<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Create-a-danger!]]></title><description><![CDATA[<p dir="auto"><img src="https://www.knightmare.com/forum/assets/plugins/nodebb-plugin-emoji/emoji/android/1f62e.png?v=d0be30d29f0" class="not-responsive emoji emoji-android emoji--open_mouth" style="height:23px;width:auto;vertical-align:middle" title=":o" alt="😮" /> That's right! You can make your own danger that you think should have been used in Knightmare, and if I get enough, I might send it to Televirtual to see if they can get into Knightmare VR! Ok:</p>
<p dir="auto">My hazard is a re-vamped Corridor-of-Blades, except with invisible blades, and small ones you have to jump over. The invisible ones have to be revealed using a spell, and some blades can go from top to bottom, and bottom to top. And also, if you get touched by the edge of a blade, instead of instantly dying, you lose some lifeforce instead, that if you only skim the blade. If you get caught fully by it, well, you die of course!</p>
<p dir="auto">Howzat for a danger?</p>
]]></description><link>https://www.knightmare.com/forum/topic/536/create-a-danger</link><generator>RSS for Node</generator><lastBuildDate>Sun, 13 Sep 2026 15:22:17 GMT</lastBuildDate><atom:link href="https://www.knightmare.com/forum/topic/536.rss" rel="self" type="application/rss+xml"/><pubDate>Thu, 14 Aug 2003 11:36:31 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Create-a-danger! on Wed, 22 Dec 2010 20:24:32 GMT]]></title><description><![CDATA[<p dir="auto">Not exactly a flood danger, no, although there was the Pool Room in season 3 that was occasionally shark-infested.</p>
]]></description><link>https://www.knightmare.com/forum/post/39704</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/39704</guid><dc:creator><![CDATA[HStorm]]></dc:creator><pubDate>Wed, 22 Dec 2010 20:24:32 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Wed, 22 Dec 2010 20:14:17 GMT]]></title><description><![CDATA[<p dir="auto">CREATURES</p>
<p dir="auto">I haven't got the software to draw and animate it, but if they were going to introduce another set of "stalker" characters (in the goblins/miremen tradition), how about giant katydid-type insects - along the lines of the kidnappers in Edward Gorey's "Insect God".</p>
<p dir="auto">And staying with insects - may-bee we could get may-bugs in there somewhere?  I know I was far more scared of them as a kid than bees or wasps: as much because of their size and the noise they make as their stingers.</p>
<p dir="auto">I guess they'd appear either as an animated threat to dodge (they come out of the ground, as if they've just finished gestating, and start whizzing around threateningly), or as some kind of variant on the Series 2 bees-in-a-honey-jar weapon (can't think how to make that work, though).</p>
<p dir="auto">ROOMS</p>
<p dir="auto">I've forgotten - was there a "flood danger room" in one KM series?  I say that because the mention of Edward Gorey reminded me of "The West Wing" - his booklet of that name, depicting a deserted mental-hospital wing full of ghosts and booby-traps.  If you've seen it, you'll know it's pretty Knightmarish (not just as a concept, it also has scorpions and a dark room with a mysterious presence).  Anyway, there's a flood danger room in that, and -</p>
<p dir="auto">an immense ambiguous painting/window...that something might jump out of.  The simplest psychological threats are always the best.</p>
]]></description><link>https://www.knightmare.com/forum/post/39702</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/39702</guid><dc:creator><![CDATA[Aldarion]]></dc:creator><pubDate>Wed, 22 Dec 2010 20:14:17 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Thu, 15 Apr 2004 22:18:54 GMT]]></title><description><![CDATA[<p dir="auto">similar floor to battle chess yet a square glowed for a few second and if u didnt move quick enough a cape would surround you then skarkill "claps the irons on you" humm probably level 2 sort of thing</p>
]]></description><link>https://www.knightmare.com/forum/post/21301</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/21301</guid><dc:creator><![CDATA[simiano]]></dc:creator><pubDate>Thu, 15 Apr 2004 22:18:54 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Thu, 15 Apr 2004 01:18:30 GMT]]></title><description><![CDATA[<p dir="auto">Not bad.</p>
]]></description><link>https://www.knightmare.com/forum/post/21256</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/21256</guid><dc:creator><![CDATA[Fear]]></dc:creator><pubDate>Thu, 15 Apr 2004 01:18:30 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Tue, 13 Apr 2004 11:53:34 GMT]]></title><description><![CDATA[<p dir="auto">I always thought it would have been pretty nifty to have Skarkill or whoever actually kidnap the dungoneer, but it not be Game Over.  Rather, the next scene would take place in a torture chamber or other slow-moving hazard (e.g. a slowly descending ceiling, or a conveyor belt of some sort!).  If the player had enough wit/the right object/a necessary spell, they could escape from Skarkill's clutches and continue the quest - while the ensuing manhunt by the goblin hordes would have ramped the tension up to 11!</p>
<p dir="auto">Another cool idea would have been to have an unseen assailant snipe at the player from the castle battlements.  If the player had the right spell (e.g. a variant of SIGHT or VISOR), the Advisors would be able to see through the scope/eyes of the sniper (who would have been armed with a crossbow or fireballs).  Using this viewpoint, the Advisors could guide the dungeoneer to safety while avoiding being caught in the sights of their enemy.</p>
<p dir="auto">Finally - to steal an idea from *Half-Life * - there would be a cage in the middle of the dungeon with an important clue object and a bunch of baddies in it.  The player would need to throw a switch in the room to open the cage, then retrieve the clue object while avoiding/dispatching the baddies.</p>
<p dir="auto">Hopefuly I'll be able to implement all this is my new <em>Knightmare</em> web-browser game! (See "Here's a mad idea...")</p>
<p dir="auto"><strong>Skippy</strong></p>
]]></description><link>https://www.knightmare.com/forum/post/21166</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/21166</guid><dc:creator><![CDATA[SkipTheDreadnort]]></dc:creator><pubDate>Tue, 13 Apr 2004 11:53:34 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Mon, 12 Apr 2004 20:40:19 GMT]]></title><description><![CDATA[<p dir="auto">Not sure if a labyrinth sort of idea has been done before in knightmare but you could have a chamber which is a maze, or labyrinth, full of terrors and 'dead' ends. Might have a few skull ghosts popping up from around the corners as well</p>
<p dir="auto">I always liked the series 8 animated corridors with the eerie sounds and portcullises, so these could be used as part of the labyrinthial pathways. Presumably clues from characters earlier on would earn you directions in the labyrinth.</p>
<p dir="auto">Think I would have it in level 3 to increase tension.</p>
]]></description><link>https://www.knightmare.com/forum/post/21153</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/21153</guid><dc:creator><![CDATA[123Pooka]]></dc:creator><pubDate>Mon, 12 Apr 2004 20:40:19 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Mon, 12 Apr 2004 17:32:00 GMT]]></title><description><![CDATA[<p dir="auto">Simlar to lines of create a character,</p>
<ol>
<li>
<p dir="auto">What sort of obstacle?</p>
</li>
<li>
<p dir="auto">What level?</p>
</li>
</ol>
<p dir="auto">Things like that.</p>
]]></description><link>https://www.knightmare.com/forum/post/21150</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/21150</guid><dc:creator><![CDATA[Fear]]></dc:creator><pubDate>Mon, 12 Apr 2004 17:32:00 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Mon, 25 Aug 2003 03:40:33 GMT]]></title><description><![CDATA[<blockquote>
<p dir="auto">I think your attempt to kill off the topic worked... <img src="https://www.knightmare.com/forum/assets/plugins/nodebb-plugin-emoji/emoji/android/1f620.png?v=d0be30d29f0" class="not-responsive emoji emoji-android emoji--angry" style="height:23px;width:auto;vertical-align:middle" title="&gt;:(" alt="😠" /></p>
</blockquote>
<p dir="auto">I liked the thread, I wasent killing it off I just pointed out the confusion.  As they say, dont shoot the messanger.  I thought the amount of replies and the ideas were quite good realy.</p>
]]></description><link>https://www.knightmare.com/forum/post/11108</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/11108</guid><dc:creator><![CDATA[Moocowthingy]]></dc:creator><pubDate>Mon, 25 Aug 2003 03:40:33 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Sun, 24 Aug 2003 16:51:47 GMT]]></title><description><![CDATA[<p dir="auto">Oh dear, dear, dear...... (and no I'm not a door I'm a wolf)</p>
]]></description><link>https://www.knightmare.com/forum/post/11092</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/11092</guid><dc:creator><![CDATA[Snowwiewolf]]></dc:creator><pubDate>Sun, 24 Aug 2003 16:51:47 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Sun, 24 Aug 2003 16:34:03 GMT]]></title><description><![CDATA[<blockquote>
<p dir="auto"><img src="https://www.knightmare.com/forum/assets/plugins/nodebb-plugin-emoji/emoji/android/1f62e.png?v=d0be30d29f0" class="not-responsive emoji emoji-android emoji--open_mouth" style="height:23px;width:auto;vertical-align:middle" title=":o" alt="😮" /> That's right! You can make your own danger that you think should have been used in Knightmare, and if I get enough, I might send it to Televirtual to see if they can get into Knightmare VR! Ok:</p>
<p dir="auto">A bit of confusion Zeeky, your opening paragraph seems to have a dual meaning.  It implies both Knightmare and KM VR.</p>
</blockquote>
<p dir="auto">I think your attempt to kill off the topic worked... <img src="https://www.knightmare.com/forum/assets/plugins/nodebb-plugin-emoji/emoji/android/1f620.png?v=d0be30d29f0" class="not-responsive emoji emoji-android emoji--angry" style="height:23px;width:auto;vertical-align:middle" title="&gt;:(" alt="😠" /></p>
]]></description><link>https://www.knightmare.com/forum/post/11091</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/11091</guid><dc:creator><![CDATA[Zeeky]]></dc:creator><pubDate>Sun, 24 Aug 2003 16:34:03 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Tue, 19 Aug 2003 03:16:05 GMT]]></title><description><![CDATA[<p dir="auto">[quote] <img src="https://www.knightmare.com/forum/assets/plugins/nodebb-plugin-emoji/emoji/android/1f62e.png?v=d0be30d29f0" class="not-responsive emoji emoji-android emoji--open_mouth" style="height:23px;width:auto;vertical-align:middle" title=":o" alt="😮" /> That's right! You can make your own danger that you think should have been used in Knightmare, and if I get enough, I might send it to Televirtual to see if they can get into Knightmare VR! Ok:</p>
<p dir="auto">A bit of confusion Zeeky, your opening paragraph seems to have a dual meaning.  It implies both Knightmare and KM VR.</p>
]]></description><link>https://www.knightmare.com/forum/post/10963</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/10963</guid><dc:creator><![CDATA[Moocowthingy]]></dc:creator><pubDate>Tue, 19 Aug 2003 03:16:05 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Mon, 18 Aug 2003 22:34:21 GMT]]></title><description><![CDATA[<p dir="auto">Hang on, are some of these ideas where the Dungeoneer is blindfolded with the helmet? Cos in Knightmare VR, the Dungeoneer isn't blind. -_-;</p>
<p dir="auto">Anyway, for another hazard:</p>
<p dir="auto">If the Dungeoneer did resort to combat for one part of the Dungeon, ther would be a possessed suit of armor, and a sword would be nearby. The dungeoneer would have to grab the sword and duel with the armor. Obviously, when the Dungeoneer gets hit, they lose some Lifeforce, until it's completely gone. Of course, 3 hits on the armor and it's done. But, when the armor is defeated, the floor starts crumbling from where the Dungeoneer started, and has to run to the exit!</p>
<p dir="auto">Howzat?</p>
]]></description><link>https://www.knightmare.com/forum/post/10956</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/10956</guid><dc:creator><![CDATA[Zeeky]]></dc:creator><pubDate>Mon, 18 Aug 2003 22:34:21 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Sat, 16 Aug 2003 21:07:49 GMT]]></title><description><![CDATA[<p dir="auto">Another great suggestion would be a, say, 3 holes</p>
<p dir="auto">The holes have pictures on them and throughout the dungeon thye collect clues to which hole thye must jump down (problem is they dont have the trusty old clipboards)</p>
<p dir="auto">If they jump down the wrong one you hear sounds that will make your imagination run wild (including will young singing, a cow mooing and some sickening bone crunching)</p>
]]></description><link>https://www.knightmare.com/forum/post/10860</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/10860</guid><dc:creator><![CDATA[Galgarach]]></dc:creator><pubDate>Sat, 16 Aug 2003 21:07:49 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Sat, 16 Aug 2003 21:04:16 GMT]]></title><description><![CDATA[<p dir="auto">I'd suggest a room that teleports you staright to the end of the dungeon (im only saying that coz I want to go on it myself)</p>
<p dir="auto">if the horrible people at televirtual refused me I would suggest a room with lots of patterns on the wall and Lee MacMurrays head appears and starts to describe the wall, if they dont listen to him the ceiling comes down on them, by the time hes finished they have low life force and have to run down a long corridor to get to the food or they die  <img src="https://www.knightmare.com/forum/assets/plugins/nodebb-plugin-emoji/emoji/android/1f604.png?v=d0be30d29f0" class="not-responsive emoji emoji-android emoji--smile" style="height:23px;width:auto;vertical-align:middle" title=":D" alt="😄" /></p>
]]></description><link>https://www.knightmare.com/forum/post/10859</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/10859</guid><dc:creator><![CDATA[Galgarach]]></dc:creator><pubDate>Sat, 16 Aug 2003 21:04:16 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Fri, 15 Aug 2003 17:36:11 GMT]]></title><description><![CDATA[<p dir="auto">Well I woulnt want to be a dungeneer in the new Knightmare.... to hard fer lil me</p>
<p dir="auto">This is a stupid danger stupid, but I dont have any other ideas....</p>
<p dir="auto">A deep dark pit, but over it there are lots of rocky paths and once in awhile you can go to another path.</p>
<p dir="auto">The hard part is that some of the paths might break under the weight of a dungeneer and theres are two axes swinging over the paths going down every second. One point were the dungneer has to go through a VERY narrow path and one at the exit. If the guiders dont get their timing right.... and if they arent fast anough the whole chain of paths fall down (when both axes reach the paths)</p>
<p dir="auto">Kinda complicated, but its all I could come up with at the moment...</p>
]]></description><link>https://www.knightmare.com/forum/post/10811</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/10811</guid><dc:creator><![CDATA[Snowwiewolf]]></dc:creator><pubDate>Fri, 15 Aug 2003 17:36:11 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Fri, 15 Aug 2003 13:44:32 GMT]]></title><description><![CDATA[<p dir="auto">Here are some ideas-</p>
<p dir="auto">A minefield trap- The dungeoneer has to negotiate a chamber with many square tiles. Under certain tiles lie mines which should the dungeoneer tread on them, they explode. If the dungeoneer has a spell or a mine detector, then he/she is safe, if not, they have to guess their way across the room.</p>
<p dir="auto">A tidal encounter- The dungeoneer stands in a wide corridor with a fairly low roof. Above the dungeoneer is a monkey bar which they must pull themselves up on to avoid a huge tidal wave that comes speeding down the corridor. (a little physically demanding) If they don't pull themselves up in time, they are doomed to a watery death.</p>
<p dir="auto">Treguard: Oooh nasty, you never really got the flow of things did you team?</p>
<p dir="auto">I like the thanatos idea a great deal and find the moocowthingy chess scenario interesting- a potential level 3 puzzle there.</p>
]]></description><link>https://www.knightmare.com/forum/post/10804</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/10804</guid><dc:creator><![CDATA[123Pooka]]></dc:creator><pubDate>Fri, 15 Aug 2003 13:44:32 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Fri, 15 Aug 2003 05:23:28 GMT]]></title><description><![CDATA[<p dir="auto">Ok so there's a room looking like a chess board where the black squares are holes and the white squares are solid ground.  There are 3 exits but in this room the right path is not always the correct path. Teams must of course try to make it safely to the other side but its not so simple  .  4 Squares in the room have a hidden danger that is trigerd when the dungeoneer steps on the square that contains one of them.</p>
<p dir="auto">Square 1: Opposition.  Advisors are muted and one of the opposition does an impression of one of the advisors ( possibly bad for comedy value ) and trys to guide the dungeoneer into one of the holes.  Perhaps a cut off warning message from Treguard may be good too.  Obviously this only works for one series.</p>
<p dir="auto">Square 2: Helium.  Comunication is hamperd by high pitch voices.</p>
<p dir="auto">Square 3: Darkness.  The white squares turn black  .</p>
<p dir="auto">Square 4: Sudden death.  A horn sounds, team has 10 seconds to cross the room before all the white squares vanish.</p>
<p dir="auto">Teams can exit by any door and the trap squares could be randomly positioned for each quest making choice of door important.  Maybe there should also be one clear route that could be hit by chance.</p>
]]></description><link>https://www.knightmare.com/forum/post/10798</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/10798</guid><dc:creator><![CDATA[Moocowthingy]]></dc:creator><pubDate>Fri, 15 Aug 2003 05:23:28 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Thu, 14 Aug 2003 23:51:51 GMT]]></title><description><![CDATA[<p dir="auto">I like Mal's Labrinthine idea - very very cool ^.^</p>
<p dir="auto">Also Thanatos - very imaginative - could work well under pressure!</p>
<p dir="auto">I need to think up better puzzles in my fanfiction.</p>
]]></description><link>https://www.knightmare.com/forum/post/10796</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/10796</guid><dc:creator><![CDATA[Emii]]></dc:creator><pubDate>Thu, 14 Aug 2003 23:51:51 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Thu, 14 Aug 2003 21:13:27 GMT]]></title><description><![CDATA[<p dir="auto">I considered one in which the dungeoneer has to cross a chasm via various levitating platforms all on the same flat plane, some moving, some stationary. Furthermore, the immobile ones periodically flip upside-down, tipping any occupants to their doom. The advisors would have a limited time to study the patterns of movement and flipping before the grounds starts to crumble or some threat (e.g. goblins) came from behind, after which the dungeoneer would have to step onto one of the moving platforms as soon as it came to the edge of the chasm and then be guided (hopefully) onto the appropriate stationary ones and then onto the next moving one before being tipped into the pit. If it were in level 3, a particularly nasty villain or monster (e.g. Sylvester Hands with catapault or Kalarae (who will be known to those of you who've read my story <em>The Path Opens</em>, to be found in the <em>Knightmare</em> section of <a href="http://fanfiction.net" target="_blank" rel="noopener noreferrer nofollow ugc">fanfiction.net</a> or serialised in issues 13-15 of <em>The Eye Shield</em>) could make it harder (and more exciting) by pursuing the dungeoneer over the puzzle.</p>
]]></description><link>https://www.knightmare.com/forum/post/10795</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/10795</guid><dc:creator><![CDATA[Thanatos]]></dc:creator><pubDate>Thu, 14 Aug 2003 21:13:27 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Thu, 14 Aug 2003 17:17:57 GMT]]></title><description><![CDATA[<p dir="auto">She's propably say: "Get back to work before I give you double home work!!!" Now that would be a horrbile thing, but I dont think its a dungeon style danger</p>
]]></description><link>https://www.knightmare.com/forum/post/10784</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/10784</guid><dc:creator><![CDATA[Snowwiewolf]]></dc:creator><pubDate>Thu, 14 Aug 2003 17:17:57 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Thu, 14 Aug 2003 17:10:07 GMT]]></title><description><![CDATA[<p dir="auto">Hehe! I'm just naturally psychotic and unhinged.</p>
<p dir="auto">You could always ask your French teacher for ideas, then!</p>
]]></description><link>https://www.knightmare.com/forum/post/10782</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/10782</guid><dc:creator><![CDATA[Malefact]]></dc:creator><pubDate>Thu, 14 Aug 2003 17:10:07 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Thu, 14 Aug 2003 17:04:47 GMT]]></title><description><![CDATA[<p dir="auto">Are you two Lord Fear top henchmen? Bicause your ideas give the idea that you are</p>
<p dir="auto">I should come up with something soon.... I have french tomorrow and I suspect that the teacher invented the guillotine....</p>
]]></description><link>https://www.knightmare.com/forum/post/10781</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/10781</guid><dc:creator><![CDATA[Snowwiewolf]]></dc:creator><pubDate>Thu, 14 Aug 2003 17:04:47 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Thu, 14 Aug 2003 16:32:44 GMT]]></title><description><![CDATA[<p dir="auto">Right! This is where Mally's imagination goes into hyperdrive!</p>
<p dir="auto">I've got a few ideas:</p>
<p dir="auto">(1) Ariadne's New Lair : a spooky, dark series of connecting tunnels. There is a correct sequence of turns that has to be made to escape safely. This sequence is collected beforehand via several different possible ways (via Spyglass, scroll, written on the walls of the rooms preceding). If they don't have the sequence, or a bit is missing they have to guess. Loads of tension and suspense! And when they make a wrong turn, there is Ariadne - huge and hairy, with her numerous eyes glinting and her fangs extended. Nasty!</p>
<p dir="auto">(2) Tower Of Hanoi Locks : OK, not quite as nasty on its own, but still potent! The Dungeoneer has to solve this puzzle to raise a portcullis blocking a door. As they struggle to do this, a large Catacombite can be slowly clunking towards them. If they don't do it in time, well, they're not in for a very knice time.</p>
]]></description><link>https://www.knightmare.com/forum/post/10778</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/10778</guid><dc:creator><![CDATA[Malefact]]></dc:creator><pubDate>Thu, 14 Aug 2003 16:32:44 GMT</pubDate></item><item><title><![CDATA[Reply to Create-a-danger! on Thu, 14 Aug 2003 14:15:02 GMT]]></title><description><![CDATA[<p dir="auto">Lol! You cruel thing!</p>
]]></description><link>https://www.knightmare.com/forum/post/10777</link><guid isPermaLink="true">https://www.knightmare.com/forum/post/10777</guid><dc:creator><![CDATA[Emii]]></dc:creator><pubDate>Thu, 14 Aug 2003 14:15:02 GMT</pubDate></item></channel></rss>