D&D 3E/3.5 Creature Catalog 3.5 Overhaul Project

Golden Ammonite

Hmm, let’s see, blah blah…

First thing I notice is “half damage from blunt weapons”, which will become something like DR 5/slashing or piercing.

I'm also thinking it may need to be a Large creature.

Also, it gets one more feat, and has 11 skill points now. Hmm, what skills do squids and octopus thingies have…

One thing I must note. There may be two different versions of this creature, as they seem to be different enough to note. The one in Dragon 48 and the MCA4 seem about the same, but they are a little different than the MC11 version. I thought that despite the notable differences, they were similar enough to merge into one. I’ll get the separate descriptions tomorrow and post them for you.

By the way, Moulin Rogue did a picture of this thing already at the CC art gallery thread:
gold-ammonite.jpg
 
Last edited:

log in or register to remove this ad

Aquatic creatures still need to have the swim skill to make special moves while swimming as well as to be able to 'foght the current so to speak.

As for a LA, well it does have an int of 4, but I don't really see it as a playable creature.

Special Qualities: Damage Reduction 5/slashing or piercing. This replaces the half-damage from blunt weapons.
 

for reference and discussion, stats from MC11:

CLIMATE/TERRAIN: Oceanic canyons over 1,000' deep
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Scavenger
INTELLIGENCE: Semi
TREASURE: Special
ALIGNMENT: Neutral
NO. APPEARING: 1-3
ARMOR CLASS: 6 (shell), 8 (arms/head)
MOVEMENT: 1
HIT DICE: 8+3
THAC0: 11
NO. OF ATTACKS: 10
DAMAGE/ATTACK: 1-4 each tentacle
SPECIAL ATTACKS: Blinding, draining
SPECIAL DEFENSES: Immune to psionic attack, telepathy, ESP, and all enchantment/charm spells; takes half damage from blunt weapons and cold-based attacks; can regenerate; cannot be surprised in its environment
MAGIC RESISTANCE: 90%
SIZE: L (6í shell, 8í-12í tentacles)
MORALE: 10
XP VALUE: 8,000

In oceanic abysses, where light never penetrates, lives a species of large-shelled mollusk that feeds upon the debris and minerals on the sea floor. Gold is extracted from the sludgy silt of the ocean floors that this monster consumes. This metal is then deposited on the creature’s shell, creating an eerily beautiful coiled wonder that gives this beast its name, the golden ammonite. The exposed parts of the golden ammonite’s soft body are dark brown with spots of black. The shell is, of course, brilliant, pure gold.

Combat: Each of these monsters has two fist-sized, multifaceted eyes that project on stalks just beyond the rim of its shell. These eyes are not especially remarkable in power, as they are very nearsighted and work best when a lighted object is within 30 feet, though they can detect light and heat sources to 120 feet. The creature’s skin, however, is fantastically pressure sensitive, so any sound or motion within 600 feet of it is instantly detected, ruling out all surprise even if an approaching being is magically silenced. Blinding this creature with light spells is very easy, but as a tactic it is useless, as the creature can “see” its environment far better with its skin’s “sonar sense,” which is obviously not hindered by such spells.

Any being approaching within 90 feet of this monster is made the focus of a light ball attack. Each eye independently launches a small globe of magical light, 1 foot in diameter, at its chosen target, usually targeting the largest creature in a group first. A victim must make a successful saving throw vs. spells against the light ball or be struck in the face by the magically guided missile. An abyssal creature with eyes is instantly blinded and will flee this attack. A surface dweller suffers a -4 penalty on all attacks, and is also effectively blinded by the light in his eyes. Two victims may be attacked each round, at will. A dispel magic spell can remove this effect if it is successfully cast against 8th-level magic. If the victim is blinded for longer than 12 turns, however, his eyesight is permanently damaged and a wish, heal, or cure blindness spell is required to cure the -2 attack penalty he suffers when the light ball is removed.

If beings come within grappling range, the golden ammonite lashes out with its tentacles at up to 10 opponents. Each tentacle can cause 1-4 points of damage by constriction, but suckers on each tentacle also begin to draw out the vital fluids in the victim’s body. The draining damage caused per round by each tentacle is equal to the victim’s Armor Class, not counting Dexterity or shield bonuses, as a measure of how many suckers can be fixed to the victim’s skin. Thus, a constricted man in chain mail armor receives 1d4 +5 points of damage per round. Constricting tentacles need not roll to attack in subsequent rounds. Victims can attempt to escape only if their die roll is equal to or better than their chances to bend bars/lift gates, as per their Strength. One roll is allowed each round. A successful Strength roll to open doors allows a trapped victim to free his arms and weapons and strike out, though with a -2 attack penalty.

Unintelligent or nondiscriminating beings in combat with a golden ammonite have a 50% chance with each attack to strike at the Armor Class 6 shell instead of the Armor Class 8 body. Intelligent, discriminating beings can attack only the soft part of its body, but any miss must be rerolled against Armor Class 6 to see if the shell was struck instead, reducing its value. Any roll of four or more higher than the score needed to hit may be directed by an intelligent opponent at one of the golden ammonite’s two eyes, which are destroyed instantly by any amount of damage. The creature withdraws into its shell immediately if it loses an eye, staying put for hours while it regenerates all of its damage.

Because of its soft, elastic body, this creature takes half damage from non-edged weapons. Many weapons cannot be used underwater anyway because of physical constraints. Any weapons that strike the shell of the golden ammonite have part of their impact absorbed, and cause only half damage (with fractions rounded down) in this case as well. Thus, a blunt weapon used on its shell causes only one-quarter damage. In addition, the creature is partially adapted to cold and receives only half damage from cold-based attacks. It regenerates damage to its soft body at a rate of 1 hit point per turn. Shell damage can be regrown in 7-12 months.

The golden ammonite’s shell is valued at 50,000-80,000 gold pieces by the wealthiest surface-dwelling buyers, and some undersea races see them as priceless. Each point of damage inflicted on a shell reduces this overall value by 1,000 gold pieces, to a minimum value of 10,000 gold pieces, which would essentially be a smashed shell. A golden shell weighs about 1,000 pounds, regardless of its condition.

Habitat/Society: Golden ammonites have adapted to the crushing darkness of the bottoms of great marine trenches, where savage, ghastly monsters are rumored to live. Little is known of these dangerous regions, into which it is said even sahuagin fear to venture. If golden ammonites have anything resembling a society among them, it has yet to be discovered. So alien are their thought patterns that telepathy and ESP are useless in communicating with them, and produce only confused and frightening images. Psionic attack and spells that affect the mind are similarly rendered worthless. Sages guess that they might have a language based on touch, sound waves, or some other medium, but no proof of this exists.

Golden ammonites collect no treasure or property, and they manufacture no known items. The shells of these beings have never been found empty on the ocean floor. No young have ever been seen. Their lifespans are probably very long, perhaps in the hundreds of years.

Ecology: Aside from consuming the carcasses of dead creatures and sea-floor debris, the effect that the golden ammonite has on its environment and neighbors has yet to be unveiled.
 

first of all, as promised, here are the original entries from DRAGON 48 and MC Annual 4:

Golden Ammonite
Created by Roger E. Moore
FREQUENCY: Very rare
NUMBER APPEARING: 1-3
ARMOR CLASS: 2/8
MOVE: 1”
HIT DICE: 8 + 3
% IN LAIR: Nil
TREASURE TYPE: See below
NUMBER OF ATTACKS: 10
DAMAGE/ATTACK: 1-4 per tentacle
SPECIAL ATTACKS: Blinding
SPECIAL DEFENSES: Immune to psionic attack
MAGIC RESISTANCE: 90%
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: L (6’-8’ shell diameter; 12’ tentacles)
PSIONIC ABILITY: Nil
EXPERIENCE POINT VALUE: 2700 + 12/HP (None for g.p. of shell)

Golden Ammonites are sea-dwelling octopoids that live in great coiled shells like hermit crabs. The body and tentacles of a Golden Ammonite are dark brown with spots of black. The shell, however, is made of pure solid gold; each one weighs between 1,200 and 1,800 Ibs. So rare and beautiful are these shells that they can be sold for up to 150,000 g.p. each, if buyers can be found who can afford them. Yet getting these shells is another matter entirely.
Golden Ammonites have two great multifaceted eyes on either side of their bodies that project just beyond the rim of their golden shells. Each eye has the power to launch a small ball of light, 1’ in diameter, out to a range of 90’. This attack may initially appear much like a fireball being cast, though such a thing is of course impossible underwater. Victims must save vs. spell (with Dexterity bonuses for spell evasion applicable) if a Lightball is cast at them; failure means the victim is struck in the face by the lightball and blinded as if struck by a Continual Light spell. The lightball may only be removed from the character’s eyes by a Dispel Magic cast by a character of 12th or higher level or by a Wish. Even after the lightball is removed the character’s vision is permanently damaged and attacks will be made by the character at -2 to hit. Only a Heal or another Wish will cure the damage to the eyes. Two such lightballs may be fired per round (one per eye) as often as the Golden Ammonite has a target within range.
If attacked physically, these creatures are 50% likely to fight with their tentacles and 50% likely to crawl back into their shells and seal themselves up, giving them an armor class of 2 all around. Physical attacks on a creature not sealed up are 50% likely to strike the ammonite’s shell (AC2), 45% likely to strike the soft body or tentacles (AC8), and 5% likely to hit one of the two large eyes (AC2). An eye is destroyed instantly if any damage is inflicted upon it, and its loss will cause the creature to immediately withdraw into its shell for 4-24 turns. It should be noted that each point of damage done to the shell of the Golden Ammonite reduces its overall resale value by 1,000 g.p., to a minimum value of 15,000 g.p. These creatures are immune to all psionic attacks, though they are susceptible to ESP.
If a Golden Ammonite is able to grasp an opponent with one or more of its tentacles, it does not need to check for hitting again against the same opponent(s). The tentacles that hit do constricting damage to the victim each round thereafter until the creature or the victim is dead. These creatures may divide their attacks against up to 10 opponents.
Deep marine canyons at depths below 1,000 feet, in the coldest and darkest regions of the sea, are where Golden Ammonites make their homes. They collect no treasure or property. The shells of these octopoids have never been found empty; it is believed that these creatures have a lifespan of thousands of years. They do not speak or communicate by sound. Apparently they have a form of tentacle sign language, though no one can translate it.
Now and then (25% chance) an Eye of the Deep will be found with one or more of these creatures, apparently acting as an ally and not being attacked in any way.


And, as you can see, very similar, from MC Annual 4:

CLIMATE/TERRAIN: Ocean depths
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Scavenger?
INTELLIGENCE: Semi- (2-4)
TREASURE: Special (shell)
ALIGNMENT: Neutral

NO. APPEARING: 1-3
ARMOR CLASS: 2/8
MOVEMENT: 1
HIT DICE: 8+3
THAC0: 11
NO. OF ATTACKS: 10
DAMAGE/ATTACK: 1d4 (x10)
SPECIAL ATTACKS: Blinding, constriction
SPECIAL DEFENSES: Immune to psionics
MAGIC RESISTANCE: 90%
SIZE: L (6'-8' shell diameter, 12' tentacles)
MORALE: Champion (15- 16)
XP VALUE: 6,000

The legendary golden ammonites are sea-dwelling octopoids that live in great coiled shells like hermit crabs. The body and tentacles of a golden ammonite are dark brown with spots of black. The shell however, is made of pure, solid gold; each weighs between 1,200 and 1,800 pounds. So rare and beautiful are these shells that they can be sold for up to 150,000 gp each, if a buyer who can afford one can be found.
A golden ammonite has two great multifaceted eyes on either side of its body that projects just beyond the run of its golden shell. While most of its soft body is protected, the creature has 10 tentacles it can use to drag itself slowly across the ocean floor.
The golden ammonites do not speak or communicate by sound. They may have some type of tentacle sign language, though no one has proven this.

Combat: The ammonite discourages close approach by its magical ability to project lightballs from its faceted eyes. Each eye can fire one lightball per round, to a distance of 90 feet. The eyes rotate independently (much like a chameleon's) and each can thus target a creature in any direction as long as the line of sight is not physically blocked.
The casting of a lightball may look at first like the casting of a fireball - a small ball of tight, one foot in diameter, is sent streaking toward a target (but, of course, a fireball is impossible underwater). Each target creature must make a successful saving throw vs. spell, with Dexterity adjustments if applicable. Failure means the victim is struck in the face by the lightball and blinded as if by a continual light spell. The lightball can be removed only by a dispel magic from a caster of at least 12th level, or by a wish.
Golden ammonites are immune to all psionic attacks, though they are susceptible to ESP.
If attacked physically, these creatures are 50% likely to fight with their tentacles and 50% likely to crawl back into their shells and seal themselves up. When sealed tip, the golden ammonite has Armor Class 2 all around.
Physical attacks on an ammonite that is not sealed up are 50% likely to hit the shell (AC 2), 45% likely to strike the soft body or tentacles (AC 8) and 5% likely to hit one of the two large eyes (AC 2). Any damage to an eye destroys it instantly, and the creature immediately withdraws into its shell for 4d6 turns. Attacks that strike the shell reduce its value by 1,000 gp per point of damage inflicted, to a minimum value of 15,000 gp for the shattered pieces of an entire shell,
A golden ammonite that fights with its tentacles can make up to 10 attacks. Once an opponent is hit by one or more tentacles, those tentacles constrict for 1d4 points of damage each round until the foe is dead, or until the golden ammonite has been stain or driven back into its shell, The creature is reputed to direct its attacks with some intelligence.
A single blow with an edged weapon that inflicts 6 or more points of damage or an attack roll of a natural 20 will sever a tentacle. The golden ammonite can regrow severed tentacles completely in a few weeks.

Habitat/Society: The golden ammonite is found only in the deepest marine canyons, at depths, below 1,000 feet, in the coldest and darkest regions of the sea. It moves slowly about the ocean floor, grazing on whatever food it can find. The ammonite collects no treasure or property.
Now and then, an Eye of the Deep will be found with these creatures (25% chance). When this occurs, the beholder-kin apparently acts as an ally, for the golden ammonite does not attack it in any way.

Ecology: No golden ammonite shell has ever been found empty; it is believed that these creatures may have a lifespan of thousands of years. The origin of the ammonite's golden shell is as obscure as the details of its day-to-day existence. All that can be said is that it slowly makes its way through its undersea world and most natural predators seem to leave it alone.

-From DRAGON Magazine #48
 

Leopold said:
this thing is a hunter of the ocean, whatever it can use to sense it's prey and kill it and stay hidden will be good. Like a crab, clam, or lobster.

actually, its a scavenger and does very little hunting. that's why i thought search would be a good skill.

Leopold said:
similar to a kraken?

...

i say give it double normal healing for the day and be done with it, with regrowing new limbs in several days time.

regarding tentacle severing, i did do some research, and here are some examples of how it works now:

An opponent can make sunder attempts against a kraken’s tentacles or arms as if they were weapons. A kraken’s tentacles have 20 hit points, and its arms have 10 hit points. If a kraken is currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a kraken’s tentacle or arm deals damage to the kraken equal to half the limb’s full normal hit points. A kraken usually withdraws from combat if it loses both tentacles or three of its arms. A kraken regrows severed limbs in 1d10+10 days.

An opponent can attack a giant octopus’ tentacles with a sunder attempt as if they were weapons. A giant octupus’ tentacles have 10 hit points each. If a giant octopus is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant octopus’ tentacles deals 5 points of damage to the creature. A giant octopus usually withdraws from combat if it loses four tentacles. The creature regrows severed limbs in 1d0+10 days.

The giant squid has an identical description for attacks on its tentacles as the giant octopus.


So, if I rewrite it a bit, I get this:

An opponent can make sunder attempts against a golden ammonite’s tentacles or eyes as if they were weapons. A golden ammonite’s tentacles have 10 hit points, and its eyes have 1 hit point each. If an ammonite is currently grappling a target with one tentacle, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing an ammonite’s tentacle deals 5 points of damage to the ammonite. An ammonite usually withdraws into its shell if it loses four tentacles or either of its eyes. A golden ammonite regrows severed tentacles in 1d10+10 days and regrows its eyes completely in 4d6 hours.

Should I add some sort of penalty to the attack roll if an opponent is trying to hit the eyes?


the rest of the above stuff will be addressed later...
 

I’ve decided to remove the blood drain ability, and all regeneration apart from that currently listed in the flavor text. Though maybe it could heal at double normal rate, as suggested by leo?

Also, we need to decide on the third feat (or designate some bonus feats). Up for nomination are Weapon Focus (tentacle), Toughness, and Blind-Fight.


OK, I still want to do more work on the immunities to mind-affects and psionics, as well as the withdraw action, and the risks of damaging the shell in combat.

As for the withdrawal action… By withdrawing into its shell, it could gain some sort of bonus to AC from the natural armor of its shell (in which case, I might play around with altering the ordinary AC). I know that the “different body parts having different AC” thing was removed for 3.0, but this might be a case where something different needs to be done. After all, intelligent creatures will hunt this monster for the value of its shell, and damaging it in combat is a considerable hazard.
DRAGON 48 said:
If attacked physically, these creatures are 50% likely to fight with their tentacles and 50% likely to crawl back into their shells and seal themselves up, giving them an armor class of 2 all around. Physical attacks on a creature not sealed up are 50% likely to strike the ammonite’s shell (AC2), 45% likely to strike the soft body or tentacles (AC8), and 5% likely to hit one of the two large eyes (AC2).
MC11 said:
Unintelligent or nondiscriminating beings in combat with a golden ammonite have a 50% chance with each attack to strike at the Armor Class 6 shell instead of the Armor Class 8 body. Intelligent, discriminating beings can attack only the soft part of its body, but any miss must be rerolled against Armor Class 6 to see if the shell was struck instead, reducing its value.
MCA4 said:
If attacked physically, these creatures are 50% likely to fight with their tentacles and 50% likely to crawl back into their shells and seal themselves up. When sealed tip, the golden ammonite has Armor Class 2 all around.
Physical attacks on an ammonite that is not sealed up are 50% likely to hit the shell (AC 2), 45% likely to strike the soft body or tentacles (AC 8) and 5% likely to hit one of the two large eyes (AC 2). … Attacks that strike the shell reduce its value by 1,000 gp per point of damage inflicted, to a minimum value of 15,000 gp for the shattered pieces of an entire shell,

Leopold said:
3. When it retreats inside it's AC is now double or 50% higher than what it was, lose all dex and dodge and gain natural armor then. Immune to crits, sneak attacks, etc.

is there any precedent for hiding in a shell, like a turtle?

And as to the value of the shell, how would we work that? I mean, this thing would be attacked by collectors or adventurer types looking to get money, and damaging the shell during combat should remain a realistic danger.
DRAGON 48 said:
The shell, however, is made of pure solid gold; each one weighs between 1,200 and 1,800 Ibs. So rare and beautiful are these shells that they can be sold for up to 150,000 g.p. each, if buyers can be found who can afford them. Yet getting these shells is another matter entirely.



It should be noted that each point of damage done to the shell of the Golden Ammonite reduces its overall resale value by 1,000 g.p., to a minimum value of 15,000 g.p.
MC11 said:
Any weapons that strike the shell of the golden ammonite have part of their impact absorbed, and cause only half damage (with fractions rounded down) in this case as well. Thus, a blunt weapon used on its shell causes only one-quarter damage.


The golden ammonite’s shell is valued at 50,000-80,000 gold pieces by the wealthiest surface-dwelling buyers, and some undersea races see them as priceless. Each point of damage inflicted on a shell reduces this overall value by 1,000 gold pieces, to a minimum value of 10,000 gold pieces, which would essentially be a smashed shell. A golden shell weighs about 1,000 pounds, regardless of its condition.
MCA4 said:
. The shell however, is made of pure, solid gold; each weighs between 1,200 and 1,800 pounds. So rare and beautiful are these shells that they can be sold for up to 150,000 gp each, if a buyer who can afford one can be found
.


ok, here’s another difference I noted between the versions of the beast. The Special Defenses entry for the MC11 version lists the ammonite as being:
MC11 said:
Immune to psionic attack, telepathy, ESP, and all enchantment/charm spells; takes half damage from blunt weapons and cold-based attacks; can regenerate; cannot be surprised in its environment

but, the other entries say:
DRAGON 48 said:
These creatures are immune to all psionic attacks, though they are susceptible to ESP.
MCA4 said:
Golden ammonites are immune to all psionic attacks, though they are susceptible to ESP.

contradictory, no? which one is “the truth”?


so, discuss! :)
 

OK, some last thoughts and questions on this thing, and I will let it die. ;)

For its third feat, I’d like to give it Blind-Fight, unless you think that is a bad idea.

For a not-so-fast-but-faster-than-normal healing thing, how would I do that? Is there a precedent for monsters that heal “double fast” or should I just raise its Con score?



how about this for withdraw (or should I assign it some sort of hardness rating and give the shell as many hit points as the ammonite has at time of withdrawl?):

Withdraw (Ex): A golden ammonite can crawl back into its shell and seal the shell up, to protect itself from attack. This is a move equivalent action, and provokes an attack of opportunity. When sealed up in its shell, the ammonite’s natural armor class increases by +6. In this state, the ammonite is not subject to critical hits or flanking.

Note that any successful physical attack on a withdrawn golden ammonite strikes its shell first. The shell takes half of all damage sustained by the ammonite, and the ammonite itself takes the other half. If the ammonite survives the encounter, its shell will be repaired naturally at a rate of 3d4 hit points per month.


and this would be added to flavor text (it would not be impossible to kill and extract the ammonite without damaging the shell, and to bring it up to the surface, but this would probably require magic):

The golden ammonite's shell is composed of pure solid gold, extracted from the sludgy silt of the ocean floor. Somehow, the ammonite deposits the gold on the coiled wonder that the beast is known for. Each shell is six to eight feet in diameter, and weighs between 1,200 and 1,800 pounds. Average shells are worth between 50,000 to 80,000 gp among surface dwellers, and the rarest and most beautiful of specimens can fetch a price of up to 150,000 gp, if a buyer can afford it. Some undersea races consider these shells priceless. Damage to the shell causes a marked decrease in value (1,000 gp per hit point of damage, unless the ammonite is allowed to repair the shell), to a minimum of 15,000 gp for the smashed up pieces of a totally wrecked shell.
 

BOZ said:
OK, some last thoughts and questions on this thing, and I will let it die. ;)

For its third feat, I’d like to give it Blind-Fight, unless you think that is a bad idea.

It sounds like a good idea to me. A real-life squid could benefit from that.

BOZ said:
For a not-so-fast-but-faster-than-normal healing thing, how would I do that? Is there a precedent for monsters that heal “double fast” or should I just raise its Con score?

I'm pretty sure there is a precedent, but I can't locate it. However, there are two feats that do this, one in Masters of the Wild and one in Dragon #313. Obviously, neither are core or OGL, but you could extrapolate that this is something you can give a creature. Just call it rapid natural healing or something.

BOZ said:
how about this for withdraw (or should I assign it some sort of hardness rating and give the shell as many hit points as the ammonite has at time of withdrawl?):

Withdraw (Ex): A golden ammonite can crawl back into its shell and seal the shell up, to protect itself from attack. This is a move equivalent action, and provokes an attack of opportunity. When sealed up in its shell, the ammonite’s natural armor class increases by +6. In this state, the ammonite is not subject to critical hits or flanking.

Note that any successful physical attack on a withdrawn golden ammonite strikes its shell first. The shell takes half of all damage sustained by the ammonite, and the ammonite itself takes the other half. If the ammonite survives the encounter, its shell will be repaired naturally at a rate of 3d4 hit points per month.

Personally, I'd avoid using hardness on a creature unless nothing else fits. Maybe give it DR x/- instead?
 

The great, golden, coiled shell of this octopoid like mollusk stands before your eyes. Ten long tentacles are spotted dark brown and reach out toward you.
 

Bichir

ok, time for the bichir! after this monster is finished, we will move on to round #2 of the upgrade...

Bichir

One question I had is, should it retain the aquatic subtype if it needs to breathe air? Apparently it can breathe both water and air, but it must breathe air from time to time. If so, then it also needs the Amphibious quality.

It gets one more feat. I think also, as a predator, its Intelligence should probably be bumped up to 2. therefore, it would have 8 skill ranks – which means I could bump up Listen and Spot by +1, or add another skill.

Can’t think of any other changes at the moment, but I will post its entries from Dragon 89 and MC3 soon.
 
Last edited:

Remove ads

Top