he comes back with a mercenary under his command, a half-dragon paladin. They fight through the undeath and cavern crawlers throughout the cave, and the adventurers come to a room with 4 prison cells made of electricity and a large button on the wall. This room was heavily guarded, so the party dispenses of the enemies, contained of wights,wraiths, zombies, and ghouls. After the fight, the party slides the large stone button into place. The wights are unleashed, and resurrect some of the fallen undead. After the fight a bright flash blinds the party.

The party now has an oceanic vista in their sights. The party feels at completely peace. After a few moments of bliss, a large angelic figure appears in front of them. The figure tells them “This party, your party, has a great and pure deed in it’s future. Everyone one of you has their part to play, keep true to yourself, and you shall see yourself come into what you most desire; be it power, greatness, wealth, or even bliss. Even though i may not agree with everything you will do to get there, in the end your actions will be forever remembered.”

After that, the party’s drow glows of an orange tint. The party makes its way back to the treasure room to find the southern door’s text bar to be half glowing. With the same tint as the drow. After some though the party finally solves the puzzle “Dive right onto water”. The answer was to bring a drow and pronounce “etor.” The treasure unlocks and the party finds a large amount of treasure.

Kelthon Cavern Encounters

* Zombies
* Chokers
* Wights,Wraiths,Zombies
* Horde of zombies(70+)
* Our barbarian has a new found hate for crawlers
* Our warlock seems to be pleased that the party has found a real tank
* Our cleric and warlock fend of the horde of zombies
* Our paladin and rogue were attacked by chokers on the way back to the party, and saved by the rest of the party
* Warlock figures out the first part of the puzzle, while paladin figures out the second part
* Strangely, everyone got a piece of loot from the treasure
* Paladin falls unconscious and almost dies in last fight of the night
* Rogue has a new pet, the paladin, it seems

Session 4 - 32 DC Athletics Checks

The adventurers head back for town of Wrond. The heroes decide to stay there for a night, by the time the adventurers wake, apparently word has spread of their actions. The townspeople give them gifts and ask of them many tasks. None of the adventurers help any of the townspeople and decide to press on to Qualdron. But they do find an interesting alchemist, selling potions; some of which are quite strange, including anything from changing hair color to armor color. On the way there, they meet up with a crazy wizard on a hovering ‘motorcycle’ who takes vials of their blood. The warlock seems very interested in him.

They get back to Qualdron and report to Leon. He explains there is a bandit encampment in a small dungeon. They are given a key, and are instructed to flood the dungeon with it. As soon as they put in the key, the dungeon starts flooding immediately.This process was supposed to take days. The barbarian,cleric and warlock are all fighting for their life against the force of the waters rushing down upon them. They fight the water and manage to escape(Skill Check Encounter).

Session 5 - Trial of the rogue

Our group travels back to qualdron, reports to Leon, receives their reward. After the party exits the building, time stops. everything around them is frozen. Suddenly, a flash of light. After the blinding flash subsides, the adventurers find themselves in a room. The only way is forward. They venture through the trap infested dungeon. As they progress, they fight wraith after wraith. The party is about to open a door, and the hear a voice : from behind them telling them not to open the door. A goblin says that the door is trapped and not to open it. The party doesn’t listen and proceeds to bathed in acid.

The goblin explains that he has been trapped down here for a week, was looking for treasure. The goblin asks if he can join along and help, so he can escape. They come to a bridge and the goblin suddenly remembers someone telling him that a follow of kord will aid him from the darkness. Torin proceeds to lead the way on the bridge and comes to a symbol of kord. He prays and the door opens. They see a pile of gold and another symbol of kord. After exploring a bit, they find a corpse. Beside the corpse, is a lever. Grozz, our barbarian, proceeds to pull the lever. It opens a passage and a juvenille black dragon comes flying down. After the party destroys it, the party, minus snig(the goblin) is transported back outside of leon’s office.

Session 6 - Goblins R Us

After being knocked unconscious by a black dragon, our cleric, Torin, heads for the the hospital. After resting for a day, Leon calls for him and asks him to meet up with one of their agents in the city sewers. Their task : Eliminate the goblin infestation, and see if they have any links into how the drow got into the city.

They assign a construct to Torin(Ray’s new character). The duo head to the sewers and meet snig as they enter. Snig has scouted around some reveals some of the map. He also found , but not seen, so far as he could tell, dire rats and goblin patrols.

They venture through the sewers, and come along on a sign that has some writings in common. Snig translates : “NO enter BIG monster”. Thinking this is some sort of trick to hide treasure or other values, the party presses on to that direction. A few steps further and lookie there. treasure, across the way. They cannot see the ground in the room in front of them, the water is flooded as the same as the hallway. The cleric proceeds to walk into the room.

As the dwarf steps forward, much to his surprise, he finds no footing and slips into what is now obviously a pool of water. The goblin snickers, while the construct emotionless. A few moments pass, and there is no sign of the dwarf. Unsung(El construct) goes into the water. He finds Torin restrained by some sort of mechanism against the wall underwater. With a few tugs, he manages to break free Torin, and they resurface.

Our adventurers swim to the other side of the pool, and retrieve the treasure. The pile of gold was fake, only a few pieces were real. There was also a magical sword. The group turns back and explores the rest of the sewers.

They slay a few patrols, and come to a large room filled with goblins. They slay all but two goblins, in order to keep them for questioning. They kill one of them, thinking he was about to attack one of them, and thus intimidating the other one into leading them where the goblin leader is. On the way there, they run into another goblin patrol. Enraged at the the other goblins cooperation and failure to slay the intruders, he throws his javelin and gets a solid hit on the other goblin. They group manages to kill the goblin before he finishes off their informant. Snig managed to hear some strange words from the patrol.

The goblin informant leads them to a ramp leading up with water flushing down towards them, draining into some pipes. They cant see all the way up. THe goblin beckons them and leads the way. In order to avoid from being pushed down the ramp by the flowing water, the party has to side step across the side walls with the small footing there. Halfway up, snig hears “SORRY” in goblin. Gallons and gallons of water flood the hallway, knocking the group all the way back down the ramp, taking falling and bludgeoning damage. The goblin informant is knocked out and is now underwater.

Torin comments “He served his purpose” and they attempt to go back up the same ramp, after the flooding stopped. No more flushing of water, and the group manages to make it up to the top. A room filled with some pipes, all of which, fluids is flowing into. After the trials of slaying these goblins going uphill, the group doesnt find any sign of the chieftan, but snig manages to see a magical item in one of the pipes. As he grabs it, a pile of feces slams into his face from the pipe. Disgusted by the feces,but also giddy with his new shinies, I’m sure his facial expressions were quite strange at that point.

They continue on and find another goblin patrol. Snig happened to be leading the pack, and the patrol asks him who he is and who they are. Snig manages to bluff his way and says they are for their leader. They are taken to the leader and the leader is obviously mad at their incompetence. To their surprise, the leader is actually intelligent and speaks common. After some discussion, the goblin leader offers a reward of magical items if they can manage to slay the beast, and tells them there is a trap set up for them. The party intentionally doesnt tell them about the trap already being activated.

They bring them back and end up killing them after they see the corpses of goblins. Torin decides to grab some goblins and throw them in the water that supposedly has the beast. Sure enough, the goblin corpses get plucked away. Suddenly, they realized throwing all the corpses they had into the pool wasn’t such a good idea. They said proceeded back to the goblins’ leader…Oh well.

They request more soldiers, saying that the beast killed the goblin soldiers and Unsung(He is out looking to kill more patrols). Snig, Torin, and The goblin leader proceed to discuss the next course of action. Torin : “I Challenge you for leadership of this clan”. Init. About the same time, Unsung manages to find a patrol. Even while spread thin, the adventurers manage to kill off the weakened goblin force.

The party takes their leave of the sewers, littering the sewers with goblin heads as scares for any more goblins that might be around.

Session 7 - FFF - Forests, Fires, and Flyers

Our adventurers leaves the sewers and find Grozz staring down at them. “You’re a little late”. They party heads back to Leon and reports it was nothing more than a simple goblin infestation and found no more leads. Frustated, but thankful, Leon tells them to take some time off. He also tells them that they have gained enough trust to use their towns portal code. He sends them to the mage’s guild and Torin receives the ritual.

Torin…...hits the tavern. Dumps 100 gold and says free drinks for everyone. Word spreads quickly around town: “Frelen’s Tavern, FREE DRINKS ON TORIN”. The tavern fills up quite fast. All the while Unsung, faithfully protecting Torin from any pickpocketing, not participating in any drinking. Throughout his drinking, he hears word of a wife that had gotten lost in [[Rain-Ridden Forest]].

While Torin is busy getting drunk off his ass, our friendly neighborhood Snig…is not being so friendly. He’s hit the nobles district and is on a utensil stealing streak. He goes through a few nobles houses and manages to steal almost 300 gold worth of random junk. He exits the nobles district, with a smirk on his face. Moments later, screams “MY GODS, IVE BEEN ROBBED”. Snig hits the shadows even harder and hastily moves away. Snig hits the inn after a long night of secret agentry.

Grozz is sitting outside the guard post, promised the skull of the black dragon they killed in trap infested dungeon. He awaits outside the door, and he finally gets it around 6am. Grozz’s infamous items : Cloak of the dire wolf, and black dragon skull.

After the party groups up the next day, they manage to come across the wizard-on-a-bike. He tells them that Medicus Quisnam is looking for them, and gives them a map to his mage tower.

Snig now absolutely intrigued by this hovering motorcycle, decides to look around town for him. Snig finds him at the mage’s guild. He gets off his bike, and mutters some incantation and the bike goes all small and he fits it into his pocket. Snig, determined to steal this bike, decides to go undercover. He buys a mage robe and follows him around the mage’s guild. Snig never manages to find a moment to steal it from him. He leaves the guild, pops out his bike and hovers away too fast for snig to follow.

They party heads for Medicus’ tower. They have to travel through the [[Rain-Ridden Forest]]. Surprisingly enough, they manage to come across a woman unconscious on the ground. They go up to inspect the corpse further… Init. A group of forest dwellers attack them, including a druid and a shambler.

Our barbarian, Grozz, manages to get consumed by the shambler…twice. First, just becuase the Shambler was closest to Grozz. Second, because Grozz used his daily on him. They manage to finish off the foresty creatures and proceed onward to Medicus.

They arrive at the tower, it stands over 1000 feet tall. The door is incribed with a puzzle of a simple math problem. Grozz says “hrrmmm” and writes a 1, it disappears, writes a 2, it disappears, writes a 3, it disappears, and Grozz gets zapped by electricity….......Grozz writes a 4…zap…Finally Torin does the simple calculation and writes an 8. The door opens.(This is significant, the party has recently discovered they all have magical tattoos of 8’s)

Medicus asks them to retreive an object for them. They ask what the item is, but he seems a bit reluctant to speak about it. He promises them magical items, and thats enough for them. He gives them potions and sends them through a portal to what most readily described as the elemental plane of fire. They are at an abandoned salamander outpost, supposed to retrieve a magical orb. They peak out the door , and see a group of salamanger across the way. They were told by Medicus that they could not handle the salamanders. So tehy quickly shut the door, hoping they cannot be seen.

They peak back out, they are still there. As he shuts the door, a fiery creature that resembles a dragon lands and decimates the salamanders in seconds. He flies off after grabbing a few corpses. They proceed slowly to the outside, to find the outpost raised high above the lava, is actually split down the middle, creating a fiery pit of doom in between the two pieces of outpost.

They encounter a group of fire snakes that almost destroy Unsung on the first turn. An armory is also nearby, where they stash up on magical weapons to be sold later. They use some large axes here to chop down a scout tower to create a bridge between the two pieces of outpost. They scavenge the only standing building and manage to find the orb.

They head back and as they enter the room, a flash of light. They are now sitting in a graveyard behind some tombstones. Torin looks to his left, and much to his surprise, he sees…himself. Except the self that he is looking at is when he is a child. He walks over to the child and tells him to trust in the power of his god. Grozz also gives him some words of ‘advice’. “Always charge into the head of battle right away”.

The group finds itself at a funeral of one of the townsmen. The wife, while obviously depressed, seems happy to see Torin. She exclaims “Our preacher said there were no Clerics in! But by your garments, you are obviously a cleric, Please, i beg of you, come on pray with me for my husband.” Torin agrees. The ceremony is shortly over. and The wife asks for some time with just Torin alone, so they can pray together. Torin shoos away his party members all the way to the graveyard entrance.

Opps, its a succubus. And demons. Humanoid Demons, wielding greatswords fly from the rooftops, killing all the villagers on the way down. Imps appears from the back of the graveyard and fly towards the party. Torin proceeds to charge into his allies, with every intention to attack them. Torin manages to break free of the enchantment before attacking his party. Soon enough, Torin once again appears on the battlefield…This time, its the younger version he saw earlier, except…alot bigger. He puts the beat down on the demons, and flashes of Torin’s deity appear in front of every strike directed at young Torin, deflecting the blows. They also manage to see a goblin shaman helping them, then grab something off one of the imp corpses, and runs off.

Session 8 - Dull

We start out with our goblin rogue. Snig looks around, obviously surprised at his location. One minute he’s in a tavern, getting ready to pick pocket some drunkard. The next, he’s in a readied inn room. Cautiously, he sneaks down the stairs, and overhears “I AM GOING TO KILL THE NEXT GOBLIN I SEE”, and a slam of a mug on the table. Snig scurries back up to the room, and quickly tailors a crude hooded cloak. He sneaks out the font door, also managing to catch sight of a few halflings.Apparently, Snig has managed to get himself into a town of goblin haters. Our goblin manages to catch word of something happening in the graveyard. Curiosity gets the best of him, and he heads that way.

Our party starts to exit the graveyard, and is approached by guards. They question them, and are fairly certain they are telling the truth, but in order to make sure, they ask a task of them. With promised rewards, the adventurers agree. They make their way around town, asking questions of where the goblins might be. A woman beckons them over.

She tells them that the discrimination of the goblins is unjustified. This town was the one that started feud between the two communities. The community does not just consist of goblins. Some of them or half goblins, some are humans. She wakes her sleeping brother, which happens to be a bard. He then accompanies them by his sister’s request.

As they leave the building, they see a group of sellswords entering the town. The group notices them and comes up to them. They warn them that they should leave, and not steal their jobs. Of the crew, a tiefling, a tamed rage drake, some humans, and a couple, dragonborns.

Once they arrive, they are taken to the leader, which is currently giving a speech to the community about equality and rights among races. The leader, Ignam, says he will be able to move the community, if they can retrieve a box containing magical items from Relin’s Fall. The bard says he knows of this place. Currently, it is home to the Skull Lord Dull. It used to be the home of the Great Wizard Inas Cusidem I’Quam 1000 years ago. The wizard disappeared 200 years ago. So for the rest of the party, add about 35 years to that(3325 PV), since they have established that they are in a time where Torin, the dwarf cleric, is a child.

They head to Relin’s Fall, and not far down in the dungeon, they already find the Skull lord and the magical box. THe battle with the Skull Lord deemed to be challenging indeed. FOr every time they killed an undead, Dull raised him. After learning of his abilities to raise these undead indefinitely, the party manages to barely vanquish the Skull Lord. Our rogue, snig drops unconscious during the fight, and they shut the door and rest in that room.

They awake, and get ready to head out, they open the door and a blast of energy forces them back. They see the tiefling with the palm of his left hand facing them, apparently where the blast of energy came from. Grozz is lying unconscious next to him with a hand crossbow pointed at his throat.

Session 9 - Carts and things.

Our adventurers are put into a situation now. They must choose to give the box up for grozz or keep and let grozz die. Of course, Torin, gives him the box. They receive Pyramus’ sister and Grozz in exchange for the box. Then the hostile party causes a cave collapse.

Now they are stuck in a singular room with only a couple days rations. Days pass with no luck of escaping.Finally, something appeared on one of the pillars. A handprint. They press their hand up to it, and a passage opens up.

They enter a room with a statue that represents a god of wealth. In the room, there is also a pool of water and two pillars. Grozz sticks his head. Poof, his goggles disappear.

The door opens.

Campaign 2 - Session 1

Our characters include :

Grozz the bugbear barbarian, expert kobold kicker and Hero of Qualdron.

James the halfling rogue-like, WTB history

Borudor the Dwarf Warden, protector of the forests, AKA Treehugger.

Our heroes start out on the Blue Blazer, a boat headed to Grenshin. They have accepted the journey there as a “body guard” on the boat, with the exception of our bugbear, Grozz, who was simply there because he got intoxicated and stumbled upon a boat. Grozz was quite the popular one on the boat, talked to by many, questioning his past, trying to get stories of his heroism, that saved the capitol city of Qualdron. After talks of heroism and a few drinks of ale, our adventurers make it to the town of Grenshin.

After they arrive, they’re told to go to the innkeeper of the Lion’s Pride, an inn in Grenshin. Once there, they receive their pay and are told about a speech given by the mayor of the town, but more importantly, Redgrin will be speaking about the recent uprising of hordes of goblins and hobgoblins in the West. Redgrin is the famous fey-champion from the elven city of Tranquilin, a town that lies in southwest. He fended off over 50 undead from the city when he just an adolescent. Once the fey-champions heard of his valorous deeds, they sought to induct him into their ranks as a special member.

The party makes it to the speech and almost falls asleep to the words of the mayor. After Redgrin came on stage, they kept an eyelid open. Apparently, this guy does some “fancy” things, atleast, according to the innkeeper they were talking to. Within a few minutes, Borudor and James spot a suspicious character on the roof. Moments later, an arrow lets loose from his bow, flying true into Redgrin’s chest. Redgrin collapses, much to our heroes’ surprise. An arrow strike like that should not have felled such a great warrior. The audience panics at the death of their great hero.

Borudor heads for the bandit that is currently fleeing away from the crowd via rooftops, while Grozz and James fight the crowd and head to the body of Redgrin. The crowd poses some trouble for the two. James’ first instinct is to maneuver through the crowd, while Grozz just simply yells and everyone clears a path for him. James pockets the arrow the slayed Redgrin and Grozz proceeds to pick up James for a quick run. (That’s right; a huge bugbear is carrying a halfling.) They run through the crowd to catch up with borudor.

Borudor manages to spot the assassin crossing the rooftops. He thinks quickly and finds a shortcut, cutting off his path with earthen-empowered attack on the building which sends him hurling towards the ground. It doesn’t take much talking after that impressive attack to keep him down.

James and Grozz meet up with him and are about to start questioning him whenever they are ambushed by a group of shady characters. They say they want to protect the assassin and demand they give him up to them. James tries to bribe his way out. Grozz is clueless, and Borudor can’t accept giving away this murderer without him receiving some sort of justice.

INITIATIVE! ... I mean… combat starts with borudor defending against the bandits, while grozz stands clueless, until his sword finally suggests that he help his ‘friends’. James sneaks around behind the supposed leader of the group. Unexpectly, the leader walks up and, with a mighty blow, slays the assassin. The group manages to incapacitate…rather, kill the bandits.


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