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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="Jim Hague" data-source="post: 2249721" data-attributes="member: 17550"><p>Once a week? I'm wounded, truly I am. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Ok, after three HD crashes, RL intruding vociferously and me leaving poor James wondering when the hell he was going to get the cut material, I present to you all:</p><p></p><p><span style="font-size: 15px">Thralls of the Flesh</span></p><p><strong>Medium-Size Undead Humanoid(Special)</strong></p><p>Hit Dice:4d12 (26 hp)</p><p>Initiative: +9</p><p>Speed: 40 ft.</p><p>AC: 19 (+5 Dex, +4 natural)</p><p>Base Attack/Grapple: +2/+7</p><p>Attack: Claw +7 melee</p><p>Full Attack: 2 Claws +7 melee, Bite +2 melee</p><p>Damage: Claw 1d6+5, Bite 1d6+2, plus energy damage</p><p>Face/Reach: 5ft./5ft.</p><p>Special Attacks: Frenzied Attack, Positive Energy Damage</p><p>Special Qualities: Undead Traits, Turning Immunity, Evasion, Fast Healing/2, Positive Energy Surge</p><p>Saves: Fort +1, Ref +8, Will +4</p><p>Abilities: Str 20, Dex 20, Con - , Int 5, Wis 10, Cha 10</p><p>Skills: Listen +4, Spot +3</p><p>Feats: Improved Initiative, Lightning Reflexes</p><p>Climate/Terrain: Underground (special)</p><p>Organization: Solitary, mob (2-4), pack (5-10)</p><p>Challenge Rating: 4</p><p>Alignment: Chaotic Neutral (always)</p><p>Advancement: 5-10 HD</p><p></p><p>Description:</p><p>There are worse things than death within the walls of the World's Largest Dungeon, and the Thralls of the Flesh prove it. The corpses of drow warriors, unlucky slaves and even the occasional adventurer swell the ranks of these bizarre undead. Unlike the foul creatures found outside the Dungeon, the Thralls are not animated by the power of the Negative Material Plane, but by the trapped positive energy within the Halls of Flesh. Their unusual condition lends the Thralls speed unmatched by nearly any creature, and allow them to keep the Halls of Flesh scoured clean of any normal undead unfortunate enough to wander into their domain.</p><p></p><p>The Thralls are barely intelligent, and writhe in constant agony from the energies animating their bodies. A Thrall will vary in appearance, depending on its form before it died. None carry weapons, and only a few wear any sort of armor. When spying prey within the Halls, a Thrall (or worse, a pack of them) will unleash an unearthly howl as they close in on their victims. Often, the screams of a pack of Thralls is enough to attract the attention of the chokers or gricks within the Halls of Flesh...and for some particularly unfortunate creatures, the attention of Anguish or Madness.</p><p></p><p>Combat:</p><p>The Thralls of the Flesh attack without regard to superior numbers, tactics or care for their own safety. Upon spotting a creature, the Thralls drive themselves into a frenzy and immediately attempt to close to melee range. Due to the nature of the energies animating them, the Thralls are immune to turning attempts; indeed, trying to turn the Thralls makes that individual a primary target.</p><p></p><p>Evasion: The positive energy animating Thralls of the Flesh grants them almost supernatual alacrity. The Evasion ability of thralls is the same as that of a 2nd level Rogue.</p><p></p><p>Fast Healing 2: Thralls of the Flesh recover 2 Hit Points per round unless destroyed.</p><p></p><p>Frenzied Attack: Thralls of the Flesh enter a berserk rage when they spot a potential victim. Their frenzy is identitcal to a Barbarian's Rage ability of the same level. Thralls can maintain this state for up to 4 rounds. thralls do not suffer exhaustion after the rage passes, but cannot use this ability again for 1 hour afterwards.</p><p></p><p>Positive Energy Damage: The positive energy animating the Thralls surges forth when they attack their victims, tearing through their bodies. A successful claw or bite attack by a Thrall inflicts +1d6 positive energy damage on the target. With living creatures, this 'damage' will actually heal wounds inflicted by the Thralls in combat. However, if the creature in question exceeds its normal Hit Points, they must immediately make a Fortitude save (DC 15 + the amount of damage inflicted that round) or suffer 1d6 Intelligence damage. Creatures reduced to 0 Int by the Thralls die, rising as Thralls within 1d3 rounds. Alternately, the DM may elect to roll on the Random Mutation Table for Region I.</p><p></p><p>Positive Energy Surge: Instead of making a full attack against a target, the Thralls may unleash a burst of positive energy in a 10' radius, inflicting 4d6 positive energy damage (DC 15 for 1/2 damage). This damage functions the same as the normal positive energy damage of the Thralls' attack, including the random mutations spawned by the influx of positive energy.</p><p></p><p>Turning Immunity: Thralls of the Flesh are animated by energy trapped by the Halls of Flesh, and cannot be turned. Due to the nature of the energy commanding them, attempts to command the Thralls also fail. Thralls can be rebuked.</p><p></p><p>Undead Traits (special): A Thrall of the Flesh is immune to mind-affecting effects, poison, <em>sleep</em>, paralysis, stunning and disease. Unlike most undead, Thralls of the Flesh are affected normally by death and necromantic effects, but are not subject to effects requiring a Fortitude save, unless that effect also works on objects. Thralls are immune to nonlethal damage, but can be affected by ability damage and ability drain. Thralls of the Flesh are subject to death by massive damage; however, a Thrall failing its massive damage save releases its remaining positive energy in a single burst inflicting 8d6 positive energy damage in a 20' radius (DC 15 Reflex for 1/2). A Thrall of the Flesh cannot be raised or resurrected. Thralls of the Flesh possess Darkvision (60 ft. range).</p><p></p><p><span style="font-size: 9px">OPEN GAME LICENSE Version 1.0a</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">15 COPYRIGHT NOTICE</span></p><p><span style="font-size: 9px">Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.</span></p></blockquote><p></p>
[QUOTE="Jim Hague, post: 2249721, member: 17550"] Once a week? I'm wounded, truly I am. ;) Ok, after three HD crashes, RL intruding vociferously and me leaving poor James wondering when the hell he was going to get the cut material, I present to you all: [SIZE=4]Thralls of the Flesh[/SIZE] [b]Medium-Size Undead Humanoid(Special)[/b] Hit Dice:4d12 (26 hp) Initiative: +9 Speed: 40 ft. AC: 19 (+5 Dex, +4 natural) Base Attack/Grapple: +2/+7 Attack: Claw +7 melee Full Attack: 2 Claws +7 melee, Bite +2 melee Damage: Claw 1d6+5, Bite 1d6+2, plus energy damage Face/Reach: 5ft./5ft. Special Attacks: Frenzied Attack, Positive Energy Damage Special Qualities: Undead Traits, Turning Immunity, Evasion, Fast Healing/2, Positive Energy Surge Saves: Fort +1, Ref +8, Will +4 Abilities: Str 20, Dex 20, Con - , Int 5, Wis 10, Cha 10 Skills: Listen +4, Spot +3 Feats: Improved Initiative, Lightning Reflexes Climate/Terrain: Underground (special) Organization: Solitary, mob (2-4), pack (5-10) Challenge Rating: 4 Alignment: Chaotic Neutral (always) Advancement: 5-10 HD Description: There are worse things than death within the walls of the World's Largest Dungeon, and the Thralls of the Flesh prove it. The corpses of drow warriors, unlucky slaves and even the occasional adventurer swell the ranks of these bizarre undead. Unlike the foul creatures found outside the Dungeon, the Thralls are not animated by the power of the Negative Material Plane, but by the trapped positive energy within the Halls of Flesh. Their unusual condition lends the Thralls speed unmatched by nearly any creature, and allow them to keep the Halls of Flesh scoured clean of any normal undead unfortunate enough to wander into their domain. The Thralls are barely intelligent, and writhe in constant agony from the energies animating their bodies. A Thrall will vary in appearance, depending on its form before it died. None carry weapons, and only a few wear any sort of armor. When spying prey within the Halls, a Thrall (or worse, a pack of them) will unleash an unearthly howl as they close in on their victims. Often, the screams of a pack of Thralls is enough to attract the attention of the chokers or gricks within the Halls of Flesh...and for some particularly unfortunate creatures, the attention of Anguish or Madness. Combat: The Thralls of the Flesh attack without regard to superior numbers, tactics or care for their own safety. Upon spotting a creature, the Thralls drive themselves into a frenzy and immediately attempt to close to melee range. Due to the nature of the energies animating them, the Thralls are immune to turning attempts; indeed, trying to turn the Thralls makes that individual a primary target. Evasion: The positive energy animating Thralls of the Flesh grants them almost supernatual alacrity. The Evasion ability of thralls is the same as that of a 2nd level Rogue. Fast Healing 2: Thralls of the Flesh recover 2 Hit Points per round unless destroyed. Frenzied Attack: Thralls of the Flesh enter a berserk rage when they spot a potential victim. Their frenzy is identitcal to a Barbarian's Rage ability of the same level. Thralls can maintain this state for up to 4 rounds. thralls do not suffer exhaustion after the rage passes, but cannot use this ability again for 1 hour afterwards. Positive Energy Damage: The positive energy animating the Thralls surges forth when they attack their victims, tearing through their bodies. A successful claw or bite attack by a Thrall inflicts +1d6 positive energy damage on the target. With living creatures, this 'damage' will actually heal wounds inflicted by the Thralls in combat. However, if the creature in question exceeds its normal Hit Points, they must immediately make a Fortitude save (DC 15 + the amount of damage inflicted that round) or suffer 1d6 Intelligence damage. Creatures reduced to 0 Int by the Thralls die, rising as Thralls within 1d3 rounds. Alternately, the DM may elect to roll on the Random Mutation Table for Region I. Positive Energy Surge: Instead of making a full attack against a target, the Thralls may unleash a burst of positive energy in a 10' radius, inflicting 4d6 positive energy damage (DC 15 for 1/2 damage). This damage functions the same as the normal positive energy damage of the Thralls' attack, including the random mutations spawned by the influx of positive energy. Turning Immunity: Thralls of the Flesh are animated by energy trapped by the Halls of Flesh, and cannot be turned. Due to the nature of the energy commanding them, attempts to command the Thralls also fail. Thralls can be rebuked. Undead Traits (special): A Thrall of the Flesh is immune to mind-affecting effects, poison, [i]sleep[/i], paralysis, stunning and disease. Unlike most undead, Thralls of the Flesh are affected normally by death and necromantic effects, but are not subject to effects requiring a Fortitude save, unless that effect also works on objects. Thralls are immune to nonlethal damage, but can be affected by ability damage and ability drain. Thralls of the Flesh are subject to death by massive damage; however, a Thrall failing its massive damage save releases its remaining positive energy in a single burst inflicting 8d6 positive energy damage in a 20' radius (DC 15 Reflex for 1/2). A Thrall of the Flesh cannot be raised or resurrected. Thralls of the Flesh possess Darkvision (60 ft. range). [SIZE=1]OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.[/SIZE] [/QUOTE]
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