Walk across an icy surface, stay upright in a turbulent situation, land safely on difficult terrain, Walk along a narrow ledge, swing from a chandelier and land on your feet, Walk across a tightrope, vault over or under an enemy (through their space), Perform simple acts of legerdemain such as palming a coin-sized object, Plant or steal an object on or from a target, conceal an object on your person, Pick an elaborate lock, disarm a trap of average complexity, Pick a masterwork lock, disarm a complex trap, Determines bonus to constitution related rolls. For example, you could say "I will attack with my greatsword". On a failed save, a character suffers 1 level of exhaustion. Details. If the roll is odd, you shrink. Fast-talk or con someone, adopt a disguise or impersonate another creature, tell a convincing lie or otherwise hide your true intentions, Scare a spineless noble in to handing over their coin purse, Pry information out of an uncooperative prisoner, convince street thugs to back down from a confrontation, Advise a guard that it might be best to look the other way this time around, coerce an official in to signing a document, Frighten a creature larger than you, causing it to flee; stop an agitated mob in their tracks, Routine performance such as telling a story in a tavern or around a campfire, Professional performance such as an inspiring speech or an impressive musical display which may attract the attention of a local troupe and lead to regional fame, Memorable performance which may attract the attention of a local patron and lead to national fame, Extraordinary performance which may attract the attention of distant patrons and even extraplanar beings, Convince the mayor to allow your party to help, calm a distraught person, Persuade a group of highway thieves to leave in peace, convince a friendly acquaintance that you know best, Convince a chamberlain to let your party see the king, inspire or rally a crown of townsfolk, negotiate a peace between warring tribes, Convince a sphinx that you are worthy of the secrets it guards, assure a dragon you're worth more alive than dead, Disadvantage on attack rolls and saving throws. An eye appears on your forehead for the next minute. Drawing the ammunition from a quiver, case, or other container is part of the attack. See also specific race entries, 17, Charm Animals and plants (Channel Divinity cleric option), 62, clear path to the target (casting a spell: targeting), 204, Clench of the North Wind (monk Elemental Discipline), 81, Colossus Slayer (ranger Hunter's Prey), 93, combining spell effects (casting a spell), 205, Commander's Strike maneuver (fighter maneuver), 74, Converting a spell slot to sorcery points (sorcerer Font of Magic), 101, creating spell slots (sorcerer Font of Magic), 101, at O hit points (death saving throw), 197, bringing back the, See the spell descriptions for raise dead (270), reincarnate (271), resurrection (272), revivify (272), true resurrection (284), dehydration (food and drink: water requirements), 185, See also cleric (56); druid (64); paladin (82), Destroy Undead (Channel Divinity cleric option), 59, Destructive Wrath (Channel Divinity cleric option), 62, Devil's Sight (warlock eldritch invocation), 110, Disarming Attack maneuver (fighter maneuver), 74, Distracting Strike maneuver (fighter maneuver), 74, school (wizard arcane tradition), 116-117, See also cleric (56); druid (64); paladin (82); ranger (89), donning and doffing armor (armor and shields: getting into and out of), 146, forcing open (Strength ability check), 175-176, draw or sheathe a weapon (objects: using during combat), 190, Dreadful Word (warlock eldritch invocation), 110, drop an object (objects: using during combat), 190, Dwarven Armor Training (mountain dwarf), 20, Eldritch Knight (fighter martial archetype), 74, Eldritch Sight (warlock eldritch invocation), 110, Eldritch Spear (warlock eldritch invocation), 111, Elemental Attunement (monk Elemental Discipline), 81, Elemental Chaos (plane of existence), 301, Elemental Planes (plane of existence), 301, Empowered Spell (sorcerer Metamagic), 102, endurance check (Constitution check), 177, See also specific background entries under background, 125, See also specific class entries: quick build, 45, Escape the Horde (ranger Defensive Tactics), 93, Eternal Mountain Defense (monk Elemental Discipline), 81, Evasive Footwork maneuver (fighter maneuver), 74, school (wizard arcane tradition), 117-118, Eyes of the Rune Keeper (warlock eldritch invocation), 111, Faerie (Feywild, the; plane of existence), 300, Fangs of the Fire Snake (monk Elemental Discipline), 81, Feinting Attack maneuver (fighter maneuver), 74, Fiendish Vigor (warlock eldritch invocation), 111, Fiend, the (warlock otherworldly patron), 109, Fist of Four Thunders (monk Elemental Discipline), 81, Fist of Unbroken Air (monk Elemental Discipline), 81, Flames of the phoenix (monk Elemental Discipline), 81, Flexible Casting (sorcerer Font of Magic), 101, Gaze of Two Minds (warlock eldritch invocation), 111, getting into and out of armor (armor and shields), 146, Goading Attack maneuver (fighter maneuver), 74, Gong of the Summit (monk Elemental Discipline), 81, Great Old One, the (warlock otherworldly patron), 109-110, Great Weapon Fighting (fighting style), 72, 84, Great Wheel, the (plane of existence), 302, Guided Strike (Channel Divinity cleric option), 63, Heightened Spell (sorcerer Metamagic), 102, Improved Combat Superiority (fighter), 74, Invoke Duplicity (Channel Divinity cleric option), 63, Knowledge domain (cleric divine domain), 59-60, Knowledge of the Ages (Channel Divinity cleric option), 59, learning spells. If you accrue 3 successes, you are stabilized. ", "The world is my hunting ground. Half of a palm-sized geode that pulses dimly with purple light. dict_files/eng_com.dic This class can parse, analyze words and interprets sentences. A glass eyeball that looks about of its own accordance, and can roll around. Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. You regain hit points equal to the rolled value + your Constitution modifier. A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. See Spellcasting: bard (53); cleric (58); druid (66); paladin (85); sorcerer (101); warlock (107); wizard (114), See also Spellcasting: bard (52); cleric (58); druid (66); fighter, Eldritch Knight (75); ranger (92); rogue, Arcane Trickster (98); sorcerer (101); warlock (107); wizard (114), spellcasting focus. 1 A PC can climb and swim under normal conditions without having to make a check; however, strenuous conditions may require that they pass an Athletics check. When the rage ends, he suffers a level of exhaustion. The range lists two numbers. A remove curse spell can end this effect. See specific class Spellcasting entries: bard (52); cleric (58); druid (66); fighter, Eldritch Knight (75); ranger (91); rogue, Arcane Trickster (98); sorcerer (101); warlock (107); wizard (114), Lifedrinker (warlock eldritch invocation), 111, light domain (cleric divine domain), 60-61, line of sight (casting a spell: targeting), 204, lock, opening or picking (thieves' tools), 154, Lunging Attack maneuver (fighter maneuver), 74, Maneuvering Attack maneuver (fighter maneuver), 74, Mask of Many Faces (warlock eldritch invocation), 111, Master of Myriad Forms (warlock eldritch invocation), 111, with a weapon that requires ammunition, 147, Menacing Attack maneuver (fighter maneuver), 74, Minions of Chaos (warlock eldritch invocation), 111, Mire the Mind (warlock eldritch invocation), 111, Mist Stance (monk Elemental Discipline), 81, Misty Visions (warlock eldritch invocation), 111, Multiattack Defense (ranger Defensive Tactic), 93, Naturally Stealthy (lightfoot halfling), 28, Nature domain (cleric divine domain), 61-62, Nature's Wrath (Channel Divinity paladin option), 87, school (wizard arcane tradition), 118-119, Nine Hells, the (plane of existence), 302, nonplayer character (NPC), 8, 159, 185, 189, 198, NPC (nonplayer character), 8, 159, 185, 189, 198, Oath of Devotion (paladin sacred oath), 85-86, Oath of the Ancients (paladin sacred oath), 86-87, Oath of Vengeance (paladin sacred oath), 87-88, One with Shadows (warlock eldritch invocation), 111, Otherworldly Leap (warlock eldritch invocation), 111, Outer Planes (plane of existence), 300, 301, Path of the Berserker (barbarian primal path), 49-50, Path of the Totem Warrior (barbarian primal path), 50, pick pockets (Dexterity: Sleight of Hand), 177, Plane of Faerie (plane of existence), 301, Plane of Shadow (plane of existence), 301, Precision Attack maneuver (fighter maneuver), 74, preparing spells. @universityofky posted on their Instagram profile: âLike her sticker says, âFind your people.â College is a great place to do just that. A paper fan that won't produce a breeze no matter how hard it's waved. An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If you win, you can move through the hostile's space once this turn. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. The creature has disadvantage on attack rolls. It makes me prone to violent delusions that make no sense to anyone else. As an action on your turn, you can take the Ready action so that you may act later in the round using your reaction. You cast polymorph on yourself. You have disadvantage when you use a lance to attack a target within 5 feet of you. You gain resistance to all damage for the next minute. A small stone cube that acts as a magnet when placed against another stone. You can hide in plain sight, given a moment of being unseen or unattended and an appropriate concealment strategy. ", "I have no compunction against tampering with the dead in my search to better understand death. I am sure they're watching me all the time. The creature drops whatever it's holding and falls prone. A small silver bell that makes a sound like quiet, distant thunder when it's struck. We would like to show you a description here but the site wonât allow us. When I return my focus to the world, I have a hard time remembering that it was just a daydream. Gain extra movement equal to your speed for this turn, applying any modifiers. Tag âyourâ¦â Luganda Learning Site. Performing more than an hour of strenuous activity such as walking or fighting will also interrupt your Long Rest. definition of - senses, usage, synonyms, thesaurus. You can use this process after you've already designed an encounter to determine its difficulty or you can use it to start an Encounter from scratch with a target difficulty in mind. This day count is reset when the PC eats their fill for a day; otherwise, the PC advances one level of, A PC drinking less than half the amount of water they require during the day advances one level of, A PC drinking more than half the amount of water they require during the day but less than the full amount must succeed on a Constitution saving throw or advance one level of, Determines bonus to intelligence related rolls, Disbelieving certain illusions and resisting mental assaults that can be refuted with logic, sharp memory, or both, 1d20 + Ability mod + Proficiency (if proficient), Drawing on logic, education, memory, or deductive reasoning. A clear marble that slowly rolls toward the nearest source of running water. A normal day of eating reduces the days without food to 0. A rag doll in the likeness of an owlbear. ", "Anything that can bring me happiness should be enjoyed immediately. I can't be reasoned with when my rage has been stoked. A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. A small brass flute adorned with silver wire that is always faintly sounding. The tiny skull of a rabbit that whispers scathing insults when nobody is looking. A shark tooth covered in tiny etched words from a lost language. An eye-sized blue pearl that floats in salt water. This weapon can be used with one or two hands. A small vial that is always filled with the smell of autumn wind. ", "There is more than one mind inside my head. You may take an action such as the attack action or you may move up to your speed. A suitably large creature can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. ", "I refuse to part with any of my possessions. Can't be targeted by an attack or a spell. See Spellcasting: bard (53); cleric (58); druid (66); paladin (85); sorcerer (101); warlock (107); wizard (114), spell components (casting a spell: components), 203, spell preparation. Find the best person to talk to for news and gossip. An incapacitated creature can't take actions or reactions. You can grab a creature which is no more than one size category higher than you. Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the. Make a separate roll for food and water. When you ready a spell, you cast it as normal but hold its energy, which you then release with your reaction. Recall widely known information; identify common people, places, objects, symbols, fauna, or flora, Recall more obscure or specific information; identify uncommon people, places, objects, symbols, fauna, or flora, Recall truly esoteric or precise information; identify rare people, places, objects, symbols, fauna, or flora, Recall information that is known only by a privileged few; identify exceedingly rare people, places, objects, symbols, fauna, or flora. A bronze oil lamp which is rumored to have once held a genie. A dictionary file. The larger creature can try to dislodge the creature as an action - shaking it off, scraping it against a wall, grabbing and throwing it off - by making an Athletics check opposed by the smaller creature's Athletics or Acrobatics check. ", "I see those who oppose me not as a people, but as beasts meant to be preyed upon. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. A small wooden doll that when held brings back fond memories. The creature stops being stable, and must start making death saving throws again, if it takes any damage. If the roll is even, you grow. Job interview questions and sample answers list, tips, guide and advice. A large transparent gem that, when gripped tightly, whispers in Terran. A hourglass that tells time with falling mist instead of sand. A single gauntlet inscribed with a fire motif and an unfamiliar name in Primordial. 27-28: For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. ", "I must possess as many material goods as I can. A glass orb that replicates yesterday's weather inside itself. Whenever you try, pink bubbles float out of your mouth. You regain your lowest-level expended spell slot. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. Tip over a statue. Food can be stretched out by eating half as much per day, which counts as half a day without food. ", "My perception of reality doesn't match anyone else's. A miniature brass horn, silent when played, but fills the air with the scent of warm and exotic spices. Communicate with a creature without words. During that time, other creatures can't hear you. Use shove to push target to the side rather than away. If you win, you can move through the hostile's space once this turn. The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. Any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. Small creatures have disadvantage on attack rolls with heavy weapons. A frost-covered silver locket that's frozen shut. The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. The character loses the ability to speak. The creature has disadvantage on Dexterity saving throws. A Large or smaller creature hit by a net is restrained until it is freed. Rolling 9 and below counts as a failure, and 10 and above counts as a success. Once you make any ability checks necessary to get into position and to get onto the bigger creature, the smaller creature uses its action to make an Athletics or Acrobatics check contested by the targets Acrobatics check. Your skin turns a vibrant shade of blue. A small whistle, that when blown, whispers a name of a person or place unknown to you, instead of the whistle sound. First, you must decide what circumstances will trigger your prepared action. ", "I see visions in the world around me that others do not. The character must use his or her action each round to attack the nearest creature. A small crystal snow globe that, when shaken, seems to form silhouettes of dancing forms. ", "The flesh of other intelligent creatures is delicious! Details. The example is "If a hostile creature comes through the door in front of me, I will attack with my greatsword". Characters with climb and swim speeds ignore the extra costs associated with movement of this type. The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. A remove curse spell can end this effect. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. Online Dictionaries: Definition of Options|Tips Options|Tips Second, you must decide what you will do if the triggering event happens. As an action or bonus action make Acrobatics check opposed by hostile's Acrobatics. Each foot of movement during such a check costs an extra foot of movement, or an extra 2 feet if it is considered difficult terrain. ", "I find it hard to care about anything that goes on around me. A lady's coin purse containing two sharp fangs. ", "I can't allow anyone to touch anything that belongs to me. A unbreakable sealed jar of glowing water that hums when shaken. See specific class entries, 45, cast a spell (casting a spell: casting time), 202, age (character). This is a list of English words of native origin, in other words, words inherited and derived directly from the Anglo-Saxon, or Old English, stage of the language. Recall lore about a craft or trade. They vanish after 1 minute. Can go without enough food for days equal to 3 + CON mod. A canteen filled with a foul smelling orange mud. And only I can see this special friend. You cast fireball as a 3rd level spell centered on yourself. Keep a builder from rolling. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. See Spellcasting: bard (53); cleric (58); druid (66); paladin (85); sorcerer (101); warlock (107); wizard (114), See also Spellcasting: bard (53); cleric (58); druid (66); paladin (85); sorcerer (101); warlock (107); wizard (114), stacking (casting a spell: combining effects), 205, Stand Against the Tide (ranger Superior Hunter's Defense), 93, starvation (food and drink: food requirements), 185, strongheart halfling (race; halfling: stout), 28, svirfneblin (deep gnome) (race; gnome), 36, Sweeping Attack maneuver (fighter maneuver), 74, Sweeping Cinder Strike (monk Elemental Discipline), 81, targeting a spell (casting a spell: targeting), 204, Tempest domain (cleric divine domain), 62, THAC0 (attack roll), 7, 14, 176, 177, 194, Thief of Five Fates (warlock eldritch invocation), 111, Thirsting Blade (warlock eldritch invocation), 111, Transitive Planes (plane of existence), 301, traps, removing or disabling (thieves' tools), 154, Trickery domain (cleric divine domain), 62-63, Trip Attack maneuver (fighter maneuver), 74, Turn the Faithless (Channel Divinity paladin option), 87, Turn the Unholy (Channel Divinity paladin option), 86, Turn Undead (Channel Divinity cleric option), 59, Two-Weapon Fighting (class feature: fighting style), Visions of Distant Realms (warlock eldritch invocation), 111, Voice of the Chain Master (warlock eldritch invocation), 111, Vow of Enmity (Channel Divinity paladin option), 88, vulnerability (damage vulnerability), 197, War God's Blessing (Channel Divinity cleric option), 63, Water Whip (monk Elemental Discipline), 81, Wave of Rolling Earth (monk Elemental Discipline), 81, See also specific classes: proficiencies, 45, Whirlwind Attack (ranger Multiattack), 93, Whispers of the Grave (warlock eldritch invocation), 111, Wild Magic (sorcerer sorcerous origin), 103, Witch Sight (warlock eldritch invocation), 111, challenge rating, 82, 92, 274, 274-275, 279, 306-309, creating a campaign, 14, 25-41, 43-44, 125, creating a dungeon, 72-73, 74, 99-105, 290-301, random encounters, 85-87, 106, 114-116, 118, creating an adventure, 5, 71-87, 99-105, 125-126, creating a wilderness, 14, 25-26, 73, 106-112, 116-120, Elemental Planes (Inner Planes), 43, 52-57, magic items, 128-129, 129-130, 133, 135-227, mapping, 14, 25-26, 72, 75, 77, 102-105, 108-109, 114, 255, monsters, 71, 74, 82, 91-92, 247-248, 273-283, 302-305, 306-309, NPC (nonplayer character), 74, 75-76, 77, 78, 89-97, 244-246, 247-248, planar portals, 45, 47, 48-49, 50, 51, 58-59, 67-68, random treasure, 133-135, 136-139, 144-149, special features for magic items, 141-143, travel, 106-108, 109-112, 116-120, 242-244, wearing and wielding magic items, 140-141. You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. Win a game of skill. Survive for minutes equal to 1 + CON mod (minimum 30 seconds), then survives for rounds equal to CON mod. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A blank piece of wet parchment that never seems to dry. Your opportunity attacks against the creature have advantage and don't expend your reaction, however you may only make 1 attack in this manner. If your concentration is broken the spell dissipates. Identify a typical trap, determine time or cause of death of a recently deceased creature, estimate the material worth of an item, discover the true nature of a mid-level illusion, Identify a well-hidden trap, object, or area; forge a document or identify such a document, discover the true nature of a high-level illusion, Identify a magically-hidden trap, object, or area; discern the purpose and process of a complicated device or system; determine the integrity of a structure, construct, or formation and identify any exploitable weak points, Resisting effects that charm, frighten, or otherwise assault your willpower, 1d20 + WIS mod + Proficiency (if proficient), Reading body language, understanding someone's feelings, noticing things about the environment, or caring for an injured person. An old scratched monocle which shows an underwater landscape whenever someone looks through it. A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. ", "My personality is irrelevant. A large brass coin with no markings or images on it. A small music box made of brass. A glass pendant with a hole in the center that a mild breeze always blows out of. A small jewelry box made from the shell of a turtle. ", "I often become withdrawn and moody, dwelling on the insufferable state of life. 29-30 1d6 flumphs controlled by the DM appear in unoccupied space within 60 feet of you and are frightened of you. It takes an English sentence and breaks it into words to determine if it is a phrase or a clause. To do this, you need to clearly define 2 things. A piece of petrified wood carved into the shape of a seashell. An amulet filled with liquid that churns, freezes, or boils to match its wearer's mood. A character can go without food for a number of days equal to 3 + CON mod, and then at the end of each day beyond that a character automatically suffers 1 level of exhaustion. ² These actions are optional and can be found on pages 271-272 of the DMG. ", "I periodically slip into a catatonic state, staring off into the distance for long stretches at a time. These activities can occupy no more than 2 hours of your Long Rest. ", "I have intermittent hallucinations and fits of catatonia. The character does whatever anyone tells him or her to do that isn't obviously self-destructive. ", "I rail against the laws and customs of civilization, attempting to return to a more primitive time. A mirror that only shows the back of your head. Use 1.33 base speed, -5 passive perception, Disadvantage on Perception checks relying on sight, Burned by coals, hit by a falling bookcase, pricked by a poison needle, Being struck by lightning, stumbling into a fire pit, Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid, Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream, Being submerged in lava, being hit by a crashing flying fortress, Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster, 1d4 x 10 degrees Fahrenheit colder than normal, 1d4 x 10 degrees Fahrenheit hotter than normal, Very little, if any, food and water souurces, Something isn't where it's supposed to be, Antilife aura with a radius of 1d10 x 10 ft.; while in the aura, living creatures can't regain hit points, Battering winds reduce speed by half, impose disadvantage on ranged attack rolls, Chasm 1d4 x 10 ft. wide and 2d6 x 10 ft. deep, possibly connected to other levels of the dungeon, Flooding leaves 2d10 ft. of water in the area; create nearby upward-sloping passages, raised floors, or rising stairs to contain the water, Lava flows through the area (50% chance of a stone bridge crossing it), Overgrown mushrooms block progress and most be hacked down (25% chance of a mold or fungus dungeon hazard hidden among them), Poisonous gas (deals 1d6 poison damage per minute of exposure), Collapsing staircase creates a ramp that deposits characters into a pit at its lower end`, Ceiling block falls, or entire ceiling collapses, Touching an object triggers a disintegrate spell, Door or other object is coated with contact poison, Fire shoots out from wall, floor, or object, Touching an object triggers a flesh to stone spell, Vent releases gas: blinding, acidic, obscuring, paralyzing, poisonous, or sleep-inducing, Lightning bolt shoots from wall or object, A weapon, suit of armor, or rug animates and attacks when touched (see "Animated objects" in the Monster Manual), Pendulum, either bladed or weighted as a maul, swings across the room or hall, Hidden pit opens beneath characters (25% chance that a black pudding or gelatinous cube fills the bottom of the pit), Scything blade emerges from wall or object, Ages the first person to touch the object, The touched object animates, or it animates other objects nearby, Asks three skill-testing questions (if all three are answered correctly a reward appears), Changes a character's alignment, personality, size, appearance, or sex when touched, Changes one substance into another, such as gold to lead or metal to brittle crystal, Increases, reduces, negates, or reverses gravity, Offers a game of chance, with the promise of a reward or valuable information, Helps or harms certain types of creatures, Releases coins, false coins, gems, false gems, a magic item, or a map, Releases, summons, or turns into a monster, Talks (normal speech, nonsense, poetry and rhymes, singing, spellcasting, or screaming), The character retreats into his or her mind and becomes.
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