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DCC #8 Mysteries of the Drow (CLOSED)
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<blockquote data-quote="Theroc" data-source="post: 4954204" data-attributes="member: 83115"><p>Crunch is mostly done, history and appearance not yet completed.</p><p></p><p>[code][B]Name:[/B] Hargluk Fuer'yon</p><p>[B]Class:[/B] Totemist</p><p>[B]Race:[/B] Dwarven Half Minotaur</p><p>[B]Size:[/B] Large</p><p>[B]Gender:[/B] Male</p><p>[B]Alignment:[/B] Neutral</p><p>[B]Deity:[/B] None</p><p></p><p>[B]Str:[/B] 28 +9 (08p.) [B]Level:[/B] 6 [B]XP:[/B] 19,000</p><p>[B]Dex:[/B] 12 +1 (06p.) [B]BAB:[/B] +4 [B]HP:[/B] 90 (6d8+42)</p><p>[B]Con:[/B] 24 +7 (10p.) [B]Grapple:[/B] +13 [B]Dmg Red:[/B] XX/XXXX</p><p>[B]Int:[/B] 10 +0 (02p.) [B]Speed:[/B] 30' [B]Spell Res:[/B] None</p><p>[B]Wis:[/B] 10 +0 (00p.) [B]Init:[/B] +1 [B]Spell Save:[/B] +2</p><p>[B]Cha:[/B] 08 -1 (00p.) [B]ACP:[/B] -3 [B]Spell Fail:[/B] </p><p></p><p> [B]Base Armor Shld Dex Size Nat Misc Total[/B]</p><p>[B]Armor:[/B] 10 +10 +0 +1 -1 +4 +1 25</p><p>[B]Touch:[/B] 11 [B]Flatfooted:[/B] 24</p><p></p><p> [B]Base Mod Misc Total[/B]</p><p>[B]Fort:[/B] 5 +7 +12</p><p>[B]Ref:[/B] 5 +1 +6</p><p>[B]Will:[/B] 2 +0 +2</p><p></p><p>[B]Weapon Attack Damage Critical[/B]</p><p>Gore +12 2d6+9 20-20x2</p><p>GClaw* +12 1d6+9 20-20x2</p><p>GClaws**(x4) +10 1d6+4 20-20x2</p><p>Armor Spikes +11 1d6+4 20-20x2</p><p></p><p>*From Girallon Arms meld(Gains +1 attack and damage per essentia invested in it)as a primary attack</p><p>** As above, except as a secondary attack.</p><p></p><p>Grapple Info: While maintaining a grapple, can deal 1d4+9 nonlethal damage plus 1d6+9 lethal piercing damage on a successful grapple check.</p><p></p><p>[B]Languages:[/B] Common, Dwarven</p><p></p><p>[B]Abilities:[/B] </p><p>[I]Dwarf[/I]</p><p>+2 Constitution, -2 Charisma.</p><p>Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.</p><p></p><p>Dwarf base land speed is 20 feet. However, dwarves can move at this</p><p> speed even when wearing medium or heavy armor or when carrying a</p><p> medium or heavy load (unlike other creatures, whose speed is reduced in</p><p> such situations). </p><p></p><p>Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black</p><p> and white only, but it is otherwise like normal sight, and dwarves can</p><p> function just fine with no light at all.</p><p></p><p>Stonecunning: This ability grants a dwarf a +2 racial bonus on Search</p><p> checks to notice unusual stonework, such as sliding walls, stonework</p><p> traps, new construction (even when built to match the old), unsafe stone</p><p> surfaces, shaky stone ceilings, and the like. Something that isn’t stone but</p><p> that is disguised as stone also counts as unusual stonework. A dwarf who</p><p> merely comes within 10 feet of unusual stonework can make a Search</p><p> check as if he were actively searching, and a dwarf can use the Search</p><p> skill to find stonework traps as a rogue can. A dwarf can also intuit depth,</p><p> sensing his approximate depth underground as naturally as a human can</p><p> sense which way is up. </p><p></p><p>Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven</p><p> urgroshes as martial weapons, rather than exotic weapons.</p><p></p><p>Stability: A dwarf gains a +4 bonus on ability checks made to resist being</p><p> bull rushed or tripped when standing on the ground (but not when</p><p> climbing, flying, riding, or otherwise not standing firmly on the ground). </p><p></p><p>+2 racial bonus on saving throws against poison.</p><p>+2 racial bonus on saving throws against spells and spell-like effects.</p><p>+1 racial bonus on attack rolls against orcs and goblinoids.</p><p>+4 dodge bonus to Armor Class against monsters of the giant type. Any</p><p> time a creature loses its Dexterity bonus (if any) to Armor Class, such as</p><p> when it’s caught flat-footed, it loses its dodge bonus, too.</p><p></p><p>+2 racial bonus on Appraise checks that are related to stone or metal items.</p><p>+2 racial bonus on Craft checks that are related to stone or metal.</p><p>Automatic Languages: Common and Dwarven. Bonus Languages: Giant,</p><p> Gnome, Goblin, Orc, Terran, and Undercommon.</p><p></p><p>Favored Class: Fighter. A multiclass dwarf’s fighter class does not count</p><p> when determining whether he takes an experience point penalty for multiclassing</p><p></p><p>[I]Half-Minotaur[/I]</p><p>Gain Feat: Track.</p><p>Natural Armor +2</p><p>Str +4</p><p>Con +2</p><p>Int –2</p><p>Wis +2</p><p>If the Base Creature was of Small or Medium size, its size is</p><p>increased by one category, with all the appropriate changes to its</p><p>ability scores, etc., plus a +10’ improvement to base movement.</p><p>These changes are in addition to the bonuses and penalties listed.</p><p>Darkvision 60’.</p><p>Gain the Scent ability.</p><p>+2 Racial bonus on Search, Spot, & Listen checks.</p><p>Gain a 1d6 Gore attack (if Medium).</p><p>+4 bonus on checks to escape a Maze spell & always know which</p><p>direction is North.</p><p>[I]Totemist[/I]</p><p>Meldshaping: A totemist's primary ability is shaping incarnum soulmelds,</p><p> which are drawn from the Totemist soulmeld list (page 58). You know and</p><p> can shape any soulmeld from this list. Unlike the aligned forces of an</p><p> incarnate's melds, your soulmelds channel the bestial spirits of nature.</p><p></p><p>The Difficulty Class for a saving throw against a Totemist soulmeld is 10 +</p><p> number of points of essentia invested in the soulmeld + your Constitution</p><p> modifier. Your meldshaper level is equal to your totemist level. A totemist</p><p> can shape only a certain number of soulmelds per day.</p><p></p><p>Chakra Binds: Beginning at 2nd level, you can bind your soulmelds to your</p><p> chakras, granting you new powers based on the soulmeld and the chakra</p><p> chosen. Binding a soulmeld to a chakra closes the body slot associated</p><p> with that chakra (see Chakras, page 50), so that you cannot also benefit</p><p> from a magic item worn on the body slot associated with that chakra.</p><p></p><p>The number of chakra binds that you can have active at any one time</p><p> depends on your level (see the Chakra Binds column on Table 2-4: The</p><p> Totemist). At 2nd level, you can bind a soulmeld to your totem chakra</p><p> (see below). Beginning at 5th level, you can bind soulmelds to your crown,</p><p> feet, or hands chakras. </p><p></p><p>Totem Chakra Bind: At 2nd level, you gain access to a unique chakra: the</p><p> totem chakra. This chakra is not associated with any location on the</p><p> body, but rather represents your connection to the wild soul energy of</p><p> nature, embodied in the magical beasts of the world. When you bind a</p><p> soulmeld to your totem chakra, you take on characteristics of the creature</p><p> represented by the meld -- usually involving a limited physical</p><p> transformation. Since the totem chakra doesn't match a body location,</p><p> binding a soulmeld to this chakra doesn't restrict your use of magic items</p><p> that take up a body location.</p><p></p><p>Any soulmeld bound to your totem chakra has an essentia capacity 1</p><p> higher than the normal capacity for your soulmelds. For example, a</p><p> 2nd-level totemist can invest up to 2 points of essentia in any soulmeld</p><p> bound to his totem chakra bind (rather than the normal limit of 1 point of</p><p> essentia). </p><p></p><p>At 6th level, the effective meldshaper level of a soulmeld you have bound</p><p> to your totem chakra is equal to your actual meldshaper level +1. The</p><p> primary effect of this benefit is to make that soulmeld harder to unshape.</p><p></p><p></p><p>Wild Empathy (Ex): As the druid class ability; see page 35 of the Player's</p><p> Handbook. You gain a +4 bonus on wild empathy checks made to influence</p><p> the reactions of magical beasts of the same kind as the beast associated</p><p> with the soulmeld bound to your totem chakra. Thus, if you have a basilisk</p><p> mask bound to your totem chakra, you gain the bonus on checks made to</p><p> influence basilisks.</p><p></p><p>Illiteracy</p><p></p><p>Totem's Protection (Ex): At 3rd level, you gain a +4 bonus on saving</p><p> throws against the supernatural abilities of magical beasts.</p><p></p><p>[B]Feats:[/B] </p><p>Multi-attack[Level 1]</p><p>Improved Natural Attack: Gore[Level 6]</p><p>Medium Armor Proficiency[Shaky Flaw]</p><p>Track[Half-Minotaur Bonus feat]</p><p>Martial Weapon Proficiency: Spiked Armor</p><p></p><p></p><p></p><p>[B]Number of Shapable Melds Per Day:[/B] 4</p><p>[B]Essentia Capacity:[/B] 4</p><p></p><p>[b]Typically Chosen Soulmelds:[/b]</p><p>Girallon Arms</p><p>Wormtail Belt</p><p>Sphinx Claws</p><p>Lammasu Mantle</p><p></p><p>[b]Typically bound melds:[/b]</p><p>Girallon Arms(Totem)</p><p>Sphinx Claws(Hands)</p><p></p><p>[B]Skill Points:[/B] 54 [B]Max Ranks:[/B] 9/4.5</p><p>[B]Skills Ranks Mod Misc Total[/B]</p><p>Craft:Armor 8 +0 +2 +10</p><p>Listen 9 +0 +2 +11</p><p>Spot 9 +0 +2 +11</p><p>Knowledge: Arcana 5 +0 +4</p><p>Knowledge: Nature 4 +0 +4</p><p>Survival 8 +0 +4</p><p>Spellcraft 5 +0 +4</p><p>Swim 6 +5 +11</p><p></p><p>[B]Equipment: Cost Weight[/B]</p><p>+2 Mithril Full Plate* 8,017gp 35lb</p><p>+2 Ring of Deflection 8,000gp 00lb</p><p>+1 Amulet of Mty Fists 6,000gp 00lb</p><p>Ring of Sustenance 2,500gp 00lb</p><p></p><p>*Base armor self-crafted, later enchanted (Also spiked)</p><p></p><p>[B]Total Weight:[/B]35lb [B]Money:[/B] 2,483gp XXsp XXcp</p><p></p><p> [B]Light Medium Heavy Lift Push[/B]</p><p>[B]Max Weight:[/B] 266 267-532 533-800 1,600 4,000</p><p></p><p>[B]Age:[/B] 27</p><p>[B]Height:[/B] 8'10"</p><p>[B]Weight:[/B] 573lb</p><p>[B]Eyes:[/B] Brown</p><p>[B]Hair:[/B] Shaggy brown</p><p>[B]Skin:[/B] Pale(lack of sunlight)[/code]<strong>Appearance:</strong> Hargluk is a hulking brute, his size drastically altered due to the experimentation upon his person, the Dwarf now dwarfing his kindred. His muscles rippled beneath his armor, a shaggy beard/mane around his neck draping onto his enchanted plate armor. His eyes scan slowly, looking for the proper outlet for his full fury, his stance not entirely clumsy, but not elegant either. Shaggy brown fur covered the majority of his frame.</p><p></p><p>[sblock=Image, unarmored]</p><p><img src="http://primordya.com/worldsend/wp-content/uploads/2009/06/minotaur.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]</p><p></p><p><strong>Background:</strong> XXXX</p></blockquote><p></p>
[QUOTE="Theroc, post: 4954204, member: 83115"] Crunch is mostly done, history and appearance not yet completed. [code][B]Name:[/B] Hargluk Fuer'yon [B]Class:[/B] Totemist [B]Race:[/B] Dwarven Half Minotaur [B]Size:[/B] Large [B]Gender:[/B] Male [B]Alignment:[/B] Neutral [B]Deity:[/B] None [B]Str:[/B] 28 +9 (08p.) [B]Level:[/B] 6 [B]XP:[/B] 19,000 [B]Dex:[/B] 12 +1 (06p.) [B]BAB:[/B] +4 [B]HP:[/B] 90 (6d8+42) [B]Con:[/B] 24 +7 (10p.) [B]Grapple:[/B] +13 [B]Dmg Red:[/B] XX/XXXX [B]Int:[/B] 10 +0 (02p.) [B]Speed:[/B] 30' [B]Spell Res:[/B] None [B]Wis:[/B] 10 +0 (00p.) [B]Init:[/B] +1 [B]Spell Save:[/B] +2 [B]Cha:[/B] 08 -1 (00p.) [B]ACP:[/B] -3 [B]Spell Fail:[/B] [B]Base Armor Shld Dex Size Nat Misc Total[/B] [B]Armor:[/B] 10 +10 +0 +1 -1 +4 +1 25 [B]Touch:[/B] 11 [B]Flatfooted:[/B] 24 [B]Base Mod Misc Total[/B] [B]Fort:[/B] 5 +7 +12 [B]Ref:[/B] 5 +1 +6 [B]Will:[/B] 2 +0 +2 [B]Weapon Attack Damage Critical[/B] Gore +12 2d6+9 20-20x2 GClaw* +12 1d6+9 20-20x2 GClaws**(x4) +10 1d6+4 20-20x2 Armor Spikes +11 1d6+4 20-20x2 *From Girallon Arms meld(Gains +1 attack and damage per essentia invested in it)as a primary attack ** As above, except as a secondary attack. Grapple Info: While maintaining a grapple, can deal 1d4+9 nonlethal damage plus 1d6+9 lethal piercing damage on a successful grapple check. [B]Languages:[/B] Common, Dwarven [B]Abilities:[/B] [I]Dwarf[/I] +2 Constitution, -2 Charisma. Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size. Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). +2 racial bonus on saving throws against poison. +2 racial bonus on saving throws against spells and spell-like effects. +1 racial bonus on attack rolls against orcs and goblinoids. +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. +2 racial bonus on Appraise checks that are related to stone or metal items. +2 racial bonus on Craft checks that are related to stone or metal. Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing [I]Half-Minotaur[/I] Gain Feat: Track. Natural Armor +2 Str +4 Con +2 Int –2 Wis +2 If the Base Creature was of Small or Medium size, its size is increased by one category, with all the appropriate changes to its ability scores, etc., plus a +10’ improvement to base movement. These changes are in addition to the bonuses and penalties listed. Darkvision 60’. Gain the Scent ability. +2 Racial bonus on Search, Spot, & Listen checks. Gain a 1d6 Gore attack (if Medium). +4 bonus on checks to escape a Maze spell & always know which direction is North. [I]Totemist[/I] Meldshaping: A totemist's primary ability is shaping incarnum soulmelds, which are drawn from the Totemist soulmeld list (page 58). You know and can shape any soulmeld from this list. Unlike the aligned forces of an incarnate's melds, your soulmelds channel the bestial spirits of nature. The Difficulty Class for a saving throw against a Totemist soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your totemist level. A totemist can shape only a certain number of soulmelds per day. Chakra Binds: Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras, page 50), so that you cannot also benefit from a magic item worn on the body slot associated with that chakra. The number of chakra binds that you can have active at any one time depends on your level (see the Chakra Binds column on Table 2-4: The Totemist). At 2nd level, you can bind a soulmeld to your totem chakra (see below). Beginning at 5th level, you can bind soulmelds to your crown, feet, or hands chakras. Totem Chakra Bind: At 2nd level, you gain access to a unique chakra: the totem chakra. This chakra is not associated with any location on the body, but rather represents your connection to the wild soul energy of nature, embodied in the magical beasts of the world. When you bind a soulmeld to your totem chakra, you take on characteristics of the creature represented by the meld -- usually involving a limited physical transformation. Since the totem chakra doesn't match a body location, binding a soulmeld to this chakra doesn't restrict your use of magic items that take up a body location. Any soulmeld bound to your totem chakra has an essentia capacity 1 higher than the normal capacity for your soulmelds. For example, a 2nd-level totemist can invest up to 2 points of essentia in any soulmeld bound to his totem chakra bind (rather than the normal limit of 1 point of essentia). At 6th level, the effective meldshaper level of a soulmeld you have bound to your totem chakra is equal to your actual meldshaper level +1. The primary effect of this benefit is to make that soulmeld harder to unshape. Wild Empathy (Ex): As the druid class ability; see page 35 of the Player's Handbook. You gain a +4 bonus on wild empathy checks made to influence the reactions of magical beasts of the same kind as the beast associated with the soulmeld bound to your totem chakra. Thus, if you have a basilisk mask bound to your totem chakra, you gain the bonus on checks made to influence basilisks. Illiteracy Totem's Protection (Ex): At 3rd level, you gain a +4 bonus on saving throws against the supernatural abilities of magical beasts. [B]Feats:[/B] Multi-attack[Level 1] Improved Natural Attack: Gore[Level 6] Medium Armor Proficiency[Shaky Flaw] Track[Half-Minotaur Bonus feat] Martial Weapon Proficiency: Spiked Armor [B]Number of Shapable Melds Per Day:[/B] 4 [B]Essentia Capacity:[/B] 4 [b]Typically Chosen Soulmelds:[/b] Girallon Arms Wormtail Belt Sphinx Claws Lammasu Mantle [b]Typically bound melds:[/b] Girallon Arms(Totem) Sphinx Claws(Hands) [B]Skill Points:[/B] 54 [B]Max Ranks:[/B] 9/4.5 [B]Skills Ranks Mod Misc Total[/B] Craft:Armor 8 +0 +2 +10 Listen 9 +0 +2 +11 Spot 9 +0 +2 +11 Knowledge: Arcana 5 +0 +4 Knowledge: Nature 4 +0 +4 Survival 8 +0 +4 Spellcraft 5 +0 +4 Swim 6 +5 +11 [B]Equipment: Cost Weight[/B] +2 Mithril Full Plate* 8,017gp 35lb +2 Ring of Deflection 8,000gp 00lb +1 Amulet of Mty Fists 6,000gp 00lb Ring of Sustenance 2,500gp 00lb *Base armor self-crafted, later enchanted (Also spiked) [B]Total Weight:[/B]35lb [B]Money:[/B] 2,483gp XXsp XXcp [B]Light Medium Heavy Lift Push[/B] [B]Max Weight:[/B] 266 267-532 533-800 1,600 4,000 [B]Age:[/B] 27 [B]Height:[/B] 8'10" [B]Weight:[/B] 573lb [B]Eyes:[/B] Brown [B]Hair:[/B] Shaggy brown [B]Skin:[/B] Pale(lack of sunlight)[/code][B]Appearance:[/B] Hargluk is a hulking brute, his size drastically altered due to the experimentation upon his person, the Dwarf now dwarfing his kindred. His muscles rippled beneath his armor, a shaggy beard/mane around his neck draping onto his enchanted plate armor. His eyes scan slowly, looking for the proper outlet for his full fury, his stance not entirely clumsy, but not elegant either. Shaggy brown fur covered the majority of his frame. [sblock=Image, unarmored] [IMG]http://primordya.com/worldsend/wp-content/uploads/2009/06/minotaur.jpg[/IMG][/sblock] [B]Background:[/B] XXXX [/QUOTE]
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DCC #8 Mysteries of the Drow (CLOSED)
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