Echoes of Cetza (Inactive)

Game Master Matt, Garnished Game Designer



This doesn't need much explanation so here we go!

One PC runs four characters in a dungeon crawl!

- 25 point buy
- 2nd level
- 2 traits (or 3 with 1 drawback)
- no backstory but character description needed
- No Master Summoner or Broodmaster
- Neutral campaign setting but using Golarion fluff for simplicity

The dungeon is very tomb raider/indiana jones flavored so get ready for everything from pirates to aztec and mayan mythos.

Any questions can be asked below as usual.

I'll be choosing in 24 hours. No need for aliases, just character descriptions (not even statblocks) are fine. I want you to design a fun four man team.

This serves as this dungeon's playtest essentially and I only want a single PC running all four characters for speed and simplicity.


sounds interesting any restrictions on material sources?


Interested, but I'd also like to know the source material before I make a party.

Grand Lodge

Team Oracle Aasimar/Elven

Character 1: Aasimar Wood Oracle aka the Hero. He is the one who gathered the 4 man team.

Character 2: Aasimar Urban Barbarian/ Lore Oracle. The mister i knows things that others do not

Character 3: Elven Ancient loreKeeper (Seeker) Oracle of Life: The Trap Man

Character 4: Elven Ancient Lore Keeper Oracle Spellscar: The Magic Man

----
question what level do you anticipate this finishing at? is this just for 1 dungeon ?


Would this require a seperate alias for each character?

I am thinking a group of small sized characters

They call themselves the "Tiny Toons"

Not sure on all yet but so far i have

1: gnome summoner
2: gnome fighter armor master with warhammer and a thor fetish
3: gnome wizard or socerer necromancy specialist. Has a short person complex
4: unsure yet


Got bored at work and came up with a few ideas. Figured I'd put them out there before they're taken (yay themes!) and I can alter them if necessary for source material.

Horsemen of the Apocalypse:
Famine - Hungry Ghost Monk with the Vow of Fasting
War - Armored Hulk Barbarian or Weapon Master Fighter
Death - Poison Rogue/Ninja, possibly Shadow-Assassin If third party material is allowed.
Pestilence - Blight Druid
Conquest - Bard, Cavalier or Warlord If third party material is allowed.
D&D lists the 4th as Pestilence while the original fourth (from the Bible) is listed as Conquest, so I will use either one.

Blow Up Everything!
Four admixture wizards.

The Rogues Gallery
Bane - Drunken Brute Barbarian
The Joker - Trapsmith Rogue
Victor Zsasz - Knife Master Rogue
Hush - Pistolero Gunslinger

That's all I've got for the moment. I can work backstories to fit alignment requirements. Fortunately, it doesn't take much to come up with a reason that they're all working together.


To answer a few questions:

- Core material only.
- You only need to make one alias, worry not.
- Build-wise, I'd rather not have two PCs with the same class. Remember, this a tomb raiding in the jungle kind of dungeon and the characters should be made to represent that.
- The dungeon is made to be a long continuous dungeon crawl. I haven't finished writing the end so I can't be sure of the level end.

I'll choose from the constructed teams when I get back from work tonight.


oh well im out

core only, no oracles, no summoner, and no archetypes. no traits


Traits are allowed though, Edward, according to the first post. But it's the archetypes and lack of non-core feats that do it for me. I'm out, but I'll probably watch the gameplay anyway. I kinda wanna see how this plays out with a single person.


Vanilla party-master dungeon. Color me curious.

Human Barbarian - More of a "hit first ask questions never" guy, but has a kind soul.

Halfling Rogue - Smiles and laughs at everything in life, likes to play pranks on others.

Dwarven Cleric - Follower of Torag, likes to do things the "right" way. Stubborn but good hearted.

Elven Wizard - Somewhat distant from society. Often makes decisions without thinking about morality.

Fairly vanilla. Tell me what you think.


I'm sorry, by core I meant offical paizo material. My bad.

I'll give another 24 hours just in case.


That is quite a large distinction hehe. In that case I'll probably slap some archetypes on those classes, but they'll stay pretty much the same.


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Well in that case, swap out Poison Ivy - Jungle Druid for Victor Zsasz and that will be the makeup for the Rogues Gallery themed part so that neither party doubles up on classes. (The four wizards is obviously thrown out.)


I have a brilliant idea, four master summoners!

Battlefield

>:D


Probably exactly why he said no master summoners ;)


But can you imagine?

"I send my squad of orcs at the party!"

"You see a dozen demons appear."

O.o

Grand Lodge

Well you could do:
A druid
A nature oracle
A lunar oracle
A cavalier
A cleric with surian domain
A sorcerer with sylvain bloodline

And end up with a part of 4 pc and 4 AC


Alright, I've decided to go with Grinning Jest3r and his updated Rogue's Gallery!

They sound like the right kind of people for this delve!


What's the starting gold for characters?


Each PC can begin with 1,000 gp of equipment. The reason why I have you begin at 2nd level is that we're skipping the "introductory" part of the adventure involving the crash landing of The Sky Emperor (a dirigible) into the Cetzan River Basin. This normally takes the PCs from 1st to 2nd level but it's mostly role play. I'll give you the complete rundown in the gameplay thread. I'm also setting up the Discussion thread for us.


1 person marked this as a favorite.

Alright, so I still need to gear Bane, Ivy, and Joker, but here are their statblocks. I swapped Bane over to a Ragechemist. It seemed more fitting. I'll come up with character names for them and finish gearing them tomorrow.

Bane:

Human Alchemist (Ragechemist) 2
CN Medium humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 23 (2d8+7)
Fort +4, Ref +4, Will +0; +2 bonus vs. poison
Resist poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +6 (1d3+5/×2)
Ranged bomb +3 (1d6+2 Fire/×2)
Special Attacks bomb
Alchemist (Ragechemist) Spells Prepared (CL 2nd; concentration +4):
1st (3/day)—stone fist, enlarge person (DC 13), cure light wounds
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 12, Int 14, Wis 10, Cha 9
Base Atk +1; CMB +6; CMD 17
Feats Brew Potion, Improved Unarmed Strike, Throw Anything, Toughness
Skills Fly +6, Heal +5, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Perception +5, Survival +5, Use Magic Device +4; Racial Modifiers alchemy
Languages Common, Dwarven, Elven
SQ discoveries (feral mutagen), mutagen, fast poisoning, rage mutagen
Other Gear 1000 GP
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+2 (4/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+2 fire damage.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Rage Mutagen STR mutagen bonuses increase, but penalty to Will & Int when hurt (Will neg).
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Joker:

Half-Elf Rogue (Trapsmith) 2
CN Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 18 (2d8+2)
Fort +1, Ref +7, Will +1; +2 vs. enchantments
Defensive Abilities evasion; Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 10, Dex 19, Con 13, Int 14, Wis 12, Cha 12
Base Atk +1; CMB +1; CMD 15
Feats Skill Focus (Disable Device), Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +9, Bluff +6, Climb +5, Diplomacy +6, Disable Device +13, Intimidate +6, Perception +8 (+9 to locate traps), Sleight of Hand +9, Stealth +9, Swim +5, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Common, Elven, Gnome, Halfling
SQ elf blood, rogue talents (finesse rogue), trapfinding +1
Other Gear 1000 GP
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Ivy:

Human Druid (Jungle Druid) 2
CN Medium humanoid (human)
Init +2; Senses Perception +9
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 20 (2d8+4)
Fort +5, Ref +2, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Spell-Like Abilities
At will—tree shape
Druid (Jungle Druid) Spells Prepared (CL 2nd; concentration +6):
1st (3/day)—remove sickness (DC 16), entangle (DC 15), cure light wounds, glide
0 (at will)—resistance, know direction, purify food and drink (DC 14), detect poison
--------------------
Statistics
--------------------
Str 8, Dex 15, Con 15, Int 10, Wis 19, Cha 10
Base Atk +1; CMB +0; CMD 12
Feats Augment Summoning, Spell Focus (conjuration)
Skills Climb +4 (+5 in jungle terrain), Fly +7, Heal +9, Perception +9 (+10 in jungle terrain), Survival +11 (+12 in jungle terrain), Swim +4
Languages Common, Druidic
SQ brachiation, jungle guardian, nature bond abilities (jungle), spontaneous casting, wild empathy
Other Gear 1000 GP
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Brachiation (2 rounds/day) (Ex) Free, gain climb speed and a bonus to Acrobatics.
Druid (Jungle Druid) Domain (Jungle) Granted Powers: The spirits of the jungle, both of natural guardians and lost civilizations, whisper in your heart.

Domain Spells: 1st - glide**, 2nd - tar ball*, 3rd - venomous bolt**, 4th - arboreal hammer{/
Jungle Guardian (+1) (Ex) Initiative checks and Climb, Knowledge (geography), Perception, Stealth, and Survival checks in jungle terrain.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Hush:

Human Gunslinger (Pistolero) 2
CN Medium humanoid (human)
Init +5; Senses Perception +7
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 13 (+3 armor, +5 Dex, +1 dodge)
hp 24 (2d10+4)
Fort +5, Ref +8, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Ranged pistol +8 (1d8/×4)
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +2; CMD 18
Feats Gunsmithing, Point-Blank Shot, Rapid Reload
Skills Acrobatics +9, Bluff +4, Craft (alchemy) +4, Diplomacy +1, Disguise +0, Knowledge (local) +5, Perception +7
Languages Common
SQ deed: gunslinger's dodge, deed: quick clear, grit, deed: up close and deadly
Combat Gear Potion of cure light wounds (5); Other Gear Studded leather armor, Alchemical cartridge (paper) (21), Pistol, Backpack, masterwork (40 @ 43.8 lbs), Chalk (5), Gunslinger's kit, Silk rope, Torch (5), Twine (50'), 98 GP, 8 SP, 9 CP
--------------------
Special Abilities
--------------------
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
Up Close and Deadly +1d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway.


GrinningJest3r wrote:

Alright, so I still need to gear Bane, Ivy, and Joker, but here are their statblocks. I swapped Bane over to a Ragechemist. It seemed more fitting. I'll come up with character names for them and finish gearing them tomorrow.

** spoiler omitted **...

How's the characters going? Are you able to still do this or should I select a new player?


Sorry, I'm about done with them. Had some stuff come up at work so I've been awake for near 48 hours right now haha. First time that's happened since I took the job, so it shouldn't happen again, but people are crazy. Shouldn't take more than an hour and I think they'll be crunch-ready.


No problem. We can start tomorrow morning then!


When's morning for you? I'm in Buenos Aires, GMT-3


Oh lol, GMT 5 (Montreal, Canada). When I wake up, so that's 16h from now.


Sounds good. I'll be at work for several hours after that, so no issues posting. Can't use dropbox, but can use google docs if we need a map or anything.


Sounds good.


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Decided to go with their real names, just to keep it simple in my head. Also, I realized I didn't mention it in my original post so I feel I should tell you now that, aside from the Gunslinger, I have not played any of the other classes in PF. It's part of the reason I wanted to do this. I don't foresee it being a problem, but let me know if I'm doing anything wrong. Here are the statblocks to include gear.

Elliot (Hush):
Hush
Human Gunslinger (Pistolero) 2
CN Medium humanoid (human)
Init +5; Senses Perception +7
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 13 (+3 armor, +5 Dex, +1 dodge)
hp 24 (2d10+4)
Fort +5, Ref +8, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Ranged pistol +8 (1d8/×4)
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +2; CMD 18
Feats Gunsmithing, Point-Blank Shot, Rapid Reload
Skills Acrobatics +9, Bluff +4, Craft (alchemy) +4, Diplomacy +1, Disguise +0, Knowledge (local) +5, Perception +7
Languages Common
SQ deed: gunslinger's dodge, deed: quick clear, grit, deed: up close and deadly
Combat Gear Potion of cure light wounds (5); Other Gear Studded leather armor, Alchemical cartridge (paper) (21), Pistol, Backpack, masterwork (40 @ 43.8 lbs), Chalk (5), Gunslinger's kit, Silk rope, Torch (5), Twine (50'), 98 GP, 8 SP, 9 CP
--------------------
Special Abilities
--------------------
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
Up Close and Deadly +1d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway.

Pamela (Ivy):
Ivy
Human Druid (Jungle Druid) 2
CN Medium humanoid (human)
Init +2; Senses Perception +9
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +2 Dex)
hp 20 (2d8+4)
Fort +5, Ref +2, Will +7
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash -3 (1d4/×2) and
club +1 (1d6/×2)
Spell-Like Abilities
At will—tree shape
Druid (Jungle Druid) Spells Prepared (CL 2nd; concentration +6):
1st (3/day)—remove sickness (DC 16), entangle (DC 15), cure light wounds, glide
0 (at will)—resistance, know direction, purify food and drink (DC 14), detect poison
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 14, Int 10, Wis 19, Cha 10
Base Atk +1; CMB +1; CMD 13
Feats Augment Summoning, Spell Focus (conjuration)
Skills Climb +0 (+1 in jungle terrain), Fly +2, Heal +9, Perception +9 (+10 in jungle terrain), Survival +11 (+12 in jungle terrain), Swim +0
Languages Common, Druidic
SQ brachiation, jungle guardian, nature bond abilities (jungle), spontaneous casting, wild empathy
Combat Gear Oil of shillelagh (10), Potion of cure light wounds (5); Other Gear Hide armor, Heavy wooden shield, Club, Backpack, masterwork (6 @ 85.06 lbs), Collapsible plank, Druid's kit, Folding ladder, Folding pole, Hooded lantern, waterproof, 149 GP, 4 SP
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Brachiation (2 rounds/day) (Ex) Free, gain climb speed and a bonus to Acrobatics.
Druid (Jungle Druid) Domain (Jungle) Granted Powers: The spirits of the jungle, both of natural guardians and lost civilizations, whisper in your heart.

Domain Spells: 1st - glide**, 2nd - tar ball*, 3rd - venomous bolt**, 4th - arboreal hammer{/
Jungle Guardian (+1) (Ex) Initiative checks and Climb, Knowledge (geography), Perception, Stealth, and Survival checks in jungle terrain.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Mr. J (Joker):
Joker
Half-Elf Rogue (Trapsmith) 2
CN Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 18 (2d8+2)
Fort +1, Ref +7, Will +1; +2 vs. enchantments
Defensive Abilities evasion; Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +3 (1d4/19-20/×2) and
dagger +3 (1d4/19-20/×2)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 10, Dex 19, Con 13, Int 14, Wis 12, Cha 12
Base Atk +1; CMB +1; CMD 14
Feats Skill Focus (Disable Device), Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +6 (+2 jump), Bluff +6, Craft (traps) +7, Diplomacy +6, Disable Device +10, Intimidate +6, Perception +8 (+9 to locate traps), Sleight of Hand +6, Stealth +6, Swim +2, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Common, Elven, Gnome, Halfling
SQ elf blood, rogue talents (finesse rogue), trapfinding +1
Combat Gear Potion of invisibility, Caltrops (5), Flash powder, Rusting powder; Other Gear Studded leather armor, Dagger, Dagger, Backpack, masterwork (11 @ 65.54 lbs), Bear trap, Crowbar, Marbles (5), Metal glove, Powder (5), Puzzle Box, Puzzle Box, Rogue's kit, Thieves' tools, Wrist sheath, spring loaded (1 @ 1 lbs), Wrist sheath, spring loaded (1 @ 1 lbs), 63 GP, 9 SP, 5 CP
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Antonio (Bane):
Bane
Human Alchemist (Ragechemist) 2
CN Medium humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 23 (2d8+7)
Fort +4, Ref +4, Will +0; +2 bonus vs. poison
Resist poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +6 (1d3+5/×2)
Ranged bomb +3 (1d6+2 Fire/×2)
Special Attacks bomb
Alchemist (Ragechemist) Spells Prepared (CL 2nd; concentration +4):
1st (3/day)—stone fist (x3)
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 12, Int 14, Wis 10, Cha 9
Base Atk +1; CMB +6; CMD 17
Feats Brew Potion, Improved Unarmed Strike, Throw Anything, Toughness
Skills Craft (alchemy) +7 (+9 to create alchemical items), Heal +5, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Perception +5, Survival +5, Use Magic Device +4; Racial Modifiers alchemy
Languages Common, Dwarven, Elven
SQ discoveries (feral mutagen), mutagen, fast poisoning, rage mutagen
Combat Gear Feral Mutagen: +6 STR, -2 INT, +2 Nat AC, Potion of barkskin +2, Potion of cure light wounds (5), Potion of endure elements (2), Potion of enlarge person (3), Acid (5), Alchemist's fire (5), Candlerod (10), Oil (5), Tar bomb (5); Other Gear Lamellar (leather) armor, Alchemist's kit, Backpack, masterwork (32 @ 59.8 lbs), 40 GP
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+2 (4/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+2 fire damage.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Rage Mutagen STR mutagen bonuses increase, but penalty to Will & Int when hurt (Will neg).
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

1 hour 53 minutes. Hofstadter's Law!

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