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THP 1.1 (Digital Book)

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0% found this document useful (0 votes)
297 views28 pages

THP 1.1 (Digital Book)

Uploaded by

maggieroseday
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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-

by Mikey Hamm

XI
E
G
A
M
A
fter the locusts and pits and
boiling seas. After the war in
heaven and feasting on earth.
After the seven years of blood
and forty years of night.

There is magic. Magic and bone.

Where streets grow weeds and


skyscrapers stand hollow. Where old
gods wake and new gods form in the
hearts of the wayward. Where cult and
banner flourish. Where the dead, they
walk. Where the stars disregard their
course and Jupiter’s children are born
under powerful new signs.

Mages. Mages like you.

Who’ve touched God’s face and


shaken hands with the devil. Held
the moon in their palm and squeezed
stars in their aching fists. Who blister.
Who bleed. Who search rubble for wa-
ter and hell for revenge. Who wrestle
angels and smash idols. Heal minds
and tame demons. Who’d die for their
families but fight for themselves. Who
are cursed with power and blessed
to suffer it until the end. Until black
turn the sun’s beams and the archons
mourn. Until the last child cries and
the falcon cannot find the falconer.

Until we find homes on this new howl-


ing earth and can once again blow on
hope’s dim coals.

Then. Until then.

1
RULES
Explore each dungeon, clearing rooms to find as
much treasure (pg 6) and complete as many tasks as
you can before you die or choose to leave.

You can leave a dungeon anytime between turns, but


once you do, you can't return. So be wise, be brave,
and above all be lucky.

BATTLES
To clear a room you will battle. Battles are tracked in
turns and each turn has four phases:

I. Draw Forth. Roll all five dice (d4, d6, d8, d10,
d12) to fill your hands with arcane power.

II. Shape. Gather any dice whose results you are


unhappy with and reroll them all at once.

III. Unleash. Sort the final results into spells (next


page), using each result only once. Assign
these spells to targets.

IV. Steel Thyself. Any surviving foes attack! Re-


duce your hit points accordingly, reduce time
by 1, then start a new turn.

The room is clear once you've cast every spell listed


under each target, or one Alternative target. Optional
targets don't need to be cleared, but may benefit you.

HP & TIME
You enter each dungeon with 16 hit points (HP) and
16 time, tracked with tick boxes on each dungeon
page. If reduced to either 0 HP or 0 time, you surge.

Sometimes you’ll gain HP or time. Don’t erase used


tick boxes. Instead, draw new ones. Use these bonus
points before continuing to use your original ones.

2
LEGEND

1 Black boxes show the Key. Opens all locks in this


amount of HP damage dungeon.
a foe does per turn.
L Once room is clear, roll a
Entrance. If there’s Lesser Treasure (pg 10).
more than one, choose.
G Once room is clear, roll a
A Passage. Move between Greater Treasure (pg 10).
rooms with matching
passage symbols. Once room is clear, gain
+5 HP.
Mystery Room. Roll on
table (pg 11) to clear. Gain a scar (pg 6).

Lock. Requires key. Must surge immediately.

SURGES
Magic is hard to control. Eventually you lose hold of
it, power overtakes thee, and for a brief and terrifying
time you are as a god. This is called a "surge".

While surging, you roll a d20 along with your other


five dice. You are immune to all damage, but vulnera-
ble to your own arcane power.

If you roll a 5 during a Draw Forth phase, that die is


immediately banished—unusable for the rest of this
surge. (If you rolled multiple 5s, just pick one.) If
you then roll another 5 on a subsequent Draw Forth
phase, you die, torn apart by supernatural forces.

A surge only ends when you leave the dungeon.

THE END
Once you’ve seen every dungeon (or died), tally your
final score—1 point per completed task. Write it on
your character sheet and take a picture.

3
SPELLS
TOTAL
A Total is one or more results that add up to
a target number exactly. These are precise
attacks, like searing rays, diving ravens, or
loosing Apollo’s Arrow.

TOTAL+
A Total+ is one or more results that add
up to a target number or higher. These are
unbridled torrents of power, like storms,
2
fireballs, or the Trumpet of Mars.

SET
A Set is a group of matching results. These
spells are simple and effective, like a force
blast, a smite, or drawing the Sword of Eden.

ROW
A Row is a group of sequential results. Rows
represent complex spells like illusions,
teleportation, twilight cleansing, or psalms
to the Uranian moons.

BRAID
A Braid is a group of results in which the
die with the fewest sides has a result higher
than the others. Braids represent exorcisms,
counter-spells, and other deep arcana.
3

4
8 6 1

An example of a Total 15 (or just a 15, for short).

8 11

An example of a Total 17+ (or just a 17+, for short).

6 6
6
An example of a 3-Set.

2 5
3 4

An example of a 4-Row.

3 1
4
An example of a 3-Braid.

5
BLESSINGS
THOU ART BLESSED AURAS
You'll gain treasure, scars, and But rings and bracelets were
other blessings as you play. not the only arcana left from
When you do, draw them on the war. Amulets, talismans,
your mage’s hands (pg 12–13). canvas jackets scrawled with
This is your character sheet. scripture—all have power, and
that power displays as auras.

BRACELETS Auras grant unique effects,


Of plastic or pearl, of wood or detailed on page 10. Some let
mammoth bone—bracelets you spend results to do things.
stabilize and ground you. Spent results can't be used to
cast spells that turn.
Each full bracelet grants 1 ad-
ditional reroll during the Shape
step of your turn. SCARS
These same hands that per-
Bracelets are made by col- form great wonders shall also
lecting beads. Eight beads blister as the carpenter's and
complete a bracelet. bleed as the Nazarene's.

You gain a scar when you mark


RINGS the scar box on your HP track.
Rings are arcane conduits, When you enter a dungeon,
each attuned to specific ley you start with +2 HP for each
lines, domains, and entities. scar you have.

Each ring has a number asso-


ciated with it. Before you Un- TATTOOS
leash, you can substitute a die As you explore dungeons you’ll
for that number. For example, gain tattoos­. Tattoos have no
a Ring of Locusts (5) could turn mechanical effect—they tell
the 3 you rolled on your d4 into your story.
the 5 you need for your 3-Set.
Tattoos come in all sizes and
You can’t use rings in place styles. These next pages offer
of the smallest die of a Braid, examples you can copy, trace,
but you could use them for the and be inspired by. (Or roll
other results. 1d100 to let fate decide.)

6
All four auras,
each represented
by a different
type of line—spiky,
wavy, smooth, and
dashed.

Fingers
are good
places to
tattoo small
symbols.

Creative ring
numbering.

A Ring
of Seals,
marked
clearly

man
with a
seven.

a
A scar.
Knuckle tats
are great for
portraying
character traits
or history.
The back of the
hand is great for
larger tattoos.

l I
Two completed I n e A x
bracelets. v E r
b u m A half-completed
V bracelet.
I

7
94
LESSER TREASURE Roll 1d6.

1 One bead.

2 One bead and a map. +4 time.

3 Two beads.

4 Two beads and a key.

5 Three beads.

6 Three beads and clean water. +2 HP.

GREATER TREASURE Roll 2d12 and choose one.

1 Broken bracelet (5 beads). An inscription you'll obsess over.

2 Europa’s Aura (smooth). Spend 1s to gain 1 HP each.

3 Io’s Aura (spiky). −1 HP to shift one die result up/down by 1.

4 Callisto’s Aura (dashed). Spend a die result to reroll another.

5 Ganymede’s Aura (wavy). Surges banish 7s instead of 5s.

6 Ring of Matthias (12) or Ring of Companions (11).

7 Ring of Perfection (10) or Ring of the Hermit (9).

8 Ring of Unmoving Stars (8) or Ring of Seals (7).

9 Ring of the Seraph (6) or Ring of Locusts (5).

10 Ring of Horsemen (4) or Ring of Fates (3).

11 Ring of Mirrors (2) or Ring of Self (1).

12 Cursed Ring. Burns your flesh, leaving 1 scar.

13 ? Ring of God (any result needed, from 1–12).

10
MYSTERY ROOMS Roll any one die. Choose wisely!

1 Clutter or barricade. −1 time.

2 Shortcut. +2 time.

3 Falling wires, collapsing ceiling, or other hazard. −1 HP.

4 Painkillers and peroxide. +3 HP.

5 Trip wire, landmine, hex rune, or other trap. −3 HP.

6 Sacred graffiti containing healing prayers. +5 HP.

7 Something starving and hollow. 2-Set Total 10 1

8 Secret room. Roll again twice (with any die) and pick one.

9 Things feeding on a demon’s carcass. 2-Set 2-Set 2

10 Untouched salvage. −1 time if you wish to search it. L

11 A hulking foe, born of the thirteenth harvest. Total 25+ 2

12 Hidden supply cache. L

13 A fast foe, pact-bound to the earth serpent. Total 25 2

14 Hell Gate. A Passage to one room you choose. −2 HP per trip.

15 Horrors waiting in dark corners. 2-Set 3-Braid 2

16 Locked safe. −2 time if you wish to crack it. G

17 A dead angel and the thing that killed it. 4-Set 3

18 Cursed graffiti from a broken mind. −4 time.

19 Witch hunters. Immune to your d8. 2-Set 3-Row 3

A dead mage, hands inked and scarred like yours. What


20 killed them? Add a tattoo that represents who they were to
you. Now loot the corpse. G

11
TW
HA
PA
WO-
AND
ATH / 20
Tasks Completed
THE SUPERMARKET
In the ruins of a district not far ■ Find crucial medications in
from yours is a store scavengers the Pharmacy.
don’t enter. A place where the ■ Stop a friend from mutating.
dead hunger for flesh and the ■ Pay respects in the Office.
living drink from Pluto’s well. ■ Clear the entire dungeon.

HIT POINTS TIME


I
II

I = Radiation Leak. −1 HP at the end of each turn.


II = Mutants can no longer be healed.

LOADING DOCK STOCKROOM


Where trucks turn to rust, Pallets warp, paint bubbles on the walls,
cardboard turns to mulch, and and nausea finds you. Prayers to The
glowing spirits screech and Pale Horse poison this temple.
flock, foaming out from the NECROMANCER ALTAR (OPTIONAL)
overflowing Styx.
2-Set 3 3-Row
PHANTOMS
10 10 2 Radiation Leak is fixed if you destroy
Altar before killing Necromancer.

BREAKROOM BACK OFFICE L


A paper sign that reads “Wash Where a family
Your Mug” hangs above a bunkered until the
sink filled with dirty mugs. food ran out or the
?
ghouls ran in.
FLUORESCENT CORPSE
PHANTOM
2-Set 1
15 2
A

14
L
FRONT ENTRANCE PHARMACY
Automatic doors shudder open He sleeps with open eyes, dreams
as you near, panes long since of rot, and grips a radioactive axe
smashed out. Glass crunches be- responsible for a hundred deaths.
neath your feet. A pack of ghouls THE MUTANT KING
huddle in self-checkout, gnawing
2-Set 2-Set 15+ 2
on old bones.
GHOULS HIS AXE (OPTIONAL)
2-Set 2-Set 1 10 2

After, add a tattoo that represents Now, add a tattoo of a commit-


how you got your arcane powers. ment (on your right hand), or
desire (on your left hand).

AISLE 5 PRODUCE
Fluorescents flicker on. Muzak They lurch forward—ill and twisted,
crackles to life and echoes down crazed and starving. Not yet ghouls,
cluttered aisles­­. Carts piled into but barely men.
barricades long ago. Shelves most- MUTANTS
ly bare. Moths cover what remains,
2-Set 2
chewing the paper from cans.
HEAL (ALTERNATIVE)
GHOULS
3-Row
2-Set 2-Set 1
If healed, the men stop attacking.
PHANTOM
Tattoo your right hand.
10 1

DAIRY A MEAT DEPARTMENT


Piles of cold, grey flesh un-
? tangle and rise, woken from
famine-sleep by the smell of
your blood.
GHOULS
G
FREEZER 2-Set 2-Set 1
Cold like death.
? GLUTTON
GAMMA WRAITH
19+ 2
4-Braid 2

15
THE SUBWAY
Smoke and vaporized mercury ■ Search the Cage Car for your
run up from the grates of these missing friend.
old train tunnels—the epicenter ■ Survive a locust attack.
of a recent rash of abductions by ■ Rid the earth of Apollyon.
a cult of marauders. ■ Clear the entire dungeon.

HIT POINTS TIME


I
II

I = Train passes. II = Locusts mature in the Hatchery (if uncleared)


and join Apollyon in the Bottomless Pit.

COLD STAIRS CONCOURSE


A masked man wiping Zip-ties and cattle prods. Surface-raiders
off his tools of worship. herd fresh victims down broken escalators.
SADIST SADIST MARAUDERS
13 1 2-Set 13 13 2

After freeing the captives, tattoo a source of


anger (left hand), or a source of hope (right
hand). You’ll need it.
TRACKS
Rushing towards you
from the dark, a monster
of scorpion and man. A PLATFORM
perfect organism with More captives, guarded by novice disciples in
oily black armor and clown makeup who vibrate with excitement
wings beating like four as they wait for the meat train to roll in.
chainsaws.
SADIST NOVICES LEAP (OPTIONAL)
LOCUST
13 2-Set 2 4-Row
20+
3-Set 3 If you can leap onto the train before it passes
A (event I), move immediately to Storage Car.

16
STORAGE CAR SERVICE MAINTENANCE
Knives and pliers. TUNNEL Where paralyzed prey is
Bleach and gauze. cocooned for freshness.
A tarp draped over ?
LOCUSTS
an old couch so
tired maniacs can 3-Set 25+ 3
take a fiver. A

SADIST NOVICES
13
HATCHERY
2-Set 1 Born of violence, nursed on
suffering. Apollyon rebuilds
his once mythic army.
?
NYMPHS LARVA SWARM
17 20+
TORTURE CAR
2-Set 2 1
A sanctuary of pain.
Where men seek
death but shall not
find it.
G
BOTTOMLESS PIT
SADIST FRENZY
The smoldering impact site of a fallen angel, forty
2-Set 2-Set cubits tall, who tormented mankind during the
13 2 First Woe. Devotees sustain what’s left of him.
APOLLYON’S SEVERED HEAD
NIGHT SURGEON
15 4-Braid 15 3
3-Braid 2
HELM (OPTIONAL) LOCUSTS
3-Row 20+ 3-Set 25+ 3

If Apollyon's Helm is
CAGE CAR 20+
destroyed, he can be slain with dddddddd
All empty.
WARDEN
20 2
L
OFFERING ROOM-
But, of course,
One more weak man who can
neither anger nor
only win when his opponent
hope can replace ? is tied to a chair.
grief. Tattoo some-
thing you mourn. SADIST HIGH PRIEST
6 1

17
THE HOTEL
The war that broke us made ■ Save a wayward friend in the
them rich. The more they took, Ballroom.
the worse they got. Now they ■ Interrupt a ritual in the Pool.
steep in luxury, hedonistic ronin ■ Confront Mammon.
souring into things inhuman. ■ Clear the entire dungeon.

HIT POINTS TIME


I
II

I = Lockdown. Can’t use Passage ....


A
II = Endless backup. −1 HP at the end of each turn.

EXECUTIVE SUITE G MEN’S ROOM


Silk robes and tropical fruit. French wine Lots of sinks and tile to get
and classical art. He’s amused, and he's your face smashed into by the
sorry to say he doesn’t know who you head of security.
even are. But he’s about to. GOLIATH
MAMMON 30+ 3-Set 3
4-Row 1 20 3

CUT A DEAL (ALTERNATIVE)


20 VIP LOUNGE
Drunk from the flaming sword,
If you cut a deal, tattoo your left hand.
warlords slosh chalices and
toast The Red Horse while
taking in a stunning view of
the decimated cityscape.
AQUARIUM HALL FIENDS
Mesmerizing shoals
3-Row 20 3
of gleaming silver.
?
GUARDS NEPHILIM
3-Set 2 3-Set 25+ 2
A B

18
BALLROOM L A
ELEVATOR
Strobe lights, music, more food than Bossa nova plays. A bell
you’ve ever seen. A decadent party dings. Polished silver doors
where warlords “recruit” the sinful. open to reveal the world’s
HOST FIEND THRALLED largest bouncer.
15 REVELERS NEPHILIM
3-Set 25+ 2
3-Row 2 5 2

Revelers flee if Host Fiend dies.

Add a tattoo representing a bittersweet LOBBY


victory (right hand) or unpleasant reality Revolving doors. The sound
(left hand). of your boots on marble.
The mural across the domed
ceiling tastefully depicting
the Slaughter of Libra. Two
MEZZANINE guards stop you for ID.
A devil in a splattered white suit enjoys GUARDS
a glass of red at the cafe.
10 3-Row 1
BODYGUARD SANGUINIST
3-Set 1 15 2 Add a tattoo of your greatest
teacher.

ATRIUM STAIRWELL B
Firefight at the Thirty-three flights of hell. Hot
atrium waterfall. brass casings rain down from
? a dozen submachine guns.
SECURITY TEAM
3-Row 2 DEFENSE FORCE
4 1
20+ 2
3-Row 3
POOL
Gurgled prayers. Gurgled cries. Blood
where once there was water.
SANGUINISTS BLOOD PRIEST
?
15 2 4-Braid 1

19
THE CARGO SHIP
This container ship survived the ■ End an old feud in Quarters.
second trumpet and the piercing ■ Kill a god in the Pump Room.
of Neptune. It’s now a den of ■ Secure food and supplies
thieves, a habitation for devils, guarded by The Unsealed.
and the hold of every foul spirit. ■ Clear the entire dungeon.

HIT POINTS TIME


I
II

I = Cursed Fog. You can’t use your d4.


II = Sour Winds. Regain the d4, but lose your d12.

CONTAINER CARGO BAY ENGINE ROOM


A door that Picked over by genera- A hateful thing born
should have tions of looters. Bits of of hateful water.
stayed closed. immortal plastic packag- DEMON
THE UNSEALED ing all that’s left from the
age of abundance. 2-Set 2-Set
4-Braid
BLOOD WRAITHS 20+ 3
25+ 3
4-Braid 3 TAME
(ALTERNATIVE)
2-Set 20+
4-Braid
Add a tattoo of some-
thing you’ve sacrificed If you choose to
CONTAINER (right), or something tame it, tattoo your
you’ve taken (left). left hand.

? CONTAINER FLOODED A
STAIRWELL
?
?
Fix pump to enter.

20
G
BRIDGE GANGWAY
Red waters part for a mountain of claws and teeth You walk up blood-
and horns and crowns. A great beast of the sea, slick grating bent
fatally wounded, kept alive by an ocean of blood. by the ship’s steep
Two of its seven blasphemous heads remain. angle. Bullets rico-
SIXTUS CALIGULA chet off the metal.
3-Set 2-Set 3 17 3 GUNMAN

Immune to odd results. Immune to even results. 1 2

CONTAINER QUARTERS PORTSIDE DECK


Pale, hungry. A fiercely territorial gang This narrow walk-
EYELESS hides here, surrounded way runs the length
by warding circles and of the ship. Foul
3-Braid their ill-gotten stockpile. waters crash over
3-Set 3 GUNMEN the railing, foul
spirits brought with
10 10 2 them.
L
PEACE (ALTERNATIVE) FOUL SPIRITS
4-Row 3-Braid 1

CONTAINER If you make peace, BLOOD WRAITH


tattoo your right hand. 4-Braid 2
A
?

TOP DECK PUMP ROOM


A trail of white crabs and A sea god gestates
black vertebrae winds here, hissing in a
through a haunted maze dissonant chorus,
of steel containers until swelling into a
CONTAINER it reaches a car-sized mass of tentacles.
skull. “Herod” is carved FIX PUMP
into the forehead.
3-Row
? FOUL SPIRITS
3-Braid 1 DAGON (OPTIONAL)
4-Set 4
Add a tattoo of who you
once were. 35+

21
THE CHURCH
An old mega church in the center ■ Put an old friend to rest in
of an active conflict zone, where the Fellowship Hall.
White Horseman cultists bunker ■ Face the Seventh Messiah.
to twist what was holy. Angels ■ Sanctify the Nursery.
into monsters. Worship into war. ■ Clear the entire dungeon.

HIT POINTS TIME


I
II III

I = Artillery. “X” halls collapse. II = False Prophet finishes his work,


gains a 5-Braid. III = Angel dons the Black Halo, gains a Total 35+.

OUTREACH FELLOWSHIP HALL


You climb rubble and ra- What once served as a space for potlucks and
zor wire. The front desk wedding receptions eventually served as a ref-
is covered in concrete ugee camp, then a bomb shelter, then a tomb.
dust and bullet shells. HALF-RISEN MALFORMED
Undead swarm, speak- MARTYRS ANGEL
ing in broken tongues.
20+ 3-Set 2 35+ 13 3
HALF-RISEN MARTYRS
20+ 3-Set 2 Add a tattoo of what you’ve become.

COMMUNITY CLINIC STAIRS KITCHEN L


You wade through waist- The starving dead
deep runoff. Old trash ? gather before bare
A
and dead frogs cover cupboards thrice
the surface of the dark trampled by fam-
water. Something grabs ine’s black hooves.
your ankle. DONATION GAUNT SAINTS
SOMETHING CENTRE
30+ 3
5-Row 3 ?

22
L
FOYER BLESSINGS BOOKS
No stained glass, no doors—just half a Moldy pages and worthless
roof, a broken cross, and a shot-up “All money carpet the floor of this
Welcome” sign in a puddle by the wall bombed-out bookstore. Over-
of sandbags. turned tables provide cover.
FANATIC CHECKPOINT FANATIC GUN NEST
4 5 6 7 3 3-Row 1 3

GATHER COFFEE PASTOR’S OFFICE


Where church moms would Walls papered with notes. A man goes
gossip over oat milk lattes. mad trying to rewrite scripture.
FANATIC BLOCKADE FALSE PROPHET OF MAGOG
20+ 3-Row 3 5-Braid 3-Braid 25+ 3

X
G
SANCTUARY
A great deceiver inflames his parish ? ?
from atop a stage heaped with dead
prophets and lamb bone, screaming
spells down from the pulpit.

HIS HOLINESS, FIRST SON OF SATURN, SUNDAY SCHOOL ROOM


SEVENTH MESSIAH OF OUR AGE
A thousand yellowing eyes
5-Braid 30 4 curse God for a thousand
yellowing ages.
PULPIT (OPTIONAL) FANATIC MOB
UNDEAD SERAPHIM
3-Row 2 35+ 3
4-Braid 20 3
You can't use your d6 in this room until
the pulpit is destroyed.

YOUTH ROOM A
This room has caved in. Here
NURSERY PRAYER
the dead crawl on all fours.
Quiet as ever it was. ROOM
HUNCHED SAINTS
SILENT ONES
? 30+ 3 3
5-Braid 3

23
.

24
A ROLL-AND-WRITE
DUNGEON CRAWLER
FOR ONE PLAYER.
MODERN DUNGEONS.
MODERN DUNGEONS.
searching the
You’re a mage searching the cursed
cursed ruins
ruins of
of aa
post-fall city—
city—the
the ghoul-infested
ghoul-infested strip malls and
supermarkets
subway tunnels
and subway left after
tunnels a supernatural
left after war.war.
a supernatural

YAHTZEE COMBAT.
YAHTZEE COMBAT.
survive, using
You’ll fight hard to survive, using aa heart-racing
heart-racing
“polyhedral-yahtzee” combat system
“polyhedral-yahtzee” combat system toto slay
slay foes
with with
foes precise
precise spell spell combinations.
combinations. MakeMaketough de-
tough decisions,
cisions, push thy push
luck, thy
andluck,
leaveand leave
a trail a trail
of arcane
of arcane destruction.
destruction.

DRAWING.
DRAWING.
rings, bracelets,
Level up by drawing rings, bracelets, tattoos,
tattoos,
and scars right on your
your character’s
character’s hands.
hands. This
This
is your entire character
character sheet,
sheet, and
and everyone’s
everyone’s
sheet ends up unique.

Edited by Ryan A. Markle.


Gameplay Consulting by Cass Rea.
With vital help from Umbra, Design Loop,
Gem Room Games, Wilkie’s Kidz Club, and my
daughter’s incubator, Studio 123.

Two-Hand Path © 2024 by Mikey Hamm is


licensed under Creative Commons Attribu- Find sheets, resources, and other goodies at
tion-ShareAlike 4.0 International. Have fun! wilkiescandylab.com

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