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Posts tagged ‘ptolus’

A knight weaving their way through a gauntlet of pit traps

DISCUSSING
In the Shadow of the Spire – Session 41E: Return to the Lower Nests

By the time Agnarr had forced the board aside, Tee had joined him. She ducked through first, finding the ratlings waiting with another volley of fire that she narrowly dodged.

If she worked her way carefully down the tunnel in an effort to avoid the traps she knew were waiting, the ratlings would tear her apart with their rifle fire. Throwing caution to the wind, Tee threw herself down the hall – trusting to her instincts and reflexes to avoid the seemingly never-ending stream of dangers.

In Rulings in Practice: Traps, one of the advanced techniques I discuss is combining traps with combat encounters to make them more dynamic and fun in play. It’s a tip you’ll find — either implicitly or explicitly — in a bunch of GMing advice. But if you’re wondering exactly how to do this effectively, you can see on simple recipe for success in the current session: Position the traps as a dilemma gauntlet.

  1. Fill a space with traps so that moving through that space becomes a dangerous gauntlet.
  2. Put some or all of the bad guys on the far side of that gauntlet.
  3. Give the bad guys the ability to attack the PCs while they’re on the far side of the gauntlet or moving through it. (This doesn’t have to be terribly fancy; any effective ranged attack will get the job done.)
  4. Make the PCs aware that the traps exist. (Which may simply be accomplished when the PCs trigger the first trap and realize it may not be the only one.)

The PCs will now be faced with the simple dilemma of rushing through the trapped area (unleashing the fury of the traps) or trying to work their way carefully through the trap by detecting and/or disabling them (but also enduring the attacks of their enemies).

And here are a few ways to make things even nastier:

  • Have some of the trap effects push them back to the beginning of the gauntlet. (Or set things up so that the NPCs can do the same.)
  • Stock the gauntlet with traps that reset. (This prevents, or at least complicates, the strategy of having one character brute force their way through as a human mine detector, clearing the path for the rest of the party behind them.)
  • Create the gauntlet in multiple stages, such that — when the PCs penetrate the first stage of the gauntlet — the bad guys can fall back through another section of traps and present them with the same dilemma all over again. (Or, rather than having the bad guys move from one stage to the next, simply position different groups of bad guys between each stage.)

Use them to season your dilemma gauntlet to taste.

You can set up dilemma gauntlets like this when you prep an adventure, but one of the great things about the simple dynamic of this setup is that it’s easy to deploy during play when you’re using adversary rosters to actively Abeil (bee people) - Monster Manual II (D&D 3rd Edition)play the opposition in a scenario: Simply make note of where traps are located in the complex, and then have your bad guys position themselves to take advantage of them (or even lure the PCs into the gauntlet).

Even more fun is that the PCs can almost as easily create their own dilemma gauntlets: Once they learn where the traps in a dungeon are located, they can similarly force bad guys into the gauntlet. This may work less well, of course, if the bad guys know where the traps are located, but just knowing the traps are there may not help much when you’re getting pelted by ranged attacks.

Creating a dilemma gauntlet can also be useful when you’re restocking a dungeon area to reflect defensive measures being taken by the inhabitants: While the PCs are taking their long rest, the abeil are buzzing away setting (or resetting) layers of traps to help them defend the hive.

Campaign Journal: Session 42A – Running the Campaign: Killing Orc Babies
In the Shadow of the Spire: Index

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 41E: RETURN TO THE LOWER NESTS

August 15th, 2009
The 23rd Day of Kadal in the 790th Year of the Seyrunian Dynasty

Rylkar Rats - Monster Manual V

With a roaring battlecry Tor and Agnarr rushed down the tunnel. The ratbrutes – having turned to follow Tee’s forward dive – were unable to turn back and block the door in time. Tor and Agnarr burst between the ratbrutes, driving them apart. While Tor pushed his back into the corner (raining down blows in a stinking cascade of frying rat-hair), Agnarr quickly circled the other and drew him down the length of the room. Once Tor had finished with his, he joined Agnarr and the two of them together were able to harry and eventually cut down the other.

Unfortunately, until they were finished the ratbrutes made it too dangerous for Elestra, Nasira, or their healing magicks to reach Tee. By the time they did, she had almost bled to death from her wounds.

Once Tee (a little paler for her ordeal) was back on her feet, however, they were able to head down into the lower nest. With their thoughts filled by the dangerous cranium rats, they were hoping they could grab a kennel rat and then quickly find an exit into the southern sewers that they could use to follow one of their maps to Porphyry House.

Instead they found more guards posted. Tee emerged into the first room of the lower nest and was immediately fired upon by four ratlings. They missed, but Tee was pelted with shattering stone from the tunnel walls around her. Agnarr and Tor pushed past her and moved to engage the two nearest ratlings. Tee drew her dragon pistol, shot a third, and taunted them: “This is how you shoot!”

For a moment it seemed like a complete rout, but then two larger ratlings pushed through the curtain leading to the next chamber. The ratling nearest the one Tee had shot grabbed a dragon pistol off his fallen comrade and began firing from both hips. This time Tee was caught by the unexpected hail of fire.

But although Tee was painfully forced to a position of better cover, her sharp-shooting provided enough covering fire (while killing two more of the ratlings) for Tor and Agnarr to make a killing-ground sweep of the room with their swords. Then they briefly debated their next course of action: They knew what lay to the west (“Death,” as Elestra aptly summed it up), but there was another passage to the south.

Thinking of the cranium rats and their milky-eyed masters, Tee described the chamber with the chasm of effervescent green fluid as the True Temple of the Rat God… and she had no interest in tangling with it again. Plus, they were looking for a southern route through the sewers: The other passage would at least be taking them in the right direction.

The next cave-like chamber, however, was filled with more heaping piles of unstable garbage and offal. With a little sigh, Tee started heaving her way over the first of the piles towards the exit on the far side of the room—

And a swarm of black-furred rats with gleaming green eyes rose up out of the garbage around her. The very stench of them – a thick, unnatural musk of terror – suddenly struck the air, sending her senses reeling.

Tor rushed forward to help her—

And plunged through the refuse, between a set of loosely gapped wooden slats, and into a twenty-foot pit or chasm that ran across the width of the room.

Agnarr, seeing what had happened to Tor, ran forward, too. He jumped over the spot where Tor disappeared—

And also dropped into the pit, which was considerably wider than he had anticipated.

Ranthir, looking for a quick solution to Tee’s distress, dropped a fireball into the heart of the swarm – trusting to Tee’s reflexes to avoid the worst of it.

… but the rats were completely unaffected by the firestorm; the flames seeming to lick their way through the fur like some sort of elemental conductor. (Ranthir spent the next several hours cursing the waste of such a powerful spell.)

Tee – finding her mind hazed from the thick stench of the swarm and her flesh burning from their incessant, poisonous bites – fell back towards the others… taking the swarm with her.

In the flaming chaos and chittering madness of the scene, none of them had noticed a ratling priestess slipping into the far end of the room. Nasira, overwhelmed by the swarm, collapsed. The priestess surveyed the situation for a moment and then surrounded herself with a scintillating field of multicolored light.

A mad tittering filled the air and their eyes were drawn to the far end of the chamber as two large, white-furred rats came up to join the priestess. As they entered the room, their titters climbed into a shrieking peal of hideous laughter, ripping through the chamber and blasting insanity across the thoughts of those that heard it. In the chasm below, Tor suddenly turned upon Agnarr in incoherent madness and pounded his fists on the barbarian’s head. Agnarr, for his part, was driven into a panicked frenzy and fled to the end of the chasm, cowering as Tor continued to beat him about the temples.

Following in the wake of their shrieking laughter, the white rat-dogs raced towards the party. Fortunately, as they joined the melee, the madness of their tittering howls faded somewhat. Tor, regaining his senses, stumbled away from Agnarr (who, thick-skulled as he was, was only slightly the worse for wear). Hearing the screams from above, Tor knew they needed to get back in the fight. He unstrung the rope from his belt and hurled it over the wooden slats above. Quickly securing it, he began climbing up. Agnarr followed.

Above them, Elestra, calling upon the Spirit of the City, tried to force her will upon the mind of the priestess. For a moment she succeeded, but as she tried to force the priestess to attack the rats she felt her control slip away like grease from fur.

But Elestra had brought the priestess closer to the melee. And when Tor emerged from the chasm, he found himself directly behind her. Although his first wild swing (dragging himself up over the trash-filled lip of the chasm) missed, the priestess quickly found herself hemmed in between Tor, Tee (who had finally managed to beat herself free from the remnants of the swarm by using her boots of levitation to float a few feet into the air), and (shortly thereafter) the emergent Agnarr.

One of the white rat-dogs, however, leapt up and bit into Tee’s foot, swinging itself up to claw at her calf with its poison-drenched talons. Tee knocked it free, but not before the priestess slipped through their line.

Ranthir, meanwhile, had summoned a giant bombardier beetle with a carapace of glowing white light. The beetle’s powerful acidic attacks were able to rout the last of the swarm, driving it back into the chasm at the center of the room.

The priestess withdrew to the far side of the chamber. Tor pursued her. He tried to keep a careful watch on the placement of his feet, but still slipped and nearly fell back into the pit – only narrowly catching the lip.

Agnarr, on the other hand, roared ragefully and leapt across the entire pit. The priestess might still have escaped as she nimbly darted across the surface of garbage drifts through which Agnarr was forced to shove his way—

But Ranthir dropped a web across the entire width of the far passage, blocking her escape entirely.

The priestess, caught on the edge of the web, ripped her way free and tried to defend herself against Agnarr (and Tor, who caught up only moments later)… but she could do little against the cold steel (and fire… and lightning) of their blades.

Meanwhile, with the swarm gone, the others were able to rally and pound away at the laughter-mad white rats until their last titters were lost in gurgling blood.

Running the Campaign: Tactical TrapsCampaign Journal: Session 42A
In the Shadow of the Spire: Index

Boarded up building - photo by Gabriel Cassan

DISCUSSING
In the Shadow of the Spire – Session 41D: Back Amongst the Rats

They returned to the temple and found four watchmen standing guard before the outer door. The surrounding buildings had been evacuated.

When Tor went to speak with them he learned that a major operation involving watchmen from across the city had attempted to “root out those filthy rats”. But eight watchmen had been killed in attempting to explore the areas below the temple and now they were simply bricking up the basement to seal the problem away.

The watchmen weren’t supposed to let anyone through, but since it was Tor they didn’t think it would be a problem…

The PCs are called to adventure; they venture forth; they triumph over evil or claim the treasure or kiss the prince… and now it’s time to move on to the next adventure.

Something we don’t often think about, though, is the often-quite-literal wreckage that the PCs leave in their wake. In this session, for example, they return to the site of their previous adventure and discover that (a) the city watch has attempted to clean up the site; (b) failed rather badly; and (c) is now boarding the place up.

This establishes that the world is in motion — that stuff keeps happening even when the PCs aren’t there to see it. It also shows that the PCs’ actions have consequences. (Would those watchmen have been killed if you’d finished clearing out the rats?) Plus it’s an opportunity for exposition (as the PCs learn more about the watch and how they handle the dungeon access points within the city).

You don’t need the PCs to specifically “return to the scene of the crime” to make this work. For example, if they burn down a house while fighting gangsters in an urban campaign, you could add that to your list of landmarks (as described in So You Want to Be a Game Master) and have them notice it while traveling through that district in the future.

Such locations can develop over time: The house is rebuilt. A new family moves in. And so forth.

How things change over time will help set the theme and tone of the campaign. At the broadest level, are things getting better or getting worse? (Either in general, or in response to the PCs’ actions.)

MOVING IN

One of my favorite schticks along these lines is to look at a dungeon freshly emptied by the PCs and ask myself, “Who would move in here?”

In a previous session, we saw this happen with an ally when Sir Kabel moved into Pythoness House. We can also imagine infrastructure being claimed (or reclaimed) by local authorities: The town reopens the mine now that the skeletons have been cleared out; the tunnels discovered under the tavern are repurposed as a granary.

But it’s just as likely that the answer is a new villain! “Thanks for arresting all of Dr. Cairo’s minion,” says the Red Death. “A good secret lair is so hard to find these days!

The activities of such a villain, of course, will quickly vector back to the PCs, intersecting their path and creating new scenario hooks that will pull them back to the familiar location.

Done too often, of course, this can become repetitive and frustrating. (“We have to go back to the old lighthouse again?”) Used judiciously, however, or as part of an open table, this can be a delightful way of, once again, showing the players how their actions are affecting the game world. It’s also a fun experience because the players can take advantage of their existing knowledge of the location while also being surprised by how the new tenants have remodeled the joint.

(For similar techniques, also check out (Re-)Running the Megadungeon.)

Of course, sometimes the PCs will gun down all the cartel members at a mansion in Miami and then they’ll never see or think about the place again. (It was probably bought by some incredibly boring, but very rich, neurosurgeon.) If you want to evoke a living world, the loose threads are important, too. Not everything should play out as a closed loop.

Campaign Journal: Session 41ERunning the Campaign: Tactical Traps
In the Shadow of the Spire: Index

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 41D: BACK AMONGST THE RATS

August 15th, 2009
The 23rd Day of Kadal in the 790th Year of the Seyrunian Dynasty

Ratling - Dominick

Now it was a question of their next goal: Should they pursue the Idol of Ravvan? Track down Arveth at the Temple of Deep Chaos? Go to Alchestrin’s Tomb in the Necropolis? There were at least nine different leads tantalizing them.

Ultimately, however, the temptation of Wuntad’s association with (and his occasional appearances at) Porphyry House was insurmountable. Elestra knew it to be a high-class brothel located near the border between the Guildsman’s District and the Warrrens, but little else. (“Why would I know more than that about a brothel?”) They suspected that one of the sewer routes leading from the Temple of the Rat God would take them there, and they decided that the element of surprise to be gained from using such a route was worth the extra effort involved.

When they returned to the temple, however, they found four watchmen standing guard before the outer door. The surrounding buildings had been evacuated. When Tor went to speak with the watchmen he learned that a major operation involving watchmen from across the city had attempted to “root out those filthy rats”. But eight watchmen had been killed in attempting to explore the areas below the temple and now they were simply bricking up the basement to seal the problem away.

The watchmen weren’t supposed to let anyone through, but since it was Tor they didn’t think it would be a problem. Tor thanked them kindly and led the others through the sanctuary.

On the level below they found six more of the watch bricking up the tunnel leading to the warrens below. They recognized Tor, too, and when they learned that the wanderers were planning to go below they offered to hold off their efforts for an hour.

Tor shook his head. “We’re just passing through. I don’t think we’ll be coming back this way. Finish what you’re doing. We’ll take care of the rest.”

“If it’s not too much trouble, could you keep an eye out down there? Three of those who died… We weren’t able to recover their bodies.”

They promised that they would bring them back if they could.

Halfway down the tunnel they triggered the first of the ratlings’ traps: An explosive charge sent a shower of stinking, diseased offal into the air. Tee detected two more of the tripwires along that length of tunnel, carefully disabling each of them before allowing the others to pass. The traps were crudely constructed, but cunningly hidden.

When they reached the north-south T-intersection at the end of the first tunnel, a squeaking, gibberous swarm of huge rats rushed towards them from the north. As Tee stepped out to confront them, however, three ratlings to the south popped out of some sort of concealed culvert and fired dragon rifles at her back. As Tor joined Tee in cutting down the swarm of rats from the north, Agnarr ran after the ratlings to the south. The ratlings fell back while continuing their volleys of fire… taunting Agnarr into a spew of fire from carefully prepared pots of alchemist’s fire.

Agnarr had almost reached them again when a board full of poisoned spikes swung down from the ceiling above – not only piercing his shoulder with a painful, burning wound, but wedging itself tightly into place and blocking the tunnel. By the time Agnarr had forced the board aside, Tee had joined him. She ducked through first, finding the ratlings waiting with another volley of fire that she narrowly dodged.

If she worked her way carefully down the tunnel in an effort to avoid the traps she knew were waiting, the ratlings would tear her apart with their rifle fire. Throwing caution to the wind, Tee threw herself down the hall – trusting to her instincts and reflexes to avoid the seemingly never-ending stream of dangers.

The ratlings fell back before her rush – sometimes trusting to their tripwires; in other cases chopping at concealed ropes to release counterweighted doom. Tee avoided the worst of it, and even managed to drop one of the ratlings with a sharply placed arrow.

The ratlings fled back around a corner and Tee pulled up for a  moment to wait for the others – picking their way through the spent traps behind her – to catch up.

There was an explosion of chittering from around the corner and something large and bulky was thrown around it, bouncing to a halt near Tee’s feet.

It was the head of one of the dead watchmen. His badge had been spiked to his forehead.

Tor, coming up beside Tee, looked down and felt his heart go cold. He rushed the corner with preternatural speed, dashing through the rapid volley of the ratlings and plunging his sword through the chest of the nearest one in a burst of crackling electricity.

The last of the ratlings fell back and triggered another of the spiked boards. But Tor had no patience or mercy left in him: With a sweep of his sword, he cut the board asunder, leaving a very surprised ratling scurrying backwards in a panic into the chamber of bones. But in two quick steps, Tor was upon the creature, cutting it down mercilessly.

The chamber of bones was still filled with a cascaded avalanche of bones, but three sharp sticks had been raised in the middle of the room – the headless bodies of the three watchmen impaled upon them.

While Tor and Agnarr took up the grisly task of taking down the bodies of the watchmen, Tee headed into the southern passage, checking it carefully foot-by-foot for any additional traps the ratlings may have had a chance to lay.

As she emerged into the slave pen area, however, her focus on tripwires and mud-buried mines turned into a liability: Two ratbrutes, lurking to either side of the door, took her completely by surprise.

For a long moment Tee was frozen in shock. Then, as the massive blades of the ratbrutes swung towards her, she dove forward. She managed to narrowly duck beneath one blade, but the other caught her a glancing blow. A moment later she found herself prostrate on the floor, gasping in a pool of her own blood. (Something which, frankly, had been happening to her too much in the last twenty-four hours.)

Before the ratbrutes had a chance to finish her off, however, reinforcements had arrived.

Running the Campaign: Aftermath of AdventureCampaign Journal: Session 41E
In the Shadow of the Spire: Index

Ptolus: Rosegate House (Monte Cook Games)

DISCUSSING
In the Shadow of the Spire – Session 41C: I’ll Be Seeing You

They returned naturally to the question of their lodgings: Should they go? If so, where?

Jevicca suggested the Nibeck Street mansion. It was currently abandoned, it would give them a base of operations as close to the Banewarrens as they might care to have, and it would let them defend the entrance to the Banewarrens.

On the other hand, as Agnarr put it, “Living over the hellmouth? No thanks.”

After Arveth’s assassination attempt in the previous journal entry, the PCs were highly motivated to figure out what their permanent — and secure! — home base in Ptolus would be.

Wanting to establish a permanent residence wasn’t an entirely new thread in the campaign, however. As the GM, in fact, I was kind of surprised it hadn’t happened already.

When I was initially ginning up the In the Shadow of the Spire campaign, of course, I had anticipated that the Ghostly Minstrel would serve as their initial home base:

But then, during character creation, Tithenmamiwen unexpectedly ended up being from Ptolus. As described here, the initial pitch was that, although the campaign would be set in Ptolus, none of the PCs should be from the city, but this shifted as we developed Tee’s character background. This meant that Tee actually owned a house in Ptolus, and I assumed it was quite likely that the group would end up staying there:

But when the PCs went there, way back in Session 1, something unexpected happened:

Returning to her house, Tee found everything undisturbed – essentially as she had left it, except for a thick covering of dust. With a distracted, almost manic air, she immediately set to spring cleaning the place. Others in the group offered to help, but they had not gotten far into the work when Ranthir suddenly came to a stop: “If we’ve been back in this city for two weeks and you have not returned to this place… Perhaps there was a reason for that?”

Tee stopped what she was doing. It seemed to tear her up inside, but she was forced to admit that Ranthir was right. They left and she locked the door behind them.

And, with only a couple small exceptions, the PCs, in order to keep her friends and family safe, have not returned to Tee’s mothballed home.

When Tor’s player joined the campaign, they really wanted the group to get a house. It was something that they, as a player, had always wanted to do in a D&D game, but had never had the opportunity to actually make it happen.

I fully expected that this would happen, so I reached out and grabbed Rosegate House from the Ptolus sourcebook (pictured at the beginning of this post).

The PCs in Monte Cook’s original Ptolus campaign were gifted Rosegate House, and he set it up as a resource specifically for GMs like me who had players looking for a house in the city. (One of the great things about Ptolus as a setting is that, having been born from actual play, it’s chockablock with these kinds of practical tools and toys.)

But for whatever reason, despite often talking about it (both at the table and away from it), the PCs never did it. They never actually went looking for a house on sale. (I was surprised that even in this session, as they were actively exploring a bunch of different options, it didn’t actually come up.)

The other major candidate that had been floating around for awhile was Pythoness House, which had first appeared as an adventure location before being cleared out by the PCs. (As I’ve previously discussed, Pythoness House also has awesome graphical resources that were published for it.) I suspect that if the players hadn’t just ensconced Sir Kabel and the Order of the Dawn in Pythoness House a few sessions earlier, that this would, in fact, have been their solution. But since Pythoness House wasn’t currently available (and was also now tangled up in Church politics), it no longer seemed like a viable alternative.

For whatever reason, I had not expected them to approach Lord Zavere about the possibility of staying at Castle Shard. (If I recall correctly, that didn’t work out because they blew their Charisma check.)

PLAYER RENOVATIONS

At this point, therefore, I had actually expected the players to have long since left the Ghostly Minstrel. (Although I did hope that it would still be a place they’d visit as a social hub.)

Instead, with other options not quite panning out for a bunch of different reasons, the PCs ended up doubling down on the Ghostly Minstrel.

Which was great!

When the PCs settle into a long-term home base, I think it’s almost always a good idea to create a map of it. First, I think it makes it feel more like a real, concrete place to the players. Second, the odds that at some point they’ll get involved in a fight or some similar action scene there is approximately 110%.

In this case, as I mentioned above, there was already a great one for the Minstrel (and we’d been using it for a while):

Second Floor of the Ghostly Minstrel

Once the PCs have a home base, though, the moment will almost inevitably come when they want to remodel the joint.

So they decided to stay where they were. Instead of hiding, they would bunker down. They laid out a plan for remodeling an entire wing of the Ghostly Minstrel: A false room with a secret door would be used as a pass-thru to a real suite of other rooms connected by new, interior doors.

They spoke with Tellith, who agreed to the remodel if they paid for it and if they also paid at a year’s rent in advance for the rooms they would be converting. This done, they spent several thousand crowns and arranged for more than twenty contractors (including several master craftsmen) to install the secret door, punch thru the two new connecting doors, and to strengthen the security on the existing doors. They also hired an arcanist to ward the windows with permanent alarms. And then they spent even more money to speed a project that should rightfully take weeks until it would take only two days to complete. On top of all that, Tee set aside enough money to pay every single person working on the project a hefty bonus to forget that they had ever worked on it.

Nasira was somewhat taken aback by the sheer amount of money they were able to throw at the project (more than 5,000 crowns when all was said and done). And while the project surely tapped deeply into their resources, they all felt it was an investment worth making.

Which is also great! It’s how the PCs can truly take ownership over a space and make it definitively theirs.

Once the PCs start making major modifications, though, what do you do with your beautiful maps? Well, sometimes you’ll end up just making an all-new map. More often than not, though, I’ll us a map patch like this one:

Section of the Ghostly Minstrel map depicting rooms remodeled to include a secret door.

These alter just the section of the map that has been changed. Sometimes I’ll apply the match digitally and simply print out a new copy of the full map. In this case, I just printed out a copy of the map patch itself. Several sessions later, when the renovations were complete, I was able to present the patch to the players and let them actually add it to the map themselves — a little metagame ceremony that let them share in their characters’ excitement at touring their new rooms.

You can find other map patches I’ve done for cities and wilderness maps here and here.

To create map patches like these, I simply load the map into a graphics editing program like Photoshop (scanning it first if necessary). Then a little judicious copy-and-pasting combined with the clone tool generally lets me use elements of the original map as a palette for the new one. For location maps like the Ghostly Minstrel, seek out:

  • Clean sections of wall without surrounding décor. (You’ll likely need both straight walls and corners.)
  • Empty floor tiles.
  • Doors and windows.

Other elements can also be useful, obviously, but if you can get these basics in place, you can usually do almost anything.

You might also find it useful to seek out other maps by the same cartographer to source other useful elements while maintaining the same visual style.

It’s vitally important, of course, to keep the resolution of the patch synced to the original image so that applying the patch (whether digitally or physically) can be seamless and easy.

Campaign Journal: Session 41DRunning the Campaign: Aftermath of Adventure
In the Shadow of the Spire: Index

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