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4E The Nentir Vale: A Sandbox
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<blockquote data-quote="LostSoul" data-source="post: 4773158" data-attributes="member: 386"><p><strong>Fallcrest Catacombs, level 1</strong></p><p></p><p>Here's the first level of the catacombs. It descends to level 8. I figure I'm going to put about 5 encounters or so on each level, balanced for 5 PCs of that level. Maybe more encounters if I get into it.</p><p></p><p>Level 2 also hooks up with level 6 and level 3 of the Tombwood Crypts (that's where the Gutwound Hobgoblins have holed up).</p><p></p><p></p><p>[code]</p><p> LVL 3 & LVL 4</p><p> =</p><p> 7. long stair</p><p> FALLS |</p><p> = 6. rooster hideout</p><p> | [</p><p> $ |</p><p> ------> 5. windy cave >--------------- twisting passages ---|</p><p> | |</p><p> ^ |</p><p>Fallcrest -> 1. entrance -> 2. watchpoint ->--- 4. meetinghouse 8. guard post >-- 9. ??</p><p> v $ |</p><p> | | =</p><p> ^ | LVL 2</p><p> 3. storeroom $----------|</p><p>[/code]</p><p></p><p></p><p><strong>CATACOMBS</strong></p><p></p><p>Overview: The catacombs have been left mostly empty as Fallcrest guards will periodically clear out the area. It sees most use by townspeople wishing to avoid the notice of the guards.</p><p></p><p>Wandering Monsters: Creatures from below sometimes wander up here, and people from Fallcrest can be found within. Each time the PCs take a short rest or make an excess of noise, roll 1d6. On a roll of 6 the PCs encounter a wandering monster. Roll 1d6 to determine the nature of the encounter.</p><p></p><p>Roll</p><p>1 River Rats coming to drop off some loot and/or get drunk (3 human bandits, 1 elf archer). XP: 500</p><p>2 Goblins probing the top levels of the Catacombs (2 blackblades, 2 warriors, 1 hexer). XP: 550</p><p>3 Kobolds poking around for loot (1 fire beetle, 2 kobold slingers, 2 kobold skirmishers). XP: 500</p><p>4 River Rats dragging some corpses (1 human berserker, 3 bandits, 1 crossbowman). XP: 675</p><p>5 Raven Roost bandits (2 human bandits, 1 dark creeper, 1 gnome skulk, 1 gnome arcanist). XP: 700</p><p>6 Feral drake clutch (1 rage drake, 2 spitting drakes, 2 guard drakes). XP: 750</p><p></p><p>Human Crossbowman: lvl 2 artillery</p><p>Init +4; Per +1</p><p>HP 32/16; AC 14, F 14, R 15, W 12</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> xbow smash; +7 v AC, 1d4.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> xbow; recharge with move; ranged 20; +9 v AC, 1d10+3.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> jagged bolt; encounter; ranged 20; +7 v Ref, 1d10+3 and slowed.</p><p>S +1 C +3 D +4 I +4 W +1 C +0</p><p></p><p>1. Entrance</p><p>-well-trod entrance</p><p>-remains of fires, some old, some new</p><p>-paintings and wall carvings</p><p>-leads to 2, 3</p><p></p><p style="margin-left: 20px">DM's notes: Some of the paths can be easily tracked - Perception DC 15 to track a group of 5 men heading north into area 2, and another set of tracks, some human, most not (DC 15 to identify - dark creeper, elf, and gnome) heading west to area 5.</p><p></p><p>2. River Rat Watchpoint (XP 500)</p><p>This room is a large natural cave that has been slightly worked over. The passage heading north ends in a 10' high ledge after 20 feet, and some rough stairs, carved from the natural stone, lead down. The middle area of the room is about 60' north-south and 80' east-west, and dotted with stalagmites. At the far side of the room, steep stairs lead up about 20' to another ledge.</p><p></p><p>The flicker of a campfire and the smells of cooking meat come from atop the southern ledge.</p><p></p><p>Empty graves line the walls. The floor and walls are covered in paintings and carvings.</p><p></p><p style="margin-left: 20px">DM's notes: A group of bored River Rats hang out here, watching the entrance. They are composed of 2 human crossbowmen and 2 human bandits. They are making a lot of noise; PCs will hear them if they succeed at a DC 10 Perception check, and they can possibly gain surprise (Stealth DC 9).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The steep stairs count as difficult terrain. The River Rats are sitting around a table playing cards. They have a firepit going, with a sheep roasting on a spit, and a keg of cheap ale. The stalagmites may be used for cover.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The River Rats will approach to the lip of the ledge, gaining cover to those below. If necessary, they will overturn their table and use it for cover. If someone appears ready to ascend the stairs, the bandits will get into flanking position and ready attacks. If outmatched at range, one of the bandits will flee to area 5 and raise an alarm.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The River Rats do not raise hostilities; they will talk, telling the PCs "this is our turf, get lost unless you want a bolt through the brain".</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">PCs will be able to see a corridor heading south and a tunnel heading east.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Treasure: The bandits have about 20gp between them and 32 gp, 49 sp, 70 cp scattered on the table in bets.</p><p></p><p>3. River Rat Storeroom</p><p>This cavern is filled with boxes, bags, barrels, crates, and furniture. A tunnel heads west out of this room, and a small tunnel (about 3') heads north.</p><p></p><p style="margin-left: 20px">DM's notes: If the PCs search the area, they will turn up a number of corpses. The River Rats plan to sell them to Orest Naerumar.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Treasure: All of it stolen, and all of it taking a long time to lug out, the PCs can fence off about 60gp worth of goods.</p><p></p><p>4. River Rat Meetinghouse (XP 625)</p><p>-bricked walls, columns</p><p>-stone altar in centre, used as a table</p><p>-passage heading south, small crack in east wall heading east to 3</p><p></p><p style="margin-left: 20px">DM's notes: This is where Kelson conducts his secret meetings. His underboss, a grim man named Otto, runs things for him here. The River Rats hang out here, getting drunk, taking it easy.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">There are 4 human rabble armed with slings, 1 human bandit, and 1 crossboman in addition to Otto in this room. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Otto knows that Orest Naerumar buys the corpses, though no one else here does. He has no idea what is done with them and doesn't really care. He also knows that Sgt. Numina comes down here every now and then, but if you pay her off (at least 10gp) she'll look the other way.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Otto: lvl 2 elite artillery (leader)</p> <p style="margin-left: 20px">Init +4; Per +3</p> <p style="margin-left: 20px">HP 64/32; AC 16, F 14, R 17, W 16</p> <p style="margin-left: 20px"><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> poisoned dagger; +9 v AC, 1d4+4 and +7 v F, 5 ongoing poison 1/enc.</p> <p style="margin-left: 20px"><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> xbow; ranged 20; +9 v AC, 1d10+3.</p> <p style="margin-left: 20px">rapid fire; make two xbow attacks.</p> <p style="margin-left: 20px"><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> jagged bolt; encounter; ranged 20; +7 v Ref, 1d10+3 and slowed.</p> <p style="margin-left: 20px">tumble; imm reaction; when missed with a melee attack; shift 3.</p> <p style="margin-left: 20px">direct fire; minor; encounter; allies in 5 make free ranged attack at +2.</p> <p style="margin-left: 20px">S +1 C +3 D +4 I +4 W +1 C +0</p> <p style="margin-left: 20px">equipment: leather, crossbow, bloodstinger poison-coated blade.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Treasure: Otto has coated his dagger with bloodstinger poison, and have 257 gp, 24 sp, and 60 cp in a small steel lockbox hidden in a small crack in the wall (DC 20 to open and find). Otto has the key.</p><p></p><p>5. Windy Cave (525)</p><p>The air in this cave is damp and windy. Stalactites drip water onto growing stalagmites.</p><p></p><p>A passage heads east to the entrance and north deeper into the catacombs.</p><p></p><p style="margin-left: 20px">DM's notes: Strong gusts of wind are generated from time to time in this cavern. They tend to blow out light sources. When the PCs advance to the middle of the cave, make an attack roll against whoever is holding the light (and only if it's a lantern or torch): +4 v R, light is extinguished (-1 atk if lantern). It requires a standard action to relight a torch and two minor actions and a standard to relight a lantern.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">When the lights go out, the 3 cavern chokers in this area attack. PCs can spot them with a DC 20 Perception check. They will retreat if there is light, slipping into narrow cracks in the walls.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">PCs can notice a small tunnel heading west - the source of the wind and moisture - with a DC 18 Perception check.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Treasure: The cavern chokers have stolen 55 gp, 69 sp, 50 cp and have jammed it into a crevice (DC 15 to grab and to spot).</p><p></p><p>6. Raven Roost Hideout (XP 875)</p><p>20' west off the main corridor is a wooden door of poor make. Cracks in the door reveal portions of the room inside.</p><p></p><p>The room inside is quite large (40x40). Crates, boxes, bins, etc. are stacked in here. A table is near the far end of the room, and a curtained-off area blocks the far western wall from sight.</p><p></p><p style="margin-left: 20px">DM's notes: The door is stuck, requiring a DC 10 check to open and alerting the bandits on the other side.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">2 dark creepers, gnome arcanist, gnome skulk, and 2 elf scouts from Raven Roost are here. These bandits have come here to trade goods with Sandercot - as well as to spy on the other activities going on, especially those of the River Rats. They suspect Orcus activity and want to destroy it in the name of the Raven Queen - the raids on the merchants are providing them with the resources.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">PCs who peer through the door can see crates and other merchant goods and they can spy the elves and the gnomes telling stories to each other. They must succeed at a DC 20 Stealth check to avoid being heard or spotted. The dark creepers are praying in the dark to the Raven Queen.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Treasure: The stolen trade goods are worth 470gp, though it will be almost impossible to move them. The bandits have 61 gp, 90 sp, 40 cp + 1 pearl (100 gp) and 150gp in arcane reagents and another 150gp in rare herbs.</p><p></p><p>7. Long Stair</p><p>The tunnel ends in a long stair. The air is noticeably colder here.</p><p></p><p style="margin-left: 20px">DM's notes: This stair descends to levels 3 and 4 of the Moonstone caverns.</p><p></p><p>8. Gutwound Guard Post (XP 750)</p><p>-stairs lead to level 2</p><p>-some minor fortifications</p><p>-links to area 9</p><p></p><p style="margin-left: 20px">DM's notes: This is a watch point that the Gutwound hobgoblins have recently set up. A goblin hexer commands 4 cutters, 2 sharpshooters, a skullcleaver and a warrior.</p><p></p><p>Treasure: 79 gp, 24 sp, 20 cp.</p><p></p><p>9. eh.</p><p></p><p>[editor's note: there could easily be a dealy-do that warns PCs of upcoming danger. Otherwise I'll leave it empty.]</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4773158, member: 386"] [b]Fallcrest Catacombs, level 1[/b] Here's the first level of the catacombs. It descends to level 8. I figure I'm going to put about 5 encounters or so on each level, balanced for 5 PCs of that level. Maybe more encounters if I get into it. Level 2 also hooks up with level 6 and level 3 of the Tombwood Crypts (that's where the Gutwound Hobgoblins have holed up). [code] LVL 3 & LVL 4 = 7. long stair FALLS | = 6. rooster hideout | [ $ | ------> 5. windy cave >--------------- twisting passages ---| | | ^ | Fallcrest -> 1. entrance -> 2. watchpoint ->--- 4. meetinghouse 8. guard post >-- 9. ?? v $ | | | = ^ | LVL 2 3. storeroom $----------| [/code] [b]CATACOMBS[/b] Overview: The catacombs have been left mostly empty as Fallcrest guards will periodically clear out the area. It sees most use by townspeople wishing to avoid the notice of the guards. Wandering Monsters: Creatures from below sometimes wander up here, and people from Fallcrest can be found within. Each time the PCs take a short rest or make an excess of noise, roll 1d6. On a roll of 6 the PCs encounter a wandering monster. Roll 1d6 to determine the nature of the encounter. Roll 1 River Rats coming to drop off some loot and/or get drunk (3 human bandits, 1 elf archer). XP: 500 2 Goblins probing the top levels of the Catacombs (2 blackblades, 2 warriors, 1 hexer). XP: 550 3 Kobolds poking around for loot (1 fire beetle, 2 kobold slingers, 2 kobold skirmishers). XP: 500 4 River Rats dragging some corpses (1 human berserker, 3 bandits, 1 crossbowman). XP: 675 5 Raven Roost bandits (2 human bandits, 1 dark creeper, 1 gnome skulk, 1 gnome arcanist). XP: 700 6 Feral drake clutch (1 rage drake, 2 spitting drakes, 2 guard drakes). XP: 750 Human Crossbowman: lvl 2 artillery Init +4; Per +1 HP 32/16; AC 14, F 14, R 15, W 12 :bmelee: xbow smash; +7 v AC, 1d4. :ranged: xbow; recharge with move; ranged 20; +9 v AC, 1d10+3. :ranged: jagged bolt; encounter; ranged 20; +7 v Ref, 1d10+3 and slowed. S +1 C +3 D +4 I +4 W +1 C +0 1. Entrance -well-trod entrance -remains of fires, some old, some new -paintings and wall carvings -leads to 2, 3 [indent]DM's notes: Some of the paths can be easily tracked - Perception DC 15 to track a group of 5 men heading north into area 2, and another set of tracks, some human, most not (DC 15 to identify - dark creeper, elf, and gnome) heading west to area 5.[/indent] 2. River Rat Watchpoint (XP 500) This room is a large natural cave that has been slightly worked over. The passage heading north ends in a 10' high ledge after 20 feet, and some rough stairs, carved from the natural stone, lead down. The middle area of the room is about 60' north-south and 80' east-west, and dotted with stalagmites. At the far side of the room, steep stairs lead up about 20' to another ledge. The flicker of a campfire and the smells of cooking meat come from atop the southern ledge. Empty graves line the walls. The floor and walls are covered in paintings and carvings. [indent]DM's notes: A group of bored River Rats hang out here, watching the entrance. They are composed of 2 human crossbowmen and 2 human bandits. They are making a lot of noise; PCs will hear them if they succeed at a DC 10 Perception check, and they can possibly gain surprise (Stealth DC 9). The steep stairs count as difficult terrain. The River Rats are sitting around a table playing cards. They have a firepit going, with a sheep roasting on a spit, and a keg of cheap ale. The stalagmites may be used for cover. The River Rats will approach to the lip of the ledge, gaining cover to those below. If necessary, they will overturn their table and use it for cover. If someone appears ready to ascend the stairs, the bandits will get into flanking position and ready attacks. If outmatched at range, one of the bandits will flee to area 5 and raise an alarm. The River Rats do not raise hostilities; they will talk, telling the PCs "this is our turf, get lost unless you want a bolt through the brain". PCs will be able to see a corridor heading south and a tunnel heading east. Treasure: The bandits have about 20gp between them and 32 gp, 49 sp, 70 cp scattered on the table in bets.[/indent] 3. River Rat Storeroom This cavern is filled with boxes, bags, barrels, crates, and furniture. A tunnel heads west out of this room, and a small tunnel (about 3') heads north. [indent]DM's notes: If the PCs search the area, they will turn up a number of corpses. The River Rats plan to sell them to Orest Naerumar. Treasure: All of it stolen, and all of it taking a long time to lug out, the PCs can fence off about 60gp worth of goods.[/indent] 4. River Rat Meetinghouse (XP 625) -bricked walls, columns -stone altar in centre, used as a table -passage heading south, small crack in east wall heading east to 3 [indent]DM's notes: This is where Kelson conducts his secret meetings. His underboss, a grim man named Otto, runs things for him here. The River Rats hang out here, getting drunk, taking it easy. There are 4 human rabble armed with slings, 1 human bandit, and 1 crossboman in addition to Otto in this room. Otto knows that Orest Naerumar buys the corpses, though no one else here does. He has no idea what is done with them and doesn't really care. He also knows that Sgt. Numina comes down here every now and then, but if you pay her off (at least 10gp) she'll look the other way. Otto: lvl 2 elite artillery (leader) Init +4; Per +3 HP 64/32; AC 16, F 14, R 17, W 16 :bmelee: poisoned dagger; +9 v AC, 1d4+4 and +7 v F, 5 ongoing poison 1/enc. :ranged: xbow; ranged 20; +9 v AC, 1d10+3. rapid fire; make two xbow attacks. :ranged: jagged bolt; encounter; ranged 20; +7 v Ref, 1d10+3 and slowed. tumble; imm reaction; when missed with a melee attack; shift 3. direct fire; minor; encounter; allies in 5 make free ranged attack at +2. S +1 C +3 D +4 I +4 W +1 C +0 equipment: leather, crossbow, bloodstinger poison-coated blade. Treasure: Otto has coated his dagger with bloodstinger poison, and have 257 gp, 24 sp, and 60 cp in a small steel lockbox hidden in a small crack in the wall (DC 20 to open and find). Otto has the key.[/indent] 5. Windy Cave (525) The air in this cave is damp and windy. Stalactites drip water onto growing stalagmites. A passage heads east to the entrance and north deeper into the catacombs. [indent]DM's notes: Strong gusts of wind are generated from time to time in this cavern. They tend to blow out light sources. When the PCs advance to the middle of the cave, make an attack roll against whoever is holding the light (and only if it's a lantern or torch): +4 v R, light is extinguished (-1 atk if lantern). It requires a standard action to relight a torch and two minor actions and a standard to relight a lantern. When the lights go out, the 3 cavern chokers in this area attack. PCs can spot them with a DC 20 Perception check. They will retreat if there is light, slipping into narrow cracks in the walls. PCs can notice a small tunnel heading west - the source of the wind and moisture - with a DC 18 Perception check. Treasure: The cavern chokers have stolen 55 gp, 69 sp, 50 cp and have jammed it into a crevice (DC 15 to grab and to spot).[/indent] 6. Raven Roost Hideout (XP 875) 20' west off the main corridor is a wooden door of poor make. Cracks in the door reveal portions of the room inside. The room inside is quite large (40x40). Crates, boxes, bins, etc. are stacked in here. A table is near the far end of the room, and a curtained-off area blocks the far western wall from sight. [indent]DM's notes: The door is stuck, requiring a DC 10 check to open and alerting the bandits on the other side. 2 dark creepers, gnome arcanist, gnome skulk, and 2 elf scouts from Raven Roost are here. These bandits have come here to trade goods with Sandercot - as well as to spy on the other activities going on, especially those of the River Rats. They suspect Orcus activity and want to destroy it in the name of the Raven Queen - the raids on the merchants are providing them with the resources. PCs who peer through the door can see crates and other merchant goods and they can spy the elves and the gnomes telling stories to each other. They must succeed at a DC 20 Stealth check to avoid being heard or spotted. The dark creepers are praying in the dark to the Raven Queen. Treasure: The stolen trade goods are worth 470gp, though it will be almost impossible to move them. The bandits have 61 gp, 90 sp, 40 cp + 1 pearl (100 gp) and 150gp in arcane reagents and another 150gp in rare herbs.[/indent] 7. Long Stair The tunnel ends in a long stair. The air is noticeably colder here. [indent]DM's notes: This stair descends to levels 3 and 4 of the Moonstone caverns.[/indent] 8. Gutwound Guard Post (XP 750) -stairs lead to level 2 -some minor fortifications -links to area 9 [indent]DM's notes: This is a watch point that the Gutwound hobgoblins have recently set up. A goblin hexer commands 4 cutters, 2 sharpshooters, a skullcleaver and a warrior.[/indent] Treasure: 79 gp, 24 sp, 20 cp. 9. eh. [editor's note: there could easily be a dealy-do that warns PCs of upcoming danger. Otherwise I'll leave it empty.] [/QUOTE]
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