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<blockquote data-quote="Gradine" data-source="post: 7321629" data-attributes="member: 57112"><p><strong><u>Foxes in the Hen House</u></strong></p><p><em>A solo adventure suitable for any supernatural system*</em></p><p><em></em></p><p><em>*Adjustments may be necessary depending on setting lore</em></p><p></p><p>Velvet Glove</p><p>Delusionist</p><p>Doppelgängers' Masquerade</p><p>Untrue Resurrection</p><p>Coastal Cliff</p><p>Charity</p><p>Un-coordinates</p><p>Mindless Drone</p><p></p><p><strong><em><u>Hook</u></em></strong></p><p><em>You received the letter a week ago. “I was wrong to cast you out,” it read. “Come to Henchilde Mansion, and claim your inheritance.” But the letter was not meant for you. It was meant for the man whose face you’ve been wearing ever since you dumped his body in Foxglove Lake. The cliffside mansion now stands before you, and you hear the waves crashing behind it as a dark storm approaches land. Soon, this inheritance will be yours.</em></p><p></p><p>The PC is a doppelgänger, who has recently murdered and taken on the identity of Liam Henchilde, a fastidious businessman with a skin condition and an obsession with cleanliness. He is never seen without his dark velvet gloves, and in fact all of his cloth-woven possessions, from his clothes to the upholstery of his furniture, is of a similarly smooth texture, so as to not irritate his sensitive skin. </p><p></p><p>Henchilde Mansion stands on a tall cliff overlooking the sea; the years of erosion have already uncovered the back foundations, and an old unused tower has already toppled into the sea, exposing the now sealed East Wing to the elements. The mansion’s owner is Alistair Henchilde, a wealthy patriarch who disowned his six children and cut them out of his will. The letters indicate his mind might have changed.</p><p></p><p>The children arrive one by one. The PC finds that their ability to read minds or detect thoughts is being hampered, somehow. At best, they are only able to pick up the most prominent surface emotion.</p><p></p><p>A sealed envelope on a table in the hall says “Open When All Siblings Have Arrived”. The letter inside reads:</p><p><em>Henchilde Mansion has housed our family for generations. I have divined that tonight is its last night upon this world, and I intend to go with it. Your inheritance is yours to uncover. You’ll have to work together, for once in your lives. And you’ll have to be willing to part with that which you value most. You have until the stroke of midnight, when the final wave will crash, ushering the downfall of our house. </em></p><p></p><p>The clock rings seven times. The doors and windows seal shut, and heavy iron gates cover them, too thin for even a doppelgänger to squeeze through. At the stroke of midnight, a massive tidal wave will come, knocking the mansion down a hundred feet into the sea below, killing anyone left inside.</p><p></p><p><strong><em><u>Characters</u></em></strong></p><p><strong>Liam Henchilde -</strong> Eldest child, murdered and replaced the PC. Has extremely sensitive skin and germophobia.</p><p><strong>Peregrine Henchilde -</strong> Eldest daughter, and a chess prodigy. Initial emotion: hopeful.</p><p><strong>Evangeline Henchilde -</strong> Kind and caring, a black sheep of the family. Runs an orphanage. Initial emotion: worry.</p><p><strong>Piers Henchilde -</strong> A cloistered academic, hates other people, who he views as idiots. Initial emotion: frustration.</p><p><strong>Jenson Henchilde -</strong> A hypnotist and con artist. Manipulates others with magic. Initial emotion: amusement.</p><p><strong>Cecilia Henchilde -</strong> Youngest, spoiled and pampered. Dotes on her toy poodle, Bernadette. Initial emotion: focused.</p><p></p><p><strong>Alistair Henchilde</strong></p><p>Alistair does plan to go down with the mansion, but he does not intend to die. Not for long, anyway. He hides in the basement, preparing a ritual designed the capture the souls of his six ungrateful children and with them, resurrect himself, earning immortality in the process. To that end he has hired a doppelgänger, Urdu, to murder and replace Cecilia, who was bid to arrive earlier than the others. He has told Urdu the secret to unlocking the East Wing, where his inheritance lives; the inheritance is the doppelgänger’s reward.</p><p></p><p>Alistair does not know that Liam was murdered weeks ago by the PC. This will complicate the ritual, and should the other four living children die, Alistair will die, and return as foul and twisted undead creature, hellbent for revenge on whomever ruined his ritual.</p><p></p><p><strong>Urdu</strong></p><p>The doppelgänger detests the dog, which itself seems uncomfortable in the creature’s arms. They will try to steer the other children into resolving their own tasks, then isolate and murder them, taking on their forms for a short while to throw off suspicion. They know nothing about Alistair’s resurrection ritual.</p><p></p><p><strong><em><u>Henchilde Mansion</u></em></strong></p><p>The first and second floors have glyphs hidden around the house to suppress magic, which the other children might use to uncover Urdu’s true identity. This has the side-effect of suppressing the doppelgängers’ mind-reading abilities and the magical abilities of the Henchildes who possess them. Alistair specifically excluded the magic behind the East Wing locks or the rituals designed to open them from these anti-magic fields. Marring two of four glyphs on a floor destroys the anti-magic field for that floor, allowing Jensen (hypnotism) and Peregrine (divination) to utilize their magic, and the doppelgängers to detect thoughts. Jensen’s magic is particularly helpful in tricking or coercing other Henchildes into performing their tasks, while Peregrine’s makes her dangerous to the doppelgängers.</p><p></p><p>If both doppelgängers are on the same floor where an anti-magic field is destroyed, they sense the presence of another doppelgänger within the house, but cannot discern its identity.</p><p></p><p>When a Henchilde (or a doppelgänger in their form) enters the room with the sacrifice meant for them, they (and only they) feel a strong draft and hear a dark voice whispering “One will betray you.” This will make the living Henchilde’s suspicious of each other, as well as less willing than they would normally be to give up what they cherish most.</p><p></p><p><strong><em><u>Basement</u></em></strong></p><p>Alistair is completing his ritual in the basement. Six crystals stand on pedestals in a circle, lines drawn between them on the floor forming a hexagram. One crystal glows for each Henchilde killed within the mansion.</p><p></p><p>There is no anti-magic barrier, so his thoughts can be detected. Alistair will hide if he senses anyone entering, and attack (and aim to kill) any of his children (including Urdu) who find him or attempt to disrupt his ritual. </p><p></p><p><strong><em><u>First Floor</u></em></strong></p><p>The following rooms are on the first floor:</p><p></p><p><strong>Ballroom</strong></p><p>A magnificent ballroom. Haunting music plays, though no one sits at the grand piano in the room’s corner. A secret passage to the basement is hidden under the piano.</p><p></p><p><strong>Dining Room</strong></p><p>A meal has been set, which remains relatively warm until the clock strikes eight. If the children decide to eat, Cecilia seems uncharacteristically interested in her meat.. Evangeline is a vegan, and the PC is aware that Liam was a vegetarian. Meat has been served on all plates. The PC must resist the urge to eat the meat, as well as stomach the potatoes and vegetables.</p><p></p><p><strong>Kitchen</strong></p><p>A large kitchen lies mostly empty; whatever dishes were used to cook dinner have been washed and put away already. A note hangs on the oven door:</p><p><em>Place what you cherish most inside.</em></p><p>Strong heat radiates from it. Only Cecilia, or a doppelgänger in her form, can open the oven door. Bernadette must be placed inside. Once done, one lock unlocks from the East Wing door. Urdu hesitates to do so, refusing at first. They’ll shove the dog in later.</p><p></p><p><strong>Conservatory</strong></p><p>Raised glass containers line the walls and center of the Conservatory, filled with all manner of exotic plants and flowers. At the opposite end from the door, a gorgeous, gold-trimmed mirror hangs on the wall above a table. Anyone who looks in the mirror sees their face, except with a long, ugly scar running diagonally across it. On the table is a shard of glass and a note:</p><p><em>Marr that which you cherish most.</em></p><p>Only Jenson, or a doppelgänger in his form, can lift the piece of glass from the table. He must carve a scar in his face similar to the one shown in the mirror. Once done, one lock unlocks from the East Wing door.</p><p></p><p><strong>Lounge</strong></p><p>This room has several chairs and couches, though they all have a coarse and rough upholstery. A fireplace is roaring along the wall. A note hangs above it:</p><p><em>Burn that which you cherish most.</em></p><p>Only Liam, or a doppelgänger in his form, can place anything within the fireplace. He must remove his gloves and toss them in the fire. Doing so willingly will make others suspicious of the PC. Once done, one lock unlocks from the East Wing door.</p><p></p><p><strong><em><u>Second Floor</u></em></strong></p><p>The following rooms are on the second floor:</p><p></p><p><strong>Library</strong></p><p>A library filled with countless books and treatises on any number of subjects. Piers used to love the library, but he, or a doppelgänger in his form, can hear a constant hum that drones on throughout the room. It is extremely unpleasant, and it makes him want to leave immediately. A note sits on a table in the center of the room:</p><p><em>This room will drain that which you cherish most.</em></p><p>Piers, or a doppelgänger in his form, must remain within the room for five minutes. He will need to be forced, coerced or trapped into doing so. The droning will steadily drain any creature’s intelligence, permanently. Spending five minutes will reduce Piers to the state of a dullard. Once done, one lock unlocks from the East Wing door.</p><p></p><p><strong>Guest Room</strong></p><p>The Guest Room is locked, and only Urdu carries the key to it. The lock can be picked or the door broken down, however. At the beginning of the evening it is unremarkable, save for Cecilia’s body, which has been shoved in an empty wardrobe. A relevant check (which Evangeline can make, if necessary) reveals she has been dead several hours before anyone else arrived. As the night wears on, Urdu uses this room to lure Henchildes that have completed their tasks and store their bodies.</p><p></p><p><strong>Study</strong></p><p>The study is a cozy room with several comfortable chairs and tables. On one table sits a board of chess (or any other setting-relevant game of strategy) and a note:</p><p><em>Give up the title that you cherish the most.</em></p><p>Peregrine has never lost a game of chess in her life, and she is known as the “Undefeatable”. A chair sits at one end of the table that only Peregrine, or a doppelgänger in her form, can sit in. No chair sits on the other side, nor can it be placed. Peregrine must play first, at which point the opponent’s pieces move on their own. The opponent is quite terrible, and easily defeated by anyone, but Peregrine must purposefully lose to this opponent, by making the exact wrong play at every turn, a feat which requires considerable knowledge of the game.</p><p></p><p><strong>Bedroom</strong></p><p>Alistair’s bedroom is unremarkable, save that it contains multiple portraits of himself and his late wife, but no portraits of their children. There is another hidden door leading down to the basement through a false back in his wardrobe.</p><p></p><p><strong><em><u>East Wing</u></em></strong></p><p>The door to the East Wing is chained shut and magically reinforced: only by unchaining the locks can the door be opened. Once all five locks are unchained, a note appears on the door:</p><p><em>The only one who may open this door is the one who does not intend to claim its contents for themselves.</em></p><p>Only Evangeline, or a doppelgänger in her form, can open this door, but only if they have no intention of keeping the inheritance for themselves. Evangeline plans to donate the inheritance to the orphanage she works at. Urdu, and presumably the PC, will therefore be unable to open the door themselves. This development angers Urdu, which they take as a betrayal. They’ll force Evangeline to open the door, then kill her and any remaining siblings, then try to break into the basement to kill Alistair. They’ll then claim the inheritance for themself.</p><p></p><p>Survivors can escape out the East Wing, where the staircase to the former tower lies open the elements.</p><p></p><p>The inheritance itself consists of only two sheets of paper in an unlocked safe: the deed to Henchilde Mansion, as well as a deed to the Rothersford Estate far to the south, something none of the Henchilde children have ever heard of.</p></blockquote><p></p>
[QUOTE="Gradine, post: 7321629, member: 57112"] [B][U]Foxes in the Hen House[/U][/B] [I]A solo adventure suitable for any supernatural system* *Adjustments may be necessary depending on setting lore[/I] Velvet Glove Delusionist Doppelgängers' Masquerade Untrue Resurrection Coastal Cliff Charity Un-coordinates Mindless Drone [B][I][U]Hook[/U][/I][/B] [I]You received the letter a week ago. “I was wrong to cast you out,” it read. “Come to Henchilde Mansion, and claim your inheritance.” But the letter was not meant for you. It was meant for the man whose face you’ve been wearing ever since you dumped his body in Foxglove Lake. The cliffside mansion now stands before you, and you hear the waves crashing behind it as a dark storm approaches land. Soon, this inheritance will be yours.[/I] The PC is a doppelgänger, who has recently murdered and taken on the identity of Liam Henchilde, a fastidious businessman with a skin condition and an obsession with cleanliness. He is never seen without his dark velvet gloves, and in fact all of his cloth-woven possessions, from his clothes to the upholstery of his furniture, is of a similarly smooth texture, so as to not irritate his sensitive skin. Henchilde Mansion stands on a tall cliff overlooking the sea; the years of erosion have already uncovered the back foundations, and an old unused tower has already toppled into the sea, exposing the now sealed East Wing to the elements. The mansion’s owner is Alistair Henchilde, a wealthy patriarch who disowned his six children and cut them out of his will. The letters indicate his mind might have changed. The children arrive one by one. The PC finds that their ability to read minds or detect thoughts is being hampered, somehow. At best, they are only able to pick up the most prominent surface emotion. A sealed envelope on a table in the hall says “Open When All Siblings Have Arrived”. The letter inside reads: [I]Henchilde Mansion has housed our family for generations. I have divined that tonight is its last night upon this world, and I intend to go with it. Your inheritance is yours to uncover. You’ll have to work together, for once in your lives. And you’ll have to be willing to part with that which you value most. You have until the stroke of midnight, when the final wave will crash, ushering the downfall of our house. [/I] The clock rings seven times. The doors and windows seal shut, and heavy iron gates cover them, too thin for even a doppelgänger to squeeze through. At the stroke of midnight, a massive tidal wave will come, knocking the mansion down a hundred feet into the sea below, killing anyone left inside. [B][I][U]Characters[/U][/I][/B] [B]Liam Henchilde -[/B] Eldest child, murdered and replaced the PC. Has extremely sensitive skin and germophobia. [B]Peregrine Henchilde -[/B] Eldest daughter, and a chess prodigy. Initial emotion: hopeful. [B]Evangeline Henchilde -[/B] Kind and caring, a black sheep of the family. Runs an orphanage. Initial emotion: worry. [B]Piers Henchilde -[/B] A cloistered academic, hates other people, who he views as idiots. Initial emotion: frustration. [B]Jenson Henchilde -[/B] A hypnotist and con artist. Manipulates others with magic. Initial emotion: amusement. [B]Cecilia Henchilde -[/B] Youngest, spoiled and pampered. Dotes on her toy poodle, Bernadette. Initial emotion: focused. [B]Alistair Henchilde[/B] Alistair does plan to go down with the mansion, but he does not intend to die. Not for long, anyway. He hides in the basement, preparing a ritual designed the capture the souls of his six ungrateful children and with them, resurrect himself, earning immortality in the process. To that end he has hired a doppelgänger, Urdu, to murder and replace Cecilia, who was bid to arrive earlier than the others. He has told Urdu the secret to unlocking the East Wing, where his inheritance lives; the inheritance is the doppelgänger’s reward. Alistair does not know that Liam was murdered weeks ago by the PC. This will complicate the ritual, and should the other four living children die, Alistair will die, and return as foul and twisted undead creature, hellbent for revenge on whomever ruined his ritual. [B]Urdu[/B] The doppelgänger detests the dog, which itself seems uncomfortable in the creature’s arms. They will try to steer the other children into resolving their own tasks, then isolate and murder them, taking on their forms for a short while to throw off suspicion. They know nothing about Alistair’s resurrection ritual. [B][I][U]Henchilde Mansion[/U][/I][/B] The first and second floors have glyphs hidden around the house to suppress magic, which the other children might use to uncover Urdu’s true identity. This has the side-effect of suppressing the doppelgängers’ mind-reading abilities and the magical abilities of the Henchildes who possess them. Alistair specifically excluded the magic behind the East Wing locks or the rituals designed to open them from these anti-magic fields. Marring two of four glyphs on a floor destroys the anti-magic field for that floor, allowing Jensen (hypnotism) and Peregrine (divination) to utilize their magic, and the doppelgängers to detect thoughts. Jensen’s magic is particularly helpful in tricking or coercing other Henchildes into performing their tasks, while Peregrine’s makes her dangerous to the doppelgängers. If both doppelgängers are on the same floor where an anti-magic field is destroyed, they sense the presence of another doppelgänger within the house, but cannot discern its identity. When a Henchilde (or a doppelgänger in their form) enters the room with the sacrifice meant for them, they (and only they) feel a strong draft and hear a dark voice whispering “One will betray you.” This will make the living Henchilde’s suspicious of each other, as well as less willing than they would normally be to give up what they cherish most. [B][I][U]Basement[/U][/I][/B] Alistair is completing his ritual in the basement. Six crystals stand on pedestals in a circle, lines drawn between them on the floor forming a hexagram. One crystal glows for each Henchilde killed within the mansion. There is no anti-magic barrier, so his thoughts can be detected. Alistair will hide if he senses anyone entering, and attack (and aim to kill) any of his children (including Urdu) who find him or attempt to disrupt his ritual. [B][I][U]First Floor[/U][/I][/B] The following rooms are on the first floor: [B]Ballroom[/B] A magnificent ballroom. Haunting music plays, though no one sits at the grand piano in the room’s corner. A secret passage to the basement is hidden under the piano. [B]Dining Room[/B] A meal has been set, which remains relatively warm until the clock strikes eight. If the children decide to eat, Cecilia seems uncharacteristically interested in her meat.. Evangeline is a vegan, and the PC is aware that Liam was a vegetarian. Meat has been served on all plates. The PC must resist the urge to eat the meat, as well as stomach the potatoes and vegetables. [B]Kitchen[/B] A large kitchen lies mostly empty; whatever dishes were used to cook dinner have been washed and put away already. A note hangs on the oven door: [I]Place what you cherish most inside.[/I] Strong heat radiates from it. Only Cecilia, or a doppelgänger in her form, can open the oven door. Bernadette must be placed inside. Once done, one lock unlocks from the East Wing door. Urdu hesitates to do so, refusing at first. They’ll shove the dog in later. [B]Conservatory[/B] Raised glass containers line the walls and center of the Conservatory, filled with all manner of exotic plants and flowers. At the opposite end from the door, a gorgeous, gold-trimmed mirror hangs on the wall above a table. Anyone who looks in the mirror sees their face, except with a long, ugly scar running diagonally across it. On the table is a shard of glass and a note: [I]Marr that which you cherish most.[/I] Only Jenson, or a doppelgänger in his form, can lift the piece of glass from the table. He must carve a scar in his face similar to the one shown in the mirror. Once done, one lock unlocks from the East Wing door. [B]Lounge[/B] This room has several chairs and couches, though they all have a coarse and rough upholstery. A fireplace is roaring along the wall. A note hangs above it: [I]Burn that which you cherish most.[/I] Only Liam, or a doppelgänger in his form, can place anything within the fireplace. He must remove his gloves and toss them in the fire. Doing so willingly will make others suspicious of the PC. Once done, one lock unlocks from the East Wing door. [B][I][U]Second Floor[/U][/I][/B] The following rooms are on the second floor: [B]Library[/B] A library filled with countless books and treatises on any number of subjects. Piers used to love the library, but he, or a doppelgänger in his form, can hear a constant hum that drones on throughout the room. It is extremely unpleasant, and it makes him want to leave immediately. A note sits on a table in the center of the room: [I]This room will drain that which you cherish most.[/I] Piers, or a doppelgänger in his form, must remain within the room for five minutes. He will need to be forced, coerced or trapped into doing so. The droning will steadily drain any creature’s intelligence, permanently. Spending five minutes will reduce Piers to the state of a dullard. Once done, one lock unlocks from the East Wing door. [B]Guest Room[/B] The Guest Room is locked, and only Urdu carries the key to it. The lock can be picked or the door broken down, however. At the beginning of the evening it is unremarkable, save for Cecilia’s body, which has been shoved in an empty wardrobe. A relevant check (which Evangeline can make, if necessary) reveals she has been dead several hours before anyone else arrived. As the night wears on, Urdu uses this room to lure Henchildes that have completed their tasks and store their bodies. [B]Study[/B] The study is a cozy room with several comfortable chairs and tables. On one table sits a board of chess (or any other setting-relevant game of strategy) and a note: [I]Give up the title that you cherish the most.[/I] Peregrine has never lost a game of chess in her life, and she is known as the “Undefeatable”. A chair sits at one end of the table that only Peregrine, or a doppelgänger in her form, can sit in. No chair sits on the other side, nor can it be placed. Peregrine must play first, at which point the opponent’s pieces move on their own. The opponent is quite terrible, and easily defeated by anyone, but Peregrine must purposefully lose to this opponent, by making the exact wrong play at every turn, a feat which requires considerable knowledge of the game. [B]Bedroom[/B] Alistair’s bedroom is unremarkable, save that it contains multiple portraits of himself and his late wife, but no portraits of their children. There is another hidden door leading down to the basement through a false back in his wardrobe. [B][I][U]East Wing[/U][/I][/B] The door to the East Wing is chained shut and magically reinforced: only by unchaining the locks can the door be opened. Once all five locks are unchained, a note appears on the door: [I]The only one who may open this door is the one who does not intend to claim its contents for themselves.[/I] Only Evangeline, or a doppelgänger in her form, can open this door, but only if they have no intention of keeping the inheritance for themselves. Evangeline plans to donate the inheritance to the orphanage she works at. Urdu, and presumably the PC, will therefore be unable to open the door themselves. This development angers Urdu, which they take as a betrayal. They’ll force Evangeline to open the door, then kill her and any remaining siblings, then try to break into the basement to kill Alistair. They’ll then claim the inheritance for themself. Survivors can escape out the East Wing, where the staircase to the former tower lies open the elements. The inheritance itself consists of only two sheets of paper in an unlocked safe: the deed to Henchilde Mansion, as well as a deed to the Rothersford Estate far to the south, something none of the Henchilde children have ever heard of. [/QUOTE]
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