This heavily ornamented spear is inlaid with gold tracery, and contains a tiny shard of the sun’s light captured within the blade. It can be used for cutting and slashing as well as thrusting, and is a perfectly-weighted weapon. Incandescentia was made to banish the undead and other unnatural monsters, and performs admirably at this task. Statistics: +4 Disruption Spear, with the ability to cast Holy Smite once per day, at caster level 9. (Originally posted on Game Masters Stash on 31 March 2018) Categories All “Snails which change your memories? Preposterous! If such a creature existed, we would surely have heard of them by now, and such a threat to the kingdom wouldn’t be tolerated. These scribbles are just the overactive imaginations of bored young scribes, they don’t mean anything. The very idea that there was some form of “secret war” that no-one even recalls is utter nonsense! Now, dismiss this spurious claim, and get back to work!” -Senior Historian Elil-Garith These beasts are wildly dangerous, subversive, and a threat to all civilized societies- and are known only to a very few scholars, having erased most traces of their existence from records. Even Angels and Devils will speak only rarely if these vicious predators. The only records that can be found are margin-art from hundreds of years ago, which seem to be humorous musings on a fantastical war between knights and snails. Much like The Silence, from Doctor Who, these are a threat which can undermine much of the campaign world, and which have been secretly steering events since centuries ago. Mnemosyne Snails exist in the cracks between the world, as refugees from another reality. As such, they have a ‘survivor mentality’, justifying any action which defends or advances their race, no matter how vile. Each Mnemosyne Snail is a powerful sorcerer, with the ability to secrete memory-altering slime. It is this ability which makes them so dangerous, as they seek to erase all traces of their existence, preferring to live in secrecy and silence. Mnemosyne Snails are about 4 feet high, and their thick shells have bright, swirling patterns. They do not often leave a ‘slime trail’ except when they wish to exude the stuff. Their spellcasting is made up of weaving their eye-stalks in complex patterns and emitting light from unseen organs beneath their translucent skin. Mnemosyne Snails are critically vulnerable to salt of any kind, and the superstitious tradition of tossing salt over one’s shoulder stems from these creatures. Statistics: MNEMOSYNE SNAIL Medium Aberration (Extraplanar) Armour Class: 17 (natural armour) Hit Points: 27 (6d8) Speed: 20ft. STR 10 (+0) DEX 8 (-1) CON 15 (+2) INT 17 (+3) WIS 15 (+2) CHA 18 (+4) Senses Telepathy 50ft., passive Perception 16 Languages telepathy only Challenge 5 Alien Mind: anyone contacting a Mnemosyne Snail with mind-influencing effects takes 1d4 points of Wisdom damage from the alien nature of their thought patterns. Memory Slime: any creature touched by a Mnemosyne Snail is affected by a Modify Memory spell-like ability (Will DC 19). Longer contact will affect the target for 10 minutes of memory per round of contact, with no limit on how far back these memories can be. Vulnerability: Mnemosyne Snails are damaged by contact with salt. Merely touching a pinch causes 1d6 points of acid damage, and causes the Snail to immediately lose concentration. Actions Engulf melee attack +6 to hit, 5ft. reach, one target. Hit 3 (1d4+1) damage and Memory Slime. Cast spell: the Mnemosyne Snail can cast any Sorcerer spell using a 3rd-level slot (caster level 6). They will typically favour Enchantment and Illusion spells. Higher-HD Snails have a Sorcerer caster level equal to their Hit Dice. (Originally posted on Game Masters Stash on 30 March 2018) Categories All This scepter is made up of a glass rod topped with a shining crystal, and conducts magical energy. It was made for the Sun Queen, a desert ruler many centuries ago, who struggled against dark creatures emerging from the grounds beneath her kingdom. The wielder cancels out any magical Darkness in a 30-foot radius constantly, at caster level 20. Three times per day, the wielder can use a Sunburst effect centered on the scepter (the wielder is immune to any damage from this effect). (Originally posted on Game Masters Stash on 29 March 2018) Categories All The Dark House is a derelict building on the edge of town, overgrown with ivy and plants. Grass can be seen sprouting from out of the doorways and windows as well, and the insides are very shadowy, despite some cracks in the roof. Young folk from town often dare each other to explore it, and for the most part, these are tense but uneventful explorations of an old, deserted house. However, occasionally, there are flashes of light, screams, and the young explorer is never seen again. Hooks: * The PCs are dared to explore it while young, and run across a trio of goblins hiding in the basement. * A young person valuable to the PCs vanishes, and the PCs have to contend with a spirit or Will’o’wisp which has taken them. * The Dark House contains a portal, only active under specific circumstances, that leads to the Plane of Shadow, where all of the previous victims have vanished to. (Originally posted on Game Masters Stash on 28 March 2018) Categories All Leadlight Moths are incorrectly named, as their physiology corresponds to butterflies. They are, however, magically created creatures, and not natural in any way, although they now breed true. These creatures were made by Elven mages to decorate some of their cities. They bred much faster than expected, however, and their magical effects were unexpected and a little dangerous. Leadlight Moths can usually only be seen as a flash of multicolored light in the sky, or on the side of a building. However, when influenced by magic or strong light effects, they sometimes form in large swarms, and can be very dangerous. Statistics: These creatures are agile, but made of glass, and quite breakable. They have 1 hit point each, and no special resistances. What makes them special is that Leadlight Moths in numbers can generate magical effects at will, depending on how many are present (may generate all lower-level abilities, as well) : 1: Dancing Lights (caster level 1) 4: Colour Spray (caster level 3) 9: Hypnotic Pattern (caster level 5) 16: Daylight (caster level 7) 25: Rainbow Pattern (caster level 9) 36: Feeblemind (caster level 11) 49: Globe of Invulnerability (caster level 13) 64: Prismatic Spray (caster level 15) 81: Sunburst (caster level 17) 100+: Prismatic Sphere (caster level 19) These swarms have no appreciable Intelligence score, and manifest these spell-like abilities purely for aesthetic purposes, which is incredibly dangerous. Many of these spells cause significant structural damage or loss of life of manifested in populated areas, so anyone who knows of these creatures will try to disperse them and stop them gathering in numbers. (Originally posted on Game Masters Stash on 27 March 2018) Categories All These gauntlets are very small, and were in fact made for a Prince of the Halflings. They are decorated with scenes of tiny folk overpowering monsters, and bear scratches from many combats on their surface. +2 enhancement bonus to Strength; Small characters only. In addition, the wearer’s carrying capacity is calculated as if they were a Medium character, while worn. (Originally posted on Game Masters Stash on 26 March 2018) Categories All Lightning’s Kiss is a well-treasured weapon, originally commissioned by a King for his wife. The blade is acid-etched and very sharp, and comes enclosed in a beautifully-decorated sheath. When drawn, harsh actinic light crackles along the single edge, and this display of power alone has been enough to halt some attackers. The sheath and handle colour change to match that of an outfit worn by the wielder. This takes a standard action of concentration. +1 Shocking dagger. (Originally posted on Game Masters Stash on 25 March 2018) Categories All The Dragon’s Tongue is an enchanted blade, quenched in the blood of a great red dragon. When unsheathed, a tongue of flame dances on its surface, and cannot be extinguished except when under water. The blade growls occasionally. +2 Flaming bastard sword, light-shedding. On a critical hit, the fire explodes into the victim, inflicting 1d10 fire damage in addition to the critical hit. (Originally posted on Game Masters Stash on 24 March 2018) Categories All Sometimes, a dragon or an evil mage just doesn’t cut it. You want something bigger, more monstrous, more horrific... and less able to be beaten up for experience points and a sack of gold. So, what you need are some Old Ones- monstrous beings which defy explanation, undo reality with merely their presence, and even if beaten, aren’t gone forever, just sealed away again. But how do you even give statistics for that? How do your PCs battle such a monster? Something like this shouldn’t be able to be “killed” outright (unless you’re playing at Epic or Mythic levels)- so just beating what it’s able to manifest in the Material Plane should be a Herculean task. Something like this should ideally be a colossal challenge- 40-50 Hit Dice (or more!), some magical resistances, and whatever your equivalent of 5e’s Lair Powers or Legendary Actions are- this should be a terrible, colossal, implacable foe, who barely even registers your PCs as being worthy of being stomped. If you have 3rd edition or 3.5, there used to be a Kaiju template which added 40+ HD to a monster and some magical effects, which would be ideal. Some kind of monster like a Grick, which has tentacles and an alien-like appearance, is ideal. Even if *beating* this creature isn’t possible, just holding out against it for a few rounds (preventing a ritual from being completed, destroying the artifact, etc.) may be a feat your PCs remember for a lifetime, and gives a threat of returning which they will never quite let down their guard again, if you threaten it. Even after leveling up, hearing threats of “the cult of Dagon” again will be something they’ll want to leap into action to resolve. Have you had any creatures like this in your games? Let us know! (Give is some inspiration as well!) (Originally posted on Game Masters Stash on 23 March 2018) Categories All This helmet is part of a matched set of masterfully made full plate. It has a great comb on top to strengthen the skull, and is adorned with a laurel wreath, plated in gold. It is part of an exceptionally talented warrior’s gear, performing the station of Queen’s Champion. When one Champion retires or passes away, the armour is recovered, repaired, and passed on to the new Champion. The helmet grants a +1 insight bonus to Armour Class when worn with any set of heavy armour, and grants a +4 bonus on saving throws against Illusion effects while worn. In addition, this allows the wearer to extend a +2 competence bonus to Armour Class to a single ally within reach Hooks: * The previous Queen’s Champion fell in battle while on a quest, and a bandit lord has been parading around wearing this helmet. The PCs are hired to recover it, with prejudice. * Recovered from bandits, the role of Queen’s Champion has now been passed to the young heir of his family. With a new coronation approaching, the PCs have been asked to make sure that the new Champion turns up to defend the new Queen, let alone knows how to do his job. * With the coronation done, it is now the Champion’s duty to safeguard the Queen’s honour and person, against challenges both domestic and abroad. (Originally posted on Game Masters Stash on 22 March 2018) Categories All Generally, incorporating swashbuckling elements into your game isn’t too difficult, but it does change the challenges your players are likely to face. D&D is generally written for “going into a dungeon, wearing armour, and fighting monsters”. Swashbuckling generally involves a bunch of social interaction, a lot less armour, and fighting people (note: some people are complete monsters, and some monsters can be people). So, let’s look at ways you can change this if you want to incorporate swashbuckling into your game. Firstly, look at setting. Players interested in a swashbuckling campaign are likely to want to be freebooters, mercenaries, or loyal servants to the Crown. So you’ll need appropriate locations, warring kingdoms or forces (the British East India Trading Company vs. free pirates, for example), and places they can go (some of which might have more ‘monstrous’ creatures than normal). Working in civilized areas, the PCs won’t be able to depend on just “Detect Evil” to solve their problems- in all likelihood, they’ll have to deal with some unpleasant characters in order to do their jobs. But evil doesn’t have to mean “EEEEVIL”, as well- a minister who cheats on his wife and steals tax money might be evil, but probably isn’t worth Smiting. Secondly, you need to consider what plot arcs you have. “Track down and fight the monster” can still work (Brotherhood of the Wolf-style), but it’s more likely to involve investigation than just trying to find a beast’s lair. An ongoing villain is much more likely to be pulling strings than a diabolical monster, although that could work, too. Next, protections. Wearing armour should be useful, but swashbuckling generally won’t work with it. Find other ways of giving people protection- diplomatic shielding, working for a powerful lord somewhere in the PCs’ command structure (which could still be “your Captain’s master”), or links to criminal gangs. Bringing in opponents alive (hey, I didn’t say “unwounded”, but that can certainly be a challenge too) can suddenly be a very useful thing, rather than just killing every opponent. Last, if your players are onboard with this, make it fun for them- have dynamic locations which let them jump off staircases, swing from chandeliers or ropes, and storm castles. You’re specifically aiming to hit different tropes than you are for a Conan-style fantasy campaign, so allow your PCs to do fun, swashbuckling stuff. Inspirations: The Musketeers (BBC TV show), the Pirates of the Caribbean movies, pretty much anything with Errol Flynn in it. If you want a bit more Eberron-style flavour, watch the recent Three Musketeers movie, it has airships, clockwork traps, etc. (Originally posted on Game Masters Stash on 21 March 2018) Categories All I’m off work sick today, and I just watched Annihilation on Netflix (no spoilers), which got me thinking... Forbidden Zones are a great location to go adventuring. Whether those are from magical experiments, mad gods, unknown mutation, irradiated hellscapes, alchemical spills, or whatever you can imagine, the concept is a fascinating one. You get to change the normal rules: turn swamps into literal acid, have screaming trees with kittens hatching from flowers, glowing fireflies that explode when they touch things, creatures that move in eerie synchronization, and all sorts of way-out crazy monsters, which is one of the best parts of any fantasy game. D&D already has a massive gallery of freaky monsters, but you can pull out some of the super-wierd ones which might not get out much otherwise. I have a few suggestions below: * Krenshars: dog monsters that peel back their entire faces to scare you. Bonus points if they look cute and fluffy beforehand. * Allips: literally raving mad undead. * Giant Vermin: house-sized scorpions, centipedes the length of a freight train, spiders bigger than a horse. * Yrthaks: huge sonic-beam pterodactyl monsters. * Tendriculos: animated plants are scary already. These ones are terrifyingly big, and regenerate. * Phasms: Human-size amoeba shapechangers, filled with chaotic energy. * Phantom Fungus: moldy, invisible tentacle-beasts. * Grimlocks: blind, raging, cave-folk. * Gibbering Mouthers: these things are just horrifying. Use them at your own peril. * Dire Animals: especially if you flavour them as just more mutated versions of the original animals. * Digesters: acid-spraying wierd critters. * Chaos Beasts: mutable, ever-changing squiggly things that turn you less real the more they touch you. * The Pseudonatural template can turn even “regular” monsters into terrible and disgusting versions of themselves. And don’t forget to make the terrain strange, too: trees made of liquid glass, sand which squeaks when you tread on it, wood which bleeds when you cut it, grass which grows in geometric patterns. Little things can do a lot to help reinforce the dangerous, alien nature of the Forbidden Zone. Getting into, and out of again, these Forbidden Zones can be an adventure all to itself, but you can even give some more interesting reasons: * Rescuing researchers or civilians * Finding and destroying the source * Recovering some magic item in the middle of the zone Have you played an adventure in a region like this? Has this given you some interesting ideas? (Originally posted on Game Masters Stash on 20 March 2018) Categories All This fabulously-jeweled goblet was recovered by the Knights now known as the Shields of Defiance, in the monster-haunted Angarth Hold. It is filled with a violently bubbling syrupy liquid, which glows from within. Although the amount of liquid drunk from it barely seems to lower the volume, it has lowered noticeably, and a slight ring around the top shows that it used to be much fuller. The Shields of Defiance now guard it in the chapel of Angarth Hold, and use it only when inducting new members to their order. However, one of the order, a traitor named Marduk Oscara, has been drinking from it while on guard, which has increased his power immensely. He plans to seize it for himself, and conquer the other members of the order. Effects: On sipping from the Chalice, a person gains a +1 inherent bonus to all of their ability scores, and gains 1,000 experience points. These effects require multiple uses in order to stack (two sips after the first to gain +2 bonus to ability scores, three further sips to increase the bonus to +3, and so on), however the experience point bonus applies each time. The Chalice originally had 50 ‘doses’ within it, but after its discovery in Angarth Hold, and usage by the Shields of Defiance, it holds only 12 uses. History: Originally crafted by the Mage-Lords of Gaharru, this elixir was a prize for victorious gladiators. It was designed to make them stronger, faster, tougher, and more interesting. This ultimately led to their overthrow and downfall, and the exact history of how the Chalice ended up in Angarth Hold after so many years, is unknown. Minor Artifact; CL 20th; overwhelming transmutation aura; Brew Potion, Tenser’s Transformation. (Originally posted on Game Masters Stash on 19 March 2018) Categories All Sir Marduk is the last of the Shields of Defiance, a skilled warrior, famed dragon-slayer, and embittered traitor. He has secretly drunk from the Chalice, empowering himself to take it for his own, when the time comes. Physical: Sir Marduk is tall, shapely, and handsome, despite the dragon’s claw scar marking his cheek. He has a strong voice and dresses in antiquated, but effective, armour. He is rarely far from his sword, ‘Contemptor’, a blade carved from dragon bone. Statistics: Sir Marduk, unbeknownst to the others of his order, has drunk deeply of the Angarth Chalice. His skill and power are extremely high, with extraordinary abilities for all of his statistics. He is currently a 9th-level Fighter and 5th-level Warlock, and is hiding his magical abilities. Hooks: * Sir Marduk appears to be a capable and loyal member of his order, and may assist PCs in the carriage of a mission, or may even be a mentor for one of them. * When Sir Marduk strikes, he attempts to isolate the different members of the Shield of Defiance, and overcome each, one by one. The PCs may catch one such attempt, and be able to save the Knight. * Once he has the Chalice to himself, Sir Marduk may attempt to gulp down its entire contents in order to gain what remains of its power. This would increase his power significantly, and would make him a threat even to a party of higher-level PCs. (Originally posted on Game Masters Stash on 18 March 2018) Categories All Sir Khoba is the youngest member of the Shields of Defiance, coming to the order just before their initial founding. He is a skilled warrior, and fond of older things, harkening back to better times. He favours fine things and is often to be found making minor repairs and improvements to his gear. Physical: Sir Khoba is a well-groomed man with a neat beard. He is often to be found wearing well-conditioned plate armour in an old style, and wields a fine double-edged war rapier in classical style. He is well-educated and erudite. Statistics: Sir Khoba is an 8th-level Fighter, skilled but not so much as his contemporaries. He is in excellent physical condition, and has quite passable mental characteristics. Hooks: * Sir Khoba is eager to prove himself the equal of his colleagues in the order, and often attempts missions that might challenge him. The PCs may happen along him beset by enemies, and in need of aid. * Sir Khoba may attempt to aid the PCs in a mission of their own. He is competent and bold, but might draw them into more trouble than they’re comfortable with. * As youngest member of the Shields of Defiance, Sir Khoba might be assigned a simpler mission. For lower-level PCs, he may be a valuable reinforcement to have along, and would be an ideal mentor for one who wishes to attain Knighthood. (Originally posted on Game Masters Stash on 17 March 2018) Categories All Othiladdyn is a mighty Enchanter, skilled in the arts of befuddlement and bewilderment. He is famous for triumphing over the Traitor mage Feldomor on the steps of the King’s Court, and is well-regarded and well-respected in the court for his public victory. As a Knight of the Shields of Defiance, he primarily looks for ways of magically protecting the lands of Angarth Hold. Physical: Othiladdyn seems eternally young, with tousled blond hair, and has piercing hazel eyes. He is eternally impeccably-dressed in fine black clothing, and carries himself well. His tone is even and well-modulated. Statistics: Othiladdyn is physically average, but has a brilliant mind, excellent analytical skills, and can be quite charismatic. He is a 12th-level specialist Enchanter, and favours multiple overlapping spells which cross over in effects. He is Neutral Good in demeanor. Hooks: * Othiladdyn is attempting to layer protective spells around the castle, and the Angarth Chalice specifically. If someone or something is able to breach those, he would not think twice about engaging assistance to track them down and neutralize the threat. * Othiladdyn is fiercely protective of his husband Kodric, and often leaves charms or other favours with him to keep him safe. Nevertheless, someone who threatens his beloved, especially another magic-user, would draw Othiladdyn’s wrath down upon them. * As the sole major spellcaster of the Shields of Defiance, he would be a fine mentor for any magic-user seeking a teacher in civilized lands. (Originally posted on Game Masters Stash on 16 March 2018) Categories All Kodric is a skilled and powerful warrior, with a healthy disrespect for authority. He is irreverent, often under the influence, and foul-mouthed, but has a heart of gold. He came to the Shields of Defiance early in their career, and despite his ideological clash with Lisia, they are firm friends, and will gladly shed blood for each other. Physical: Kodric is stocky and has thick muscle cording his body. Although he wears plain steel armour, he’s happy to shed it at a moment’s notice, whether to carry buckets, dig a trench, or just because he’s feeling warm. His numerous lurid tattoos decorate his body, and he has no shame about them. He has a cheeky manner, enjoys long-winded jokes, and keeps his hair and beard unkempt. Statistics: Kodric is a dedicated warrior, relying on his reflexes, toughness, and instincts to save him in any situation, as well as his countlss hours of training. He may seem unwise, but is actually a very well-skilled fighter at 11th level, and will happily challenge any creature or opponent who comes his way. He is very proud. His physical characteristics are superb, and he is no slouch mentally. Hooks: * Kodric and his husband Othiladdyn argue loudly, but are dedicated to each other. Anything that threatens his beloved is due some pain, and Kodric is not afraid to invite friends to help him dish that out. * Kodric may have ended up in a challenge that might be too much for him alone- one of the other Knights, like Lisia or Othiladdyn, might ask someone else to help him out without letting on to him. * Of all the Knights, Kodric is least attached to the settlement at Angarth Hold, and often ventures out onto the road on his own, looking for... well, probably trouble. (Originally posted on Game Masters Stash on 16 March 2018) Categories All Sir Dei came from humble beginnings as the son of a cattle-farmer, to become one of the most renowned warriors of his kingdom. He is an inspiring and glorious warrior to behold, and a solid member of the Shields of Defiance. Physical: Sir Dei is well-spoken, handsome, and loves finding himself at the center of attention. He always wears the finest and most decorated armour he can find, and has had many of his things covered in gilt and jewels. He is graceful in battle, lacking the raw strength of his friend Sir Kodric, but with much finer technique. He uses a glittering greatsword known as Sun’s Strike. Statistics Sir Dei is a 12th-level Fighter, and is Neutral Good. His highest statistics are Dexterity and Charisma, with a decent Strength score. He will often be found at the centre of a flock of retainers and hangers-on, and loves fine things and fine friends. Hooks: * Sir Dei has heard of some terrifying beast, and wishes to win glory by battling it. He invites friends along to witness the deed. * Sir Dei’s glory has won him disfavour because of someone he has beaten in a tournament. His opponent’s friends have gathered to beat him on the road. * One of the PCs may seek to win the recognition of Sir Dei, perhaps to find a position as his Squire. (Originally posted on Game Masters Stash on 15 March 2018) Categories All Lady Nyra is a fierce and committed adventurer, vicious in battle and dedicated to making a fortune and a name for herself. Now that she has been recognized and ennobled, her more devil-may-care antics are settling down, and she is retiring from ‘active duty’ in order to administer law across the lands near to Angarth Hold, and care for its people. Physical: Lady Nyra is an exceptionally healthy woman in her early thirties, usually dressed (these days) in fine gowns as befits her station at Court. She has excellent hearing and reflexes, and has evaded death time and time again through her old gutter-rat instincts. She is an expert dissembler, and seems well at-ease in any social situation, whether threatening to carve the bollocks off a crime boss, or negotiating land settlements with a Bishop. She always wears a jeweled circlet on her brow, and is finely made-up and always accessorized. Statistics: Lady Nyra is an 11th-level Rogue, with above-average physical characteristics, and a keen mind. She adapts easily to any social situation, and is very likable. She keeps a variety of hidden weapons, from a ring with a poisoned needle to her favourite dagger, a +3 Keen blade, which she usually hides under her dresses. Hooks: * Lady Nyra makes an excellent mentor for any PC who wants to be a noble and ruler, or those with a larcenous bent. * Lady Nyra finds herself clashing with political opponents often, and may find herself in need of unattached assistants to help with jobs that need to be deniable. * As a former thief, Nyra’s past threatens her standing in Court. She will face most threats head-on, but may require assistance to deal with manipulative foes, or someone who threatens her land. (Originally posted on Game Masters Stash on 15 March 2018) Categories All Lisia is a paladin, the first member of the Shields of Defiance. As moral heart of her adventuring group, she was the one who suggested drinking from the Angarth Chalice, and kept the group together as their focus changed to protecting their lands. Physical: Lisia is a tall, well-bodied woman with pale skin and long copper hair. She wears well-fitted plate armour, and fights with her magical longsword, Desolatia. She is kind in manner, charismatic and well-spoken, and has noble bearing. People who listen to her speak often find themselves carried along in her wake, agreeing despite themselves. In battle, she is often surrounded by a crackling light, evidence of righteous anger. Statistics: Sir Lisia is a 12th-level Paladin, highly experienced and able to channel powerful divine magics. She is skilled with a blade and with oratory, and favours an even-handed approach to most things. She is devoted to her Lawful Good ethos, and loves debating morality with her companions and any trusted friends. Hooks: * Sir Lisia has made many enemies in her time, and several of them still want to see her dead. These include her half-brother Atanno, a Necromancer who hates her with fervent passion. * Sir Lisia will be on the warpath if the Chalice is disturbed or stolen. She may be found out of Angarth Hold’s territory if she is trying to recover it. * Sir Lisia may be called upon to assist with powerful foes in the kingdom. (Originally posted on Game Masters Stash on 14 March 2018) Categories All |
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