Sunday, January 9, 2022

Building Bhakashal - Character Creation - PCs - The Justiciar


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For the character creation challenge I am creating a NPC/PC for each class of PC in Bhakashal.


Today we will do the Justiciar.


This class is interesting as it is derived from the 1e AD&D paladin but it is tailored to the setting. AD&D presumed a medieval style, pseudo-Christian model similar to the knight, Bhakashal connects the Justiciar to the setting and it’s mythology through factions: the Temples and the Noble Houses.


You can skip this section and go to Process if you want to get to the mechanics of it.


Bhakashal is a city at the end of time, billions of years in the future, when the sun burns red in the sky. Bhakashal’s form of government is led by two Kojans, joint rulership means power is always shared. These Kojans rule over the Noble Houses, but the Kojans rule lightly, the Houses direct the city. Houses are ruled by Lords and Warlocks (both gender neutral terms in Bhakashal), other important factions include the Temples, the Red Sun Monastery, the Brass Blade Guild and the Craft Guilds. Bhakashal is ruled by a system of honor debts, essentially, at any point any Lord or Warlock can challenge or be challenged to combat to restore honor, or to contest a position held by another, those who rule must risk their own lives in combat in the process of executing political power. 


Justiciars are an exemplification of the idea that all systems, no matter how they are set up, will need ground level monitoring. Laws can exist, and powerful people can rule, but there can still be injustices, both intentional and unintentional. What is needed is a truly impartial figure, on the ground, who can interpret the law and ensure when it is to be enacted, to be interpreted generously, and when it is necessary to use extrajudicial means to achieve justice.


Justiciars are thus directed to ensure the laws are followed, set aside or used generously, on the ground, for the people. Justiciars are part of a Noble House, as it is believed that all Noble Houses have the potential for corruption. Thus Justiciars serve both the people of their Ward but also the people of the House. 


Justiciars dispense justice on the orders of their houses, including fighting monsters loose in the city, challenging and accepting challenges from fighters of other Houses, settling disputes within the House before they are taken to the arena, protecting the helpless members of their Ward and the city at large, resolving disputes within their Ward and outside, and maintaining the laws of the City and the House within House Ward. A justiciar will NEVER harm an innocent, not even for the “greater good”, part of their creed is that every innocent being deserves protection. 


It is a tradition in the city that all justiciars are selected from warriors in the city arenas, they may never be warriors who have been part of a Noble House, so as to avoid nepotism. The warriors believed to be the bravest and best are recited the Justiciar credo, and asked if they will commit their life to it. All Justiciars can cast detect lie, if the warrior agrees to commit and pass the detect lie they are accepted into the ranks.


Justiciars spend their first three levels of experience patrolling in their ward, the marshes, other wards and the Raosk. As of 4th level they are in the city for their placements. There are Justiciars present in all city Wards, in addition to serving as local adjudicators of disputes, they certify challenges made in public (e.g. when a Lord challenges another Lord in public, a Justiciar is called to certify the challenge and record it). Local Justiciars are known for their fairness and impartiality and are intimately familiar with the laws of the city. They also become very familiar with the occupants of their ward as every Justiciar spends “boots on the ground” time in their Ward every day they are in the city. 


A justiciar who lies, plays favorites or does not keep their word finds their powers desert them. Their power comes from serving their god and their Noble House. 


Justiciar’s are regulars in the arena and boots on the ground in their ward at all levels, it’s part  of the requirement of the position, they all get a level based chance to know people who are regulars in their ward as well


A high level Justiciar, a Justiciar Primus, is part of every Noble House, only issues that go beyond the local justiciars, ranking officers or warlocks with the city patrols are referred to the Justiciar Primus for final adjudication. Many justiciars work so that one day they will preside as Justiciar Primus over the Ward of their House.


I will stat out a 4th level Justiciar today, in the range of power for a one-shot.


Process

A. Choose a character class

B. Choose a Playable Group and Faction 

C. Generate Stats

D. Calculate Saving Throw Bonuses and HP

E. Add Skills and Playable Group Abilities

F. Choose Deity and Languages

G. Choose Equipment and Clothing 

H. Pick Armor and Weapons and Assign Attack Bonuses

I. Calculate Wealth

J. Calculate Encumbrance

K. Assign Spells/Class Abilities

M. Assign Personality Traits (optional)

N. Customize Playable Group Lore (optional)

O. Name Character

P. Assign magic items (for creating NPCs and PCs above level 1)



A. Choose Class (d20)


Justiciar - Faction - House Soronos [Black wheel/orange] [LN]


B. Choose Playable Group  (d12)

  1. Chitin - Insect People

  2. Garudin - Bird People 

  3. Humans - Primate People 

  4. Jugyi - Turtle People 

  5. Kutya - Dog People 

  6. Malu - Fish People

  7. Rakasta - Cat People 

  8. Saan - Lizard People 

  9. Togmu - Frog People  

  10. Urdyll - Plant People 

  11. Vodnik - Castor People  

  12. Yalan - Snake People

Rolled: Rakasta 


C. Generate Stats

  1. For each stat roll 3d6 

3 4 4/ 2 1 6/ 5 4 2/ 3 3 1/ 6 6 4/ 5 1 3

S11 / I9 / W11 / D7 / C 16 / C 9


  1. Apply stat minimums

STR 14 DEX 10  WIS 13 CHR 17

S14 / I9 / W13 / D10 / C 16 / C 17


  1. Switch any two stats (you cannot produce a result less than a minimum)

DEX and INT

S14 / I10 / W13 / D9 / C 16 / C 17


  1. Apply playable group bonuses

 +1 DEX/+1 CHA

In this case the CHA bonus disappears as you can’t get an 18 other than rolling it in Bhakashal, but the DEX bonus is helpful.

S14 / I10 / W13 / D10 / C 16 / C 17


  1. Apply Ability Modifiers

S - 14 [+2] 

I - 10 [+1]
W - 13 [+2]
D - 10 [+1]
C - 16 [+3] 
C - 17 [+3]/+15%


D. Calculate Saving Throw Bonuses and HP

All classes get a +1 bonus per 2 levels of experience, so  +2 base


Paralyzation STR and CON [+7]

Poison CON and DEX [+6]

Death Magic WIS and CON [+7]

Petrification CON and CHR [+8]

Polymorph WIS and CHR [+7]

Breath Weapon DEX and INT [+4]

Spell WIS and INT [+5]


Hit Points 

Class based, roll or take the average (1/2 HD), a Justiciar is a martial class so has a d8 for HP, I will roll for HP, 6,4,2,8 = 20 HP


E.  Add Skills and Playable Group Abilities

  1. PCs get a skill(s) related to their playable group

Roll d3: Hunter

  1. PCs get a roll on the Bhakashal Skill table once for every point of INT bonus

So one roll, I get 17 - Bowyer/Fletcher

  1. Playable groups also have abilities

  • Move 15”

  • Can climb walls as a 1st level spider (85%+DEX/STR bonus)

  • 3 attacks per round (CCB) 1-3/1-3/2-4, if both claw attacks hit they get two additional raking back claw attacks for 1-3 each. 

  • Infravision 160’

  • Surprised on a 1 in 6, surprise others on a 3 in 6

  • Track as a Slayer



Bhakashal Skills

01-02: Alchemist

24-26: Chef

49-51: Herdsman

74-75: Scribe

03-05: Animal handler

27-28: Cobbler

52-54: Hunter

76-77: Shipwright

06-07: Artist

29-31: Farmer

55-56: Jeweler

78-79: Stoneworker

08-09: Armorer

32-34: Fisherman

57-58: Juggler/Entertainer

80-82: Tailor

10-11: Astrologer

35-37: Forester

59-61: Leatherworker

83-84: Teamster

12-13: Astronomer

38-39: Gambler

62-63: Miner

85-86: Tinkerer

14-16: Blacksmith

40-41: Gemologist

64-65: Musician

87-88: Trader

17-18: Bowyer/Fletcher

42-43: Glassworker

66-68: Navigator

89-91: Trapper 

19-20: Brewer

44-45: Heraldry

69-70: Painter

92-95: Roll an additional skill

21-23: Carpenter

46-48: Herbalist

71-73: Sailor

96 -100: Skill of your choice


F. Choose Deity and Languages

Gods of Bhakashal (4d12)

4. Kurlog – Luck, Overcoming Challenges - dog head

5. Teernak – Creation, Preservation, Destruction - 3-headed, staff, flowers (lilly), dragonfly

6. Murla  – Creation, Life, Water (Rivers) - fish head, mace

7. Shayamal – Justice, Community, Charity – Ruby red body, head of bull, rod

8. Evok – Death, destruction, Transformation, Regeneration, Magic - snake head (cobra), hammer

9. Bemmarg – Family, Food, Marriage - four arms, goat

10. Torphal – Death, Animals, Storms, Disease – antelope head, spear

11. Aeskaros – Anger, Vengeance, Fear – 4 arms, head of lion, sword

12. Rakken – Dance, Creation, Destruction – 4 arms, grey body, red feathers on back, staff, red hawk

13. Golan – Knowledge, Magic, Technology – two faces (front/back), wings of bat, twin scimitars, tree

14. Rjam – Courage, Skill in Combat - tiger head, bow and arrows, vines

15. Xoam – Wealth, Happiness, Luck, Healing – gold body, floating lotus flower throne, boar

16. Maegela – Beauty, Loyalty –  green skin, wings of black feathers, two-handed sword, raven

17. Poniar  – Plants, Earth, Spring, Growth - skin of bark, club, tree

18. Jannak  – Time – skull for head, crown of blood, 4 arms, 4 falchions, rides giant lizard

19. Sithasial – Ocean, Water – head of squid with tentacles, daggers, barracuda

20. Dynas – Strength, Fortitude - head of turtle, club

21. Olapp – Fertility, Growth, Healing - giant, spear, boar 

22. Nesig  – Revenge, Loyalty, Duty - six arms, head of dragon, swords

23. Usam  – Cunning, Deceit, Thieves – silver body, holds lotus and knife, fox

24. Palashurem  – Loyalty, Duty, Honor – half red, half black, battle axe, tiger

25. Tobomar – Bravery, Fighters – green body, holding bow, crow on shoulder, crows

26. Bhamal  – Beauty, Music – orange body, black armor, battle axe, rides giant peacock

27. Haeka – Peace, Contemplation – body of smoke, one eye sun, one moon, snakes

28. Yaal – Death, Cleansing, Rebirth, Righteousness – body of water, trident, rides blue horse

29. Iospha  – Fire – black with red striations,  4 armed, on boar with four flaming axes 

30. Cekala  - Storms, Lightning, Battle – rides on elephant with lightning bolt in hand

31. Uvir – Air, Wind - head of deer, legs of deer, spear, falcon 

32. Mubere – Thieves, Wealth, Excess - head of cat, sword, cats

33. Vekka  – Water (Lake ) – four arms and four legs, two heads, spear, water snake

34. Eddea – Love, Desire – standing on turtle, javelin 

35. Jekrat  – War, Soldiers – 2 faces, back blindfolded, front wears lion mask, sword and axe, lions

36. Worlu  – Purification, winter – green skin, holding bowl and flame, rides elephant

37. Omagh– Death – dark blue skin, black armor, sword and shield, rides golden tiger, mace

38. Qonru – Sun – red skin, four arms, sword of fire, rides flaming eagle

39. Iallus – Moon, Light, Creativity - silver body, head of stag, spear

40. Keskittall – Mars, Violence, War - black skin, head of boar, mace and axe 

41. Gallas – Jupiter, Wisdom – head of ram, sceptre, owl

42. Mirres – Mercury, Science, Math – head of wolf, rope, staff

43. Bormal – Venus, Knowledge - elephant head, bat wings, dark blue body, hammer

44. Laras – Saturn , Travel, Hardship, Suffering - crows head, two crows circle head, scythe

45. Nareen  – Darkness, Rebirth – two heads, one snake, one frog, axe

46. Tarasural – Peace, Rest, Contemplation – blank face, golden body, holds lotus blossoms, butterfly

47. Mohlk  – Birds, communication – green body with hawk’s head and feathered wings, mace

48. Yult  –Strength, Loyalty – ape in golden armor, hammer, rides giant lion


Rolled: 38 Qonru – Sun, life, birth, creation 


Characters get the language of their playable group and one other language of their choice, and then one roll on the table for every point of their INT bonus. If a duplicate is rolled, roll on Special Table 1 instead. So, Rakasta, Saan and one rolled language - Malu



Bhakashal Languages - (3d12)* Special Table 1 - (d12)

3-4. Chitin (insect people) 2

5-7. Garudin (bird people) 3

8-9. Humans (primate people) 2

10-12. Jugyi (turtle people) 3

13. Kutya (dog people) 1

14-17. Malu (fish people) 4 

18. Rakasta (cat people) 1

19-26. Saan (lizard people) 8

27-30. Togmu (frog people) 4

31. Urdyll (plant people) 1

32-33. Vodnik (castor people) 2

34-36. Yalan (snake people) 3

  1. Dragon, Black

  2. Dragon, Marsh

  3. Giant, Marsh

  4. Giant, Stone 

  5. Jackalwere

  6. Kobold

  7. Merpeople 

  8. Naga

  9. Ogre

  10. Sahuagin

  11. Wemic

  12. Roll on Special Table 2


G. Choose Equipment and Clothing 

Backpack, 50’ rope, (3) iron spikes, flint and steel, (3) torches, waterskin, iron rations, blanket - 200 gp encumbrance, 10 gp cost


Sleeveless white silk shirt and leather kilt - otherwise armor


H. Pick Armor and Weapons and Assign Attack Bonuses

Armor type determines Armor Class


Bhakashal Armor 

AC

Name - (example) - Material

Weight

Cost*

Initiative 

Penalty

10

No armor- none - regular clothing/animals

0

0

0

9

Padded Leather (e.g., gambeson) - soft leather 

100

1

0

8

Leather (e.g. cuir bouilli) - hardened leather 

150

3

0

7

Breastplate (e.g., Samnite armor) - metal plate

200

30

0

6


Banded (e.g. Lorica Hamata) - Metal bands on leather

Scale (e.g., Lorica Squamata) - metal scales on leather

200

250

40

50

0

0

5

Breastplate/Greaves (e.g., Hoplite armor) - metal plate

300

75

0

4

Chain (e.g. byrnie) - metal links over leather

300

100

1

3

Lamallar (Byzantine armor) - overlapping small  metal plates over leather

350

200

1

2

Plate (Conquistador armor) - segmented metal plates over chain**

450

300

1

1

Full Plate*** (e.g., panoply)- uniform metal plate over chain

500

500

2


Banded (e.g. Lorica Hamata) AC 6 - Weight 200, cost 40, they will also take a shield, dropping their AC by 1 to 5

Shield - 50 gp weight, 10gp cost


They also get a 1 point DEX bonus to AC for a total of AC 4


Defends against up to two attacks per round may be sacrificed after absorbing the full damage of two melee attacks


Attack bonus for a 4th level martial PC is +2 to hit


Initial number of weapons determined by class, 3 and one at 4th level.

Forfeiting a weapon proficiency slot allows a +1/+1 bonus with an existing weapon


So they will take the following, STR bonus is +2, DEX is +1, Attack bonus +2


Katana 60gp weight, 50 gp cost, Shortbow (20gp weight - 15 gp cost), Kama 20gp weight - cost 1 gp


And they have one further slot which they will take as a proficiency bonus, that’s +1/+1 on any weapon, they will take it on the Katana


Katana [+6/+4] 1-10/1-12, WS: 2, WvrsAC: -2M/-1L/+3N, Criticals - Remain/Stab


Shortbow [+3/+2] 1-6/1-6, WS:3, 2 att/rd, Range: 10/15/20, WvrsAC: -3M/+1L/+2N, Critical: Remain


Kama* [+4/+2] 1-6/1-4, WS: 2, WvrsAC: -3M/+1L/+2N, Critical: Dual Wield

*Weapon disarms on a regular “to hit”


Note that these bonuses might seem high for a 4th level PC, but keep in mind that they include their level based bonus, e.g. their target “to hit” number for any armor class is a 20, so they tend to have higher bonuses.



I. Assign Wealth

  1. All PCs start with 50 gp, a 50 gp gem and 50 gp piece of jewelry, plus 10gp per ability score bonus point in whatever form they want

470gp, 350gp gems, 350gp jewelry

 

  1. Deduct cost of equipment, armor and weapons

Armor - banded - 40gp

Shield - 10gp

Equipment - 10gp

Katana - 50gp

Kama - 1gp

Bow - 15gp

They will also get a mount, in this case a giant lizard (in Bhakashal, a giant lizard is called a Gess), they will have a large Gess, and one that is battle trained, so that’s going to be 300 gp cost (normally 100gp). They will also invest in a high quality Saan saddle with canopy, and saddlebags, total cost 200gp.

So that’s total costs of: 626 gp

So they have left 194 gp, a 300 gp ruby and a 50 gp emerald


J. Calculate Encumbrance

  1. Weapon Weights are found in the weapon listings. [100gp total]

  2. Armor Weights are found on the Armor Table [250 gp]

  3. Equipment weight is precalculated for equipment packs, otherwise consult the Equipment Weights table [200gp]

  4. Deduct 50gp per point of CON and STR bonus [-250gp]

  5. Total all weight and consult the Weight/Movement table: [300gp total] - no weight penalty, 200 gp can be carried before shifting down a speed category


Bhakashal Armor 

AC

Name - (example) - Material

Weight

Cost*

Initiative 

Penalty

10

No armor- none - regular clothing/animals

0

0

0

9

Padded Leather (e.g., gambeson) - soft leather 

100

1

0

8

Leather (e.g. cuir bouilli) - hardened leather 

150

3

0

7

Breastplate (e.g., Samnite armor) - metal plate

200

30

0

6


Banded (e.g. Lorica Hamata) - Metal bands on leather

Scale (e.g., Lorica Squamata) - metal scales on leather

200

250

40

50

0

0

5

Breastplate/Greaves (e.g., Hoplite armor) - metal plate

300

75

0

4

Chain (e.g. byrnie) - metal links over leather

300

100

1

3

Lamallar (Byzantine armor) - overlapping small  metal plates over leather

350

200

1

2

Plate (Conquistador armor) - segmented metal plates over chain**

450

300

1

1

Full Plate*** (e.g., panoply)- uniform metal plate over chain

500

500

2



Equipment Weights*

Item 

Examples

Weight

Small light 

empty flask, empty waterskin

5 gp

Small heavy 

full flask/waterskin, iron rations

10 gp

Large light 

staff, lantern, blanket 

20 gp

Large heavy 

50’ rope, large musical instrument, small chest

100 gp

Large very heavy 

(large chest, tapestry) 

200+ gp

*“Small” generally means something that can be held in one hand, “large” means something that is larger than this. Heavy and light are as expected. Multiple very small light objects (e.g. candles, lockpicks) can be classified as a single small, light item.


Weight/Movement Table

Weight Carried

Movement Rate Penalty


Less than 500 gp

None - movement normal for playable group


500 gp to 999 gp 

3” 


1000 gp to 1499 gp

6”


1500 gp +

9”




K. Assign Spells/Class Abilities

NOTE: all justiciar abilities are premised on them maintaining their commitment to justice, fairness and teh protection of the innocent. If they fail to do these things they will find their powers stop working, if it is a minor transgression, their powers disappear for a day, repeated minor transgressions will cause loss for a week or month. Any significant transgression causes immediate loss and a quest to repair the relationship and regain powers. Any deliberate attempt to harm a known innocent causes permanent loss of powers. 


1. Detect Lie - Justiciars are empowered to dispense justice in the name of their god, to aid with this they can cast detect lie and detect intent at will at a 60’ radius, 1x per level per day each. So a 3rd level Justiciar can cast detect lie and detect intent 3x per day each 


2. Divine Favor - The favor of their deity gives them a +2 on all saving throws, so we can adjust our previous results:

Paralyzation STR and CON [+9]

Poison CON and DEX [+8]

Death Magic WIS and CON [+9]

Petrification CON and CHR [+10]

Polymorph WIS and CHR [+9]

Breath Weapon DEX and INT [+6]

Spell WIS and INT [+5]


3. Divine Protection - Their deity protects them from extraplanar and summoned/conjured creatures as the Justiciar emanates a Protective Circle 1’ Radius at all times


4. Diving Healing - A Justiciar is empowered to protect the innocent and just, and as such can heal 2 hp per level per day on themselves or others.


5. Holy Weapon - All Justiciars have a holy weapon, this weapon allows them to channel the power of their god in their quest for righteousness. A 1st level Justiciar is generally given their weapon by their mentor. It will be the finest quality weapon of its kind and if their god has a favored weapon the Justiciar will take that weapon for their holy weapon. They must take their first weapon proficiency slot in that weapon. All future improvements to that weapon listed below occur outside of the weapon proficiency progression and regular additional weapon proficiency slots may not be spent on it.


At 1st level the Justiciar is +1 to hit / +1 to damage with their holy weapon


At 3rd level the Justiciar can hit creatures only hit by +1 magical weapons with their holy weapon

ties


6. Special Creed - Each Justiciar serves a god, and that god will have several domains. The Justiciar will receive a special creed from their god when they are called to serve related to one or more of those domains. That creed must be adhered to carefully or they will find their power wanes. Their god is Qonru – god of the Sun, life, birth and creation, whose creed is the defense of innocent life, particularly children. This means they will be reluctant to engage in needless violence, e.g. they will be most likely to use violence when threatened or when innocents are threatened.


7. Special Creed Power - The Justiciar will receive one spell like power associated with their creed, at 1st, 5th, 7th and 9th level. The 1st level power will be equivalent to a 1st level spell, the 5th level power to a 3rd level spell, the 7th level power to a 5th level spell and the 9th level power to a 6-8th level spell. The spell can be from any class, and will work as an at will power once per day per level


Special Creed Power - Sanctuary 4x day


L. Assign Personality Traits (Optional)

  • Immaculate, optimist, altruist, brave


M. Customize Playable Group Lore (Optional)

  • Curious about practices and customs, patient, smokes pipe

 

N. Name 

  • Jajemi Halameer

O. Magic Items

For PCs and NPCs being made above 1st level, assign magic items as follows:

Level / 3 in permanent magic items

Level / 2 in temporary magic items

So that’s one permanent and two temporary magic items, I’ll roll for both:

Permanent - Rolled - Boots of Striding and Springing

Temporary - Potion of Climbing, Potion of Speed



Jajemi Halameer - 4th Rakasta Justiciar Warden - House Soronos [LN]

MV: 15” - AC: 4 (banded+shield*)  - HP: 20

*may be sacrificed after absorbing the full damage of two melee attacks

 

Ability Scores

S - 14 [+2] 

I - 10 [+1]
W - 13 [+2]
D - 10 [+1]
C - 16 [+3] 
C - 17 [+3]/+15%

Deity - Qonru – Sun, life, birth, creation

Languages - Rakasta, Saan, Malu

Appearance - Orange with dark orange mottling, green eyes

Skills/Abilities - Hunter, Bowyer/Fletcher

- Move 15”, climb walls as a 1st level spider (87%)

- if both natural claw attacks hit they get two additional raking back claw attacks for 1-3 each

- Infravision 160’, surprised on a 1 in 6, surprise others on a 3 in 6, track as a Slayer

- Detect Lie and Detect Intent each 4x per day

- Emit a Protective Circle 1’ Radius at all times

- Heal 8 hp per day

- Special Creed: Protects innocent, particularly children

- Special Creed Power - Sanctuary 4x day

Saving Throws

Paralyzation [+9]

Poison [+8]

Death Magic [+9]

Petrification [+10]

Polymorph [+9]

Breath Weapon [+6]

Spell [+5]


Weapons - Class Attack Bonus: +2

1. Katana* Katana [+6/+4] 1-10/1-12, WS: 2, WvrsAC: -2M/-1L/+3N, Criticals - Remain/Stab

*Katana can strike creatures only hit by +1 magical weapons


2. Shortbow [+3/+2] 1-6/1-6, WS:3, 2 att/rd, Range: 10/15/20, WvrsAC: -3M/+1L/+2N, Critical: Remain


3. Kama** [+4/+2] 1-6/1-4, WS: 2, WvrsAC: -3M/+1L/+2N, Critical: Dual Wield

*Weapon disarms on a regular “to hit”


4. Natural: 3 attacks per round (CCB) [+2/+2] 1-3/1-3/2-4, WS:1, WvrsAC: -2M/+1L/+3N, Critical: 

Cleave/Stab


Equipment: Backpack, 50’ rope, (3) iron spikes, flint and steel, (3) torches, waterskin, iron rations, blanket 


Encumbrance: +200 gp


Wealth: 194 gp, a 300 gp ruby and a 50 gp emerald

Clothing:  Sleeveless white silk shirt and leather kilt - otherwise armor

Personality: Immaculate, optimist, altruist, brave. curious about practices and customs, patient, smokes pipe


Magic Items - Boots of Striding and Springing, Potion of Climbing, Potion of Speed



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