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CB's City of the Spider Queen v3.5
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<blockquote data-quote="Guest 11456" data-source="post: 2816205"><p><strong>Ardyth : Female Human Wizard 10</strong></p><p></p><p><strong>Ardyth</strong></p><p><strong>Gender/Race:</strong> Female/Human</p><p><strong>Class:</strong> Wizard</p><p><strong>Alignment:</strong> Chaotic Neutral</p><p><strong>Age:</strong> 22</p><p><strong>Height/Weight:</strong> 4’-7”/91#</p><p><strong>Deity:</strong> None</p><p></p><p><strong>Ability Scores</strong></p><p><strong>Str 8 (-1)</strong> {0pts}</p><p><strong>Dex 12 (+1)</strong> {4pts}</p><p><strong>Con 12 (+1)</strong> {4pts}</p><p><strong>Int 24 (+7)</strong> {16pts, +2 level, +4 item}</p><p><strong>Wis 12 (+1)</strong> {4pts}</p><p><strong>Cha 8 (-1)</strong> {0pts}</p><p></p><p><strong>AC:</strong> 16 (+4 bracers, +1 Dex, +1 ring), touch 12, flat-footed 15</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 30ft</p><p><strong>Max. Hit Points:</strong> 35</p><p><strong>Current Hit Points:</strong> 35</p><p></p><p><strong>Saving Throws</strong></p><p><strong>Fort:</strong> +7 (3 base, +1 Con, +3 item)</p><p><strong>Ref:</strong> +7 (3 base, +1 Dex, +3 item)</p><p><strong>Will:</strong> +11 (7 base, +1 Wis, +3 item)</p><p></p><p><strong>Attack and Damage for preferred weapon</strong></p><p>Dagger +4 melee 1d4-1 dmg 19-20 x 2</p><p></p><p><strong>Feats</strong></p><p>Alertness (familiar bonus)</p><p>Spellcasting Prodigy (human bonus)</p><p>Eschew Materials (1st level)</p><p>Scribe Scroll (wizard bonus)</p><p>Craft Wondrous Item (3rd level)</p><p>Spell Mastery : Magic Missile, Scorching Ray, Fireball, Lightning Bolt (5th level bonus)</p><p>Magical Artisan : Wondrous Items (6th level)</p><p>Signature Spell : Magic Missile (9th level)</p><p>Extend Spell (10th level bonus)</p><p></p><p></p><p><strong>Skills</strong></p><p>Concentration +14 (13 ranks, +1 Con)</p><p>Decipher Script +18 (13 ranks, +5 Int)</p><p>Knowledge (arcana) +18 (13 ranks, +5 Int)</p><p>Knowledge (architecture and engineering) +18 (13 ranks, +5 Int)</p><p>Knowledge (dungeoneering) +18 (13 ranks, +5 Int)</p><p>Listen +9 (3 ranks, +1 Wis, +3 familiar, +2 feat)</p><p>Spellcraft +18 (13 ranks, +5 Int)</p><p>Spot +3 (0 ranks, +1 Wis, +2 feat)</p><p></p><p><strong>Languages Known:</strong> Common, Undercommon, Terran, Draconic, Goblin.</p><p></p><p><strong>Possessions & Current Wealth</strong></p><p>Travelers Outfit (worn)</p><p>Ardyth's Brooch of Shielding (1500bp, 562.5gp, 45xp, 0#, worn)</p><p>Ardyth's Hand of the Mage (900bp, 337.5gp, 27xp, 2#, worn)</p><p>Ardyth's Goggles of Night (12000bp, 4500gp, 360xp, 0#, worn)</p><p>Ardyth's Bracers of Armor +4 (16000bp, 6000gp, 480xp, 1#, worn)</p><p>Ardyth's Headband of Intellect +4 (16000bp, 6000gp, 480xp, 0#, worn)</p><p>Ardyth's Cloak of Resistance +3 (9000bp, 3375gp, 270xp, 1#, worn)</p><p>Ring of Sustenance (2500gp, 0#, worn)</p><p>Ring of Protection +1 (2000gp, 0#, worn)</p><p>Ardyth's Handy Haversack (2000bp, 750gp, 60xp, 5#, back)</p><p>Ardyth's Brooch of Shielding (1500bp, 562.5gp, 45xp, 0#, haversack)</p><p>Ardyth's Brooch of Shielding (1500bp, 562.5gp, 45xp, 0#, haversack)</p><p>Ardyth's Hat of Disguise (1800bp, 675gp, 54xp, 0#, haversack)</p><p>Ardyth's Horn of Fog (2000bp, 750gp, 60xp, 1#, haversack)</p><p>Ardyth's Gloves of Arrow Snatching (4000bp, 1500gp, 120xp, 0#, haversack)</p><p>Ardyth's Superior Rope of Climbing (5500bp, 2062.5gp, 165xp, 3#, haversack)</p><p>Ardyth's Slippers of Spider Climbing (4800bp, 1800gp, 144xp, 0.5#, haversack)</p><p>Ardyth's Helm of Comprehend Languages and Detect Magic (5200bp, 1950gp, 156xp, 3#, haversack)</p><p>Ardyth's Bottle of Air (7250bp, 2718.8gp, 218xp, 2#, haversack)</p><p>Ardyth's Blessed Book (12500bp, 4687.5gp, 375xp, 1#, haversack)</p><p>Ardyth's Golembane Scarab (2500bp, 937.5gp, 75xp, 0#, haversack)</p><p>Ardyth's Boots of Speed (12000bp, 4500gp, 360xp, 1#, haversack)</p><p>Dagger (2gp, 1#, haversack)</p><p>Treasure (166gp, 7sp, 4#, haversack)</p><p>Familiar (100gp)</p><p>Extra Spells (4300gp)</p><p>--------------------------------</p><p>Total (49000gp, 3539xp)</p><p></p><p></p><p><strong>Spells Known</strong></p><p><strong>0:</strong> Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue</p><p><strong>1:</strong> Animate Rope, Burning Hands, Charm Person, Comprehend Languages, Color Spray, Detect Secret Doors, Disguise Self, Expeditious Retreat, Feather Fall, Floating Disk, Grease, Hold Portal, Identify, Jump, Mage Armor, Magic Missile, Mount, Obscuring Mist, Protection From Evil, Ray Of Enfeeblement, Shield, Sleep, Summon Monster I</p><p><strong>2:</strong> Darkvision, Fox’s Cunning, Invisibility, Knock, Protection From Arrows, Rope Trick, Scorching Ray, See Invisibility, Spider Climb, Summon Monster II</p><p><strong>3:</strong> Dispel Magic, Fireball, Gaseous Form, Haste, Hold Person, Lightning Bolt, Secret Page, Slow, Summon Monster III, Water Breathing</p><p><strong>4:</strong> Fire Shield, Greater Invisibility, Ice Storm, Polymorph, Remove Curse, Summon Monster IV</p><p><strong>5:</strong> Cone of Cold, Cloudkill, Passwall, Secret Chest, Summon Monster V, Teleport</p><p><strong>Spells Prepared</strong></p><p><strong>0: (DC: 18)</strong> Acid Splash, Detect Magic, Ray of Frost, Touch of Fatigue</p><p><strong>1: (DC: 19)</strong> Burning Hands, Charm Person, Ray of Enfeeblement, Shield, Sleep, Summon Monster I</p><p><strong>2: (DC: 20)</strong> Fox’s Cunning, Invisibility, Knock, Scorching Ray, See Invisibility, Summon Monster II</p><p><strong>3: (DC: 21)</strong> Dispel Magic, Fireball, Gaseous Form, Lightning Bolt, Summon Monster III</p><p><strong>4: (DC: 22)</strong> Fire Shield, Greater Invisibility, Ice Storm, Polymorph, Summon Monster IV</p><p><strong>5: (DC: 23)</strong> Cloudkill, Summon Monster V, Teleport</p><p></p><p>47,267/55,000 xp</p><p></p><p> <strong>Familiar:</strong> Eek</p><p>Bat, Diminutive Magical Beast; HD 10; HP 17; Init +2; Speed 5ft, fly 40 ft; AC 21 (+4 size, +2 Dex, +5 natural), touch 16, flat-footed 19; Base Attack/Grapple +5/-7; Attack/Full Attack -; SA -; SQ blindsense 20 ft, low-light vision, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with bats; Saves Fort +3, Ref +5, Will +9; Abilities Str 1, Dex 15, Con 10, Int 10, Wis 14, Cha 4; Skills Concentration +13, Decipher Script +13, Hide +14, Knowledge (arcana) +13, Knowledge (architecture and engineering) +13, Knowledge (dungeoneering) +13, Listen +9*, Move Silently +6, Spellcraft +13, Spot +8*; Feat Alertness.</p><p>Blindsense (Ex): A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.</p><p>Skills: *A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.</p><p></p><p><strong>Personality:</strong></p><p>Although strikingly beautiful by human standards, Ardyth tends to come across as haughty or even arrogant. She is competent and knowledgeable. She tends to be totally loyal to friends and companions.</p><p></p><p><strong>Background:</strong></p><p>At the early age of 3, Ardyth was a child prodigy showing amazing magical aptitude. Her parents who were farmers, thinking they had a gold mine for a daughter, sought the finest teachers and tutors in the land to help their gifted daughter. They sold their farm and pooled what gold they had thinking that it was an investment into the future. But they found that it was not enough and had to borrow large sums of gold in order to finance her tutelage. Her teachers were amazed at how quickly someone so young could not only learn so quickly but master the mystic arts quickly and precisely as well. But even her teachers did not foresee that she would be surpassing them in such a short time.</p><p></p><p>At the age of 5 she had surpassed her teachers and they had suggested an excellent magic school. Her parents by this time had amassed quite a large debt. A local landowner made a deal with her parents that would forgive their large debts and pay a hefty fee on top of that. Being less then scrupulous by this time and growing weary from the constant fees, her parents agreed. Ardyth now had a new benefactor. He sent her to magic school in order to learn from the best the realm had to offer. Like her parents, the wealthy land owner saw a gold mine in this young savant. Once at the school she learned many things she had only dreamed of about the arcane arts. Also her body quickly caught up to her mind and she became an early bloomer as well.</p><p></p><p>By age 12 she had again surpassed her tutors and was searching for more knowledge. Also her body was now fully developed giving her the look of a woman twice her age. With little more then her spellbook and some food, she fled in the night from the academy. Adventure was on her mind. She longed for the true application of her talents. She traveled to a nearby town and joined with a group of likeminded adventurers. Thus began an 8 year long adventuring career.</p><p></p><p>At age 20 she had been with her companions for 8 years. They had been through thick and thin together. They were investigating a particularly dark dungeon when they came upon a fissure in one of the walls. One of her companions made the comment that the fissure probably lead to the underdark. The underdark had been a secret study for Ardyth and she insisted on going that way. The others of her party told her that they would not accompany her should she choose that route. She understood their reluctance, but said she must do this. So Ardyth the mage separated from her companions that day and started her new journey through the underdark.</p><p></p><p>At the age of 22 Ardyth has spent the last 2 years exploring the underdark. For the last 3 months she has been in Szith Morcane. Her latest companions have moved on. She has spent her time creating some magic items to be used when she is ready to move on. Now she just needs to find a new group to join.</p></blockquote><p></p>
[QUOTE="Guest 11456, post: 2816205"] [b]Ardyth : Female Human Wizard 10[/b] [b]Ardyth[/b] [b]Gender/Race:[/b] Female/Human [b]Class:[/b] Wizard [b]Alignment:[/b] Chaotic Neutral [b]Age:[/b] 22 [b]Height/Weight:[/b] 4’-7”/91# [b]Deity:[/b] None [b]Ability Scores[/b] [b]Str 8 (-1)[/b] {0pts} [b]Dex 12 (+1)[/b] {4pts} [b]Con 12 (+1)[/b] {4pts} [b]Int 24 (+7)[/b] {16pts, +2 level, +4 item} [b]Wis 12 (+1)[/b] {4pts} [b]Cha 8 (-1)[/b] {0pts} [b]AC:[/b] 16 (+4 bracers, +1 Dex, +1 ring), touch 12, flat-footed 15 [b]Initiative:[/b] +1 [b]Speed:[/b] 30ft [b]Max. Hit Points:[/b] 35 [b]Current Hit Points:[/b] 35 [b]Saving Throws[/b] [b]Fort:[/b] +7 (3 base, +1 Con, +3 item) [b]Ref:[/b] +7 (3 base, +1 Dex, +3 item) [b]Will:[/b] +11 (7 base, +1 Wis, +3 item) [b]Attack and Damage for preferred weapon[/b] Dagger +4 melee 1d4-1 dmg 19-20 x 2 [b]Feats[/b] Alertness (familiar bonus) Spellcasting Prodigy (human bonus) Eschew Materials (1st level) Scribe Scroll (wizard bonus) Craft Wondrous Item (3rd level) Spell Mastery : Magic Missile, Scorching Ray, Fireball, Lightning Bolt (5th level bonus) Magical Artisan : Wondrous Items (6th level) Signature Spell : Magic Missile (9th level) Extend Spell (10th level bonus) [b]Skills[/b] Concentration +14 (13 ranks, +1 Con) Decipher Script +18 (13 ranks, +5 Int) Knowledge (arcana) +18 (13 ranks, +5 Int) Knowledge (architecture and engineering) +18 (13 ranks, +5 Int) Knowledge (dungeoneering) +18 (13 ranks, +5 Int) Listen +9 (3 ranks, +1 Wis, +3 familiar, +2 feat) Spellcraft +18 (13 ranks, +5 Int) Spot +3 (0 ranks, +1 Wis, +2 feat) [b]Languages Known:[/b] Common, Undercommon, Terran, Draconic, Goblin. [b]Possessions & Current Wealth[/b] Travelers Outfit (worn) Ardyth's Brooch of Shielding (1500bp, 562.5gp, 45xp, 0#, worn) Ardyth's Hand of the Mage (900bp, 337.5gp, 27xp, 2#, worn) Ardyth's Goggles of Night (12000bp, 4500gp, 360xp, 0#, worn) Ardyth's Bracers of Armor +4 (16000bp, 6000gp, 480xp, 1#, worn) Ardyth's Headband of Intellect +4 (16000bp, 6000gp, 480xp, 0#, worn) Ardyth's Cloak of Resistance +3 (9000bp, 3375gp, 270xp, 1#, worn) Ring of Sustenance (2500gp, 0#, worn) Ring of Protection +1 (2000gp, 0#, worn) Ardyth's Handy Haversack (2000bp, 750gp, 60xp, 5#, back) Ardyth's Brooch of Shielding (1500bp, 562.5gp, 45xp, 0#, haversack) Ardyth's Brooch of Shielding (1500bp, 562.5gp, 45xp, 0#, haversack) Ardyth's Hat of Disguise (1800bp, 675gp, 54xp, 0#, haversack) Ardyth's Horn of Fog (2000bp, 750gp, 60xp, 1#, haversack) Ardyth's Gloves of Arrow Snatching (4000bp, 1500gp, 120xp, 0#, haversack) Ardyth's Superior Rope of Climbing (5500bp, 2062.5gp, 165xp, 3#, haversack) Ardyth's Slippers of Spider Climbing (4800bp, 1800gp, 144xp, 0.5#, haversack) Ardyth's Helm of Comprehend Languages and Detect Magic (5200bp, 1950gp, 156xp, 3#, haversack) Ardyth's Bottle of Air (7250bp, 2718.8gp, 218xp, 2#, haversack) Ardyth's Blessed Book (12500bp, 4687.5gp, 375xp, 1#, haversack) Ardyth's Golembane Scarab (2500bp, 937.5gp, 75xp, 0#, haversack) Ardyth's Boots of Speed (12000bp, 4500gp, 360xp, 1#, haversack) Dagger (2gp, 1#, haversack) Treasure (166gp, 7sp, 4#, haversack) Familiar (100gp) Extra Spells (4300gp) -------------------------------- Total (49000gp, 3539xp) [b]Spells Known[/b] [b]0:[/b] Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue [b]1:[/b] Animate Rope, Burning Hands, Charm Person, Comprehend Languages, Color Spray, Detect Secret Doors, Disguise Self, Expeditious Retreat, Feather Fall, Floating Disk, Grease, Hold Portal, Identify, Jump, Mage Armor, Magic Missile, Mount, Obscuring Mist, Protection From Evil, Ray Of Enfeeblement, Shield, Sleep, Summon Monster I [b]2:[/b] Darkvision, Fox’s Cunning, Invisibility, Knock, Protection From Arrows, Rope Trick, Scorching Ray, See Invisibility, Spider Climb, Summon Monster II [b]3:[/b] Dispel Magic, Fireball, Gaseous Form, Haste, Hold Person, Lightning Bolt, Secret Page, Slow, Summon Monster III, Water Breathing [b]4:[/b] Fire Shield, Greater Invisibility, Ice Storm, Polymorph, Remove Curse, Summon Monster IV [b]5:[/b] Cone of Cold, Cloudkill, Passwall, Secret Chest, Summon Monster V, Teleport [b]Spells Prepared[/b] [b]0: (DC: 18)[/b] Acid Splash, Detect Magic, Ray of Frost, Touch of Fatigue [b]1: (DC: 19)[/b] Burning Hands, Charm Person, Ray of Enfeeblement, Shield, Sleep, Summon Monster I [b]2: (DC: 20)[/b] Fox’s Cunning, Invisibility, Knock, Scorching Ray, See Invisibility, Summon Monster II [b]3: (DC: 21)[/b] Dispel Magic, Fireball, Gaseous Form, Lightning Bolt, Summon Monster III [b]4: (DC: 22)[/b] Fire Shield, Greater Invisibility, Ice Storm, Polymorph, Summon Monster IV [b]5: (DC: 23)[/b] Cloudkill, Summon Monster V, Teleport 47,267/55,000 xp [b]Familiar:[/b] Eek Bat, Diminutive Magical Beast; HD 10; HP 17; Init +2; Speed 5ft, fly 40 ft; AC 21 (+4 size, +2 Dex, +5 natural), touch 16, flat-footed 19; Base Attack/Grapple +5/-7; Attack/Full Attack -; SA -; SQ blindsense 20 ft, low-light vision, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with bats; Saves Fort +3, Ref +5, Will +9; Abilities Str 1, Dex 15, Con 10, Int 10, Wis 14, Cha 4; Skills Concentration +13, Decipher Script +13, Hide +14, Knowledge (arcana) +13, Knowledge (architecture and engineering) +13, Knowledge (dungeoneering) +13, Listen +9*, Move Silently +6, Spellcraft +13, Spot +8*; Feat Alertness. Blindsense (Ex): A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense. Skills: *A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated. [b]Personality:[/b] Although strikingly beautiful by human standards, Ardyth tends to come across as haughty or even arrogant. She is competent and knowledgeable. She tends to be totally loyal to friends and companions. [b]Background:[/b] At the early age of 3, Ardyth was a child prodigy showing amazing magical aptitude. Her parents who were farmers, thinking they had a gold mine for a daughter, sought the finest teachers and tutors in the land to help their gifted daughter. They sold their farm and pooled what gold they had thinking that it was an investment into the future. But they found that it was not enough and had to borrow large sums of gold in order to finance her tutelage. Her teachers were amazed at how quickly someone so young could not only learn so quickly but master the mystic arts quickly and precisely as well. But even her teachers did not foresee that she would be surpassing them in such a short time. At the age of 5 she had surpassed her teachers and they had suggested an excellent magic school. Her parents by this time had amassed quite a large debt. A local landowner made a deal with her parents that would forgive their large debts and pay a hefty fee on top of that. Being less then scrupulous by this time and growing weary from the constant fees, her parents agreed. Ardyth now had a new benefactor. He sent her to magic school in order to learn from the best the realm had to offer. Like her parents, the wealthy land owner saw a gold mine in this young savant. Once at the school she learned many things she had only dreamed of about the arcane arts. Also her body quickly caught up to her mind and she became an early bloomer as well. By age 12 she had again surpassed her tutors and was searching for more knowledge. Also her body was now fully developed giving her the look of a woman twice her age. With little more then her spellbook and some food, she fled in the night from the academy. Adventure was on her mind. She longed for the true application of her talents. She traveled to a nearby town and joined with a group of likeminded adventurers. Thus began an 8 year long adventuring career. At age 20 she had been with her companions for 8 years. They had been through thick and thin together. They were investigating a particularly dark dungeon when they came upon a fissure in one of the walls. One of her companions made the comment that the fissure probably lead to the underdark. The underdark had been a secret study for Ardyth and she insisted on going that way. The others of her party told her that they would not accompany her should she choose that route. She understood their reluctance, but said she must do this. So Ardyth the mage separated from her companions that day and started her new journey through the underdark. At the age of 22 Ardyth has spent the last 2 years exploring the underdark. For the last 3 months she has been in Szith Morcane. Her latest companions have moved on. She has spent her time creating some magic items to be used when she is ready to move on. Now she just needs to find a new group to join. [/QUOTE]
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