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PATHFINDER DUNGEONS OF GOLARION PDF

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Dungeons of Golarion. A Pathfinder Campaign Setting Supplement. Authors • Jason Bulmahn, Matthew Goodall,. Brandon Hodge, Anthony Pryor, and Mike Shel. Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, world's goods, bringing wealth to all corners of Golarion. Dungeons of Golarion is intended for use with the Pathfinder Roleplaying Game PDF: Fulfilled immediately. Non-Mint: Unavailable. This product is non-mint.


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From the deadly heights of Gallowspire to the treacherous depths of the Darklands, Dungeons of Golarion presents a wide-ranging overview of six of the most dangerous delves in the Pathfinder world. With rough PDF: $ Expected. PDF: $ Dungeons of Golarion, a Pathfinder Campaign Setting sourcebook by Jason Bulmahn, Matthew Goodall, Brandon Hodge. Title: Pathfinder Campaign Setting: Dungeons of Golarion; Author: Paizo Staff; Rating: ( Vote); Publish: ; Format: Paperback; Pages:

Temple of the Ravenous Moon The Shackles : This mysterious ziggurat stands high in the peaks of the Terwa Uplands, a structure of bone-white stone marbled with veins of blood red. The Hurricane King himself has sent two expeditions to explore the extensive dungeon chambers within and below this ancient ziggurat, but to date, none have returned to report what they found within.

The numerous dungeon levels that lie below it connect eventually to the Darklands, and are themselves infested with rust monsters, duergar, and other ravenous creatures. Well of Lies Nex : This extensive dungeon complex, thought to have been built by cyclopes, was partially explored by Nex himself.

Most scholars agree that the discoveries Nex made while exploring this site played a significant role in his rise to power what treasures remain here in chambers deep beneath the ground one can only guess at. Six of us were slain. Five more are still missing the gods only know what has become of them. Seeking the return of our friends and family members, we engaged a band of mercenaries to rescue the captives.

They ventured into the depths of Candlestone two weeks ago. We have not heard from them since it seems that they too are now lost. And so it comes to this.

I shall take up my old arms, and have called back to my side my boon companions. We shall set forth at once to rescue our missing friends from the kobolds, and we have no choice but to succeed. Final public address of Mayor Endros Murane, missing now for 5 years 4 7 Candlestone Caverns 1 The extensive underground complex known as Candlestone Caverns was once largely hidden from surface knowledge, a network of caverns physically accessible only via the Darklands or through well-defended and well-hidden chambers connected to hideouts and mines above.

Then, in ar, an earthquake shook the caverns, causing sections of the terrain to shift violently upward, shearing tunnels and caves, collapsing some into ruin but exposing others to the light of the sun for the first time.

Surrounding farms and villages soon learned that the earthquake was but the start of their troubles, for those creatures that dwelt within the caves were eager to explore this new world above. Connecting the surface to the depths of the Darklands, the caverns endlessly unleash perils raiders, strange beasts, and worse all potent lures to adventurers in search of treasure and glory.

History Distant and isolated, the caverns were once a wild frontier, tread only by dwarven miners and slightly mad explorers. When the dwarven empire of Tar Taargadth fell to an uprising of orcs in , Candlestone Caverns served as a sort of back door to the Five Kings Mountains from the Darklands. A number of undermanned garrisons sat at the entrances to the depths, but when the orcs rose up, they tore through these defenses to join other hordes in the assault on the dwarven homeland, bringing the empire of Tar Taargadth to an end.

With their nation lost, a small group of dwarves sealed the surface entrances to the caverns. Candlestone Caverns lay hidden for centuries, home to kobolds, gremlins, duergar, dark fey and other creatures that crept up from the Darklands below. The complex s surface entrances were well-hidden and rarely used.

When the dwarven state of Tar Khadurrm rose in the early s, its rulers sent periodic patrols into the region to keep watch over the sealed entrances, but no further incursions from below occurred. When Tar Khadurrm collapsed, the caverns faded from memory entirely. They would have stayed that way were it not for the great earthquake of New openings to the caverns were exposed, unleashing tides of strange subterranean raiders upon the unprepared human settlements that had risen in rural Andoran.

After a time, the locals began fighting back, organizing militias and hiring adventurers to protect them from the various kobolds, duergar, and evil fey that periodically assailed them.

Despite this, the cavern complex remains wild and dangerous, an enduring draw for explorers and heroes seeking fortune and adventure. Description Most of the passages in Candlestone Caverns are twisting tunnels that range wildly in size from a claustrophobic 2 feet across to relatively roomy foot-wide passages.

A rare few passages can reach up to 30 feet in width easier to traverse, these larger tunnels are also popular spots for ambushes and hidden traps. In addition to traps and dangers left by intelligent foes, the caves are subject to rockslides, flash floods, and periodic collapses as the region continues to periodically suffer minor earthquakes or fill with water following torrential rains on the surface. With a few exceptions in the form of phosphorescent minerals or fungi, the caverns are a place of eternal darkness.

Adventurers without means of seeing in the dark are advised to bring their own light sources. Bright lights often attract unwanted attention, so experienced delvers utilize devices or spells that emit red- or blue-tinged light, or even such sources of illumination as faerie fire or the glowing glands of fire beetles. While the caverns may never be fully explored or mapped, their best known regions are listed here.

Level 1. Entrances CR 2 : The entrances created in remain today, along a vast fault-block raised by the great earthquake. Level 2. The Hall of Wonders CR 3 : Years ago a dwarven artisan f led the falling empire of Tar Khadurrm to create a safe workshop and gallery where his finest work could be displayed without fear of it being destroyed by rioters or insurgents. Level 3. Mushroom Caves CR 3 : Once a region where deep gnomes cultivated edible fungi, this region has since grown into a wilderness choked with giant mushrooms, puff balls, and other strange growths, including a large number of dangerous growths like violet fungi and yellow mold.

Level 4. Level 5. The Vault CR 4 : The Black Claws maintain these caves as a prison captives are kept in deep sinkholes, held for ransom or sale as slaves. See pages 9 13 for more details on this level.

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Level 6. The Maze CR 2 : This labyrinth of narrow tunnels, pits, crevices, dead ends, and chasms has drawn many to their deaths over the years, for the tunnels are variously rumored to hide a lost dwarven temple, a secret passage to another plane, or a fortune in gemstones and other riches. Level 7. Troglodyte Burrows CR 3 : A clan of troglodytes claim this area, a claim disputed by kobolds and duergar, who fight them at every opportunity.

Adventurers can sometimes earn rewards by allying with these factions, but many simply end up as dinner. A few isolated tribes of mongrelmen dwell here as well; they may aid adventurers if treated kindly.

The Hall of Wonders 1. Entrances 3. Mushroom Caves 6. The Maze 7. Troglodyte Burrows 5. The Vault 4. The Black Claws 8. Ruins of Fort Durak 9. Black Siren Citadel Tenebros River The Thundering Gates Ghelib s Fissure Tar Vermilon Kaldrifjaur Lake The Cavern Dragon s Tomb Ether Outpost Route to the Midnight Mountains The Shining Grotto Ruins of Fort Durak CR 6 : After the fall of Tar Khadurrm, this hidden dwarven fortress was taken over by various unsavory inhabitants, including duergar, slimes and oozes, and a tribe of insane mongrelmen who worship a petrified drider as a deity.

Level 9. These tales serve the citadel s new inhabitants well, for it has been taken over as an outpost by the drow, who use it as a staging ground to keep watch on surrounding tunnels and to launch raids to capture slaves from the nearby caverns and lands above. Level Ghelib s Fissure CR 5 : Named for an intrepid dwarven explorer, these caves are filled with wondrous formations and hidden dangers. They are also home to numerous cave fishers and lurking rays as well as swarms of unusually large, disease-ridden bats.

Tenebros River CR 7 : Dark, cold, and swift, the mighty Tenebros River rushes through the region, forming subterranean lakes and pools where Candlestone s various tribes hunt, fish, and invariably skirmish. The rushing water resounds deafeningly as it drains into the passage, giving the chamber its name. Evil pixies and a group of magically controlled ogrekin guards keep watch on nearby caverns.

The sinister fey have rigged numerous magical traps to injure unwary intruders. Beyond the outpost, a passage leads into the Darklands and eventually to the Court of Ether itself. Tar Vermilon CR 10 : These caves have been expanded into a fortress by a large group of duergar, who patrol the surrounding passages regularly. Captives who are brought to Tar Vermilon rarely survive to tell of the endless toil that is required of captives by mad Duergar soldiers obsessed with perfecting the fortress in order to properly honor Droskar.

The Cavern Dragon s Tomb CR 9 : Dwarven legend holds that a particularly sadistic crystal dragon once dwelt in these caves, ruling over Candlestone Caverns as its subterranean empire. It is said that the dwarven hero Gurnus Strongarm slew the dragon but perished in the attempt.

Tales say that the dragon s horde remains undiscovered, but also that the ghost of the great dragon still haunts these caves. Kaldrifjaur Lake CR 11 : Formed when the Tenebros River splits hundreds of feet above the lake, Kaldrifjaur Cold Heart in the dwarven tongue is vast enough to require travel by boat.

Duergar and kobolds regularly ply its waters, seeking out the colorless fish and mollusks that dwell there, or traveling to other regions in Sekamina.

Other things are said to live here, too whiteskinned sea serpents, a mysterious clan of aquatic gargoyles, and predatory albino fish the size of mighty sharks.

Nightclaw Caves CR 13 : A deadly barrier to anyone seeking out the Midnight Mountains below, the Nightclaw Caves are a dark labyrinth said to be the lair of a powerful undead sorcerer who studied under the Whispering Tyrant. This ghoul sorcerer s name has long been forgotten, but his epithet remains: the Skinless King.

The Shining Grotto CR 15 : This entrance to the deeper realms of the Darklands is filled with glittering speleothems, bubbling hot springs, gigantic crystals, raw gems, luminescent mineral deposits, and intricate formations.

The grotto is also inhabited by creatures from the depths, including ropers, neothelids, and beings that match the description of strangely pallid shoggoths. Denizens Subterranean monsters abound in Candlestone, many drawn toward the surface by wily kobolds who lure dangerous predators upward for use in the defense of their own warrens.

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Two typical Black Claw traps are listed here. One such tale tells the sad story of the dwarf Vald Norgir. When Tar Taargadth fell, the hero Vald Norgir s entire clan was slain. Enraged at his clan s defeat, Vald created a great warhammer, a mighty intelligent weapon he then used to destroy the orcs and duergar responsible for his clan s destruction. This thirst for vengeance finally claimed Vald as well when he perished in the depths of Candlestone after he used the hammer to bring a cavern down on top of his enemies, accidentally sealing off his only escape.

Rumors hold that his hammer and armor have since been reclaimed and are now wielded by one of the duergar leaders of Tar Vermilon. It has spent the past several generations in the possession of the same enemies it was once crafted to defeat. In that time, the weapon has gone somewhat insane, warped to thirst for the death of non-duergar dwarves and eager to please the line of duergar rulers of Tar Vermilon. Restoring it to its original purpose is possible only by seeking out a living descendant of Vald Norgir and securing an atonement spell from that dwarf to absolve the magic warhammer of its madness.

Doing so re-aligns its special purpose to oppose duergar, changes its alignment to lawful good, and raises its Wisdom score up to Construction Requirements Craft Magic Arms and Armor, dispel magic, earthquake, invisibility purge, summon monster I; Cost 46, gp Adventure Hooks The following adventure hooks can be used to start adventures set in Candlestone Caverns.

Against the Slavers: The amoral merchants who trade with the Black Claw kobolds sometimes deal in slaves.

Party members or friends of the adventurers may have been abducted by these merchants, and must be rescued before they are turned over to the duergar, the dark fey, or some other evil denizen of the caverns. In all likelihood the kidnap victims have been taken to the Vault for safekeeping, or perhaps the adventurers must track down the captives as they are being taken deeper underground. Rescue Emily: A local farmer laments that his beloved Emily has been taken by the Black Claws and offers adventurers a reward for her recovery.

If the adventurers fail to fully investigate they will discover that Emily is indeed in the hands of the kobolds, but is actually a prize dairy cow see area 12 of the Vault. Sample Level: The Vault Be they sold by slavers from the surface or captured on raids from the caverns themselves, the majority of living captives who are taken to Candlestone end up in the region One-Way Tunnels Where others might have seen a crisis when powerful creatures from deeper caves crept toward the surface, the Black Claw kobolds saw only opportunity.

By building clever one-way tunnels, not only could they keep the monsters away from their lairs, but they could use them as de facto allies in their raids upon the surface. Black Claw engineers set to converting some of the new openings to the surface into one-way passages that would force creatures upward.

To lure creatures into the tunnels, the kobolds bait them with rotting meat, fungus, and bound captives. Forward-jutting spikes on the one-way hinged doors, walls, and floor encourage creatures that enter these tunnels to climb toward the surface.

The kobolds endlessly improve and revise their operation, even going so far as to collapse old tunnels as they are discovered and dig new ones. Hunters who track the creatures that emerge on the surface can often find their point of entry, providing relatively trap-free access to the caves.

If the kobolds have not yet collapsed the tunnels, the hunters can descend into the caverns. The wall and floor spikes are made of wood or chiseled stone; they count as difficult terrain when heading downhill, and require a DC 10 Reflex save each round of descent to avoid lacerations equivalent to those caused by caltrops.

Those descending should also be wary in case more creatures are on their way up, drawn by noise, bait, or the light from above. This section of the caverns is deep in the territory of the Black Claw kobolds, and serves as a prison for slaves awaiting purchase, either by unscrupulous merchants from above or sinister humanoids from below.

The kobolds make no real distinction, as long as the coins are good. The Vault itself was not originally built by the kobolds the complex was originally built by dwarves to serve as a treasury, but after the fall of Tar Taargadth, these rooms lay vacant for many centuries until the Black Claw kobolds eventually moved in.

The Vault is designed to challenge 4th-level characters. Black Claw Patrols Most of the Black Claw kobolds found in the Vault are typical members of their kind first-level warriors armed with spears and slings and wearing leather armor. These kobolds are commanded by officers who have dark red or even black scales, and are outfitted with superior equipment and training.

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Considerable friction exists between the elites and ordinary kobolds, but for the most part, the rank- 9 12 Pathfinder Campaign Setting: Dungeons of Golarion and-file kobolds keep their grievances to themselves until they see their commanders taken down once all Black Claw officers are slain, any remaining kobold warriors in the group scatter and f lee deeper into the caverns.

A typical Vault patrol is a CR 3 encounter consisting of a single Black Claw elite and 4 standard kobolds.

Traps in the Vault The kobolds have rigged the entire vault with traps of various kinds. Those who patrol the Vault quickly memorize trap locations so that they can be easily avoided. Use the following key to track what trap is located where in the Vault.

Statistics for these traps can be found on page of the Pathfinder Core Rules, or earlier in this book on page 8. The strength of the entrance s defenses is testimony to the Vault s growing importance to the kobolds.

Access to the main gates is via a 5-foot-wide bridge that crosses a deep circular sinkhole an iron gate is set into the wall at the far end of the ramp.

Trap: The bridge itself is well-defended even when no kobolds watch from the entry hall area 2 , for several places on the wooden bridge are fitted with spring-loaded panels that pop up when something steps on them, knocking victims into the foot-deep pit below.

Usually, the kobolds don t have creatures dwelling in the pit, but now and then giant centipedes or a gray ooze or similar creature might find its way into the sinkhole, increasing the danger for anyone who falls into the pit. Clambering up the sinkhole walls is possible with a DC 15 Climb check. Entry Hall CR 3 The reinforced iron gate hardness 10, 60 hp, break DC 30 that bars entrance into the Vault is normally kept locked from the inside.

The locking mechanism is attached to a large lever along the wall 5 feet north of the gate inside this room a creature with a reach of at least 10 feet can reach around the corner to manually lift the gate, provided the limb it s using can wriggle through the gate s bars DC 20 Escape Artist check.

This room is where most business transactions between the kobolds and their sinister customers or slave suppliers take place. Non-kobolds and non-slaves are rarely, if ever, allowed further into the Vault than this room. Creatures: Two Black Claw elites watch over this room from the safety of cleverly hidden alcoves in the ceiling just above the entrance to the room. They can watch anyone approaching the entrance in area 1 via a pair of cleverly hidden peep holes, and as soon as anyone sets foot into area 2, they pull a lever in their hidden alcove that opens a trap door directly above the inside entrance, dropping a large round boulder down into the square below.

Any creature in this square takes 5d6 points of damage unless it makes a DC 20 Ref lex save to dodge the falling rock. In any event, the round after the boulder lands, it rolls out onto the bridge in area 1, and held in place by the bridge s railing, it careens down the length of the span at 40 feet per round.

If the boulder rolls into a square occupied by a creature, the creature takes 3d6 points of damage unless it makes a DC 15 Ref lex save to dodge to the side if this save is successful, the creature must make a second DC 15 Ref lex save or, alternatively, a DC 20 Acrobatics check to hang on to the outer edge of the bridge s railing and avoid falling into the sinkhole below.

They sleep on crude fur beds, but despite this the room is relatively well organized and clean. At any one time, eight standard kobolds can be found here, typically sleeping, gambling, or sparring. Guard Posts CR 3 Each of these posts is guarded by a team of kobolds one elite and 4 warriors. Mess Hall The kobolds take their meals in this large chamber.

Unlike their savage cousins elsewhere in the Candlestone complex, the Black Claws sit at long tables and are served by slaves or lower-ranking warriors, who also prepare the food and keep the place tidy. Supply Room Sufficient food and staples are kept here to allow the kobolds to withstand a lengthy siege. Supplies include preserved meat from various species, including humans, derro, and goblins , dried mushrooms, tubers, ground roots for porridge, barrels of ale stolen or traded from the surface, wine, and water there s enough here to keep the kobolds and most of their slaves alive for several months.

Captain s Chambers CR 6 Known for his austerity and his love of combat, Captain Zalsus is also a talented schemer who has survived several attempts on his life by jealous rivals. As a cousin of the current ruler of the Black Claws King Vexatox , Zalsus could have been a member of the pampered elite among the tribe, yet he chose to shun most of the luxuries reserved for the upper tier of kobold society.

The main exceptions are his arms and armor, which are both of the highest quality. Zalsus spends much of his time here in his quarters eating, sparring with warriors, composing reports to the king, and organizing transfers of slaves to shady customers. The captain also periodically joins patrols of kobolds in their rounds through the Vault. If the alarm is raised, Zalsus does just this moving toward area 2 in search of intruders to help defeat. Office: Were it not for the half-sized accommodations, this chamber could be mistaken for the office of a human military commander.

Sparring Room: Zalsus s exercise room contains archery targets and two human-sized practice dummies. Bedroom: The commander s bedchamber is spartan in the extreme, with only a single chest for his belongings, a straw pallet, and a very clean chamber pot.

During Combat Zalsus has little problem firing arrows into melee, and prefers ranged combat over melee overall if given the option.

Treasury Guards CR 5 The Vault s treasury is accessed through a series of antechambers in the northwestern corner of the vault. This room is always guarded by a squad of four Black Claw elites who never abandon their post, even when the rest of the Vault is under attack. An attempt to bypass the western door without unlocking it triggers several headchomper traps everyone in the room is targeted by one of these traps if the master trigger on the door isn t disabled or bypassed by using the key.

Vault Interior CR 6 Creatures: The vault contains three cages, each holding a single giant black widow spider. All three cages are connected to timed-release latches unless a master key is used to turn off the release mechanism near the entrance to this room or it s otherwise disabled with a DC 35 Disable Device check within 1 round of the door being opened, all three cages open, letting the three ravenous vermin out to attack the intruders.

At each area 11 location, a locked circular wooden trap door lies on the ground. A foot coil of knotted rope sits in an alcove next to every trap door, for under the trap door is a foot-deep pit that leads down to a large cavern below. Prison Cavern CR 6 This large cavern has a claustrophobic feel, for despite its size, it is only 7 feet high.

The cavern f loor is pocked with iron gates covering oubliettes in the ground each of these lies directly under one of the prison entrances in area 11 above. Chains and runners allow these gratings to be slid horizontally aside to grant access to the footdeep, 7-foot-diameter pits below. It is in these horrible oubliettes that captives are kept between their capture and sale as slaves.

When the kobolds wish to lower or extract a new prisoner, they open a trap door at the far side of the cave and drop several juicy chunks of meat in to distract the cavern s denizens see Creatures below , then send several kobolds down to open the desired oubliette.

Prisoners are lowered and raised via ropes as needed. Food and water are generally just dropped from area 11 above, with the prisoners forced to scrounge from whatever actually makes it through the bars to splatter on the f loor of the oubliette for sustenance. Prisoners don t normally last for long in these conditions, so the kobolds try to cycle through their stock relatively quickly.

You should place appropriate prisoners in these oubliettes, including surface dwellers such as merchants, farmers and soldiers, and even Darklands inhabitants such as duergar, drow, or dark fey. The unfortunate Emily the Cow may be placed down here as well, providing a significant challenge to PCs who wish to rescue her. The methods the kobolds used to get the panicked cow down into the pit are best left to the imagination.

Creatures: The kobolds keep a small nest of 4 giant ants in the cavern. The constantly hungry insects feed mostly on the fungus growing between the oubliettes, but quickly move to feed on fresher meat the kobolds drop down to distract the ants when they need to transfer prisoners. But something stirs within. The dead flock to this place in ever greater numbers, as if they know the time of the Tyrant again grows near, as if from his black prison the King of the dead whispers his voiceless decree and his hordes gather to obey once more.

So we watch, and wait. That is our oath. Indeed, the very first campaigns were set in megadungeons—compounds that seemed to have little other purpose than to provide eager adventurers with a near endless maze of rooms, hallways, and caverns to explore. Megadungeons can take a variety of forms and appear in numerous styles—the only thing that a megadungeon really requires in order to be called such is to have a large number of distinct interconnected levels associated with the site.

While this is all technically true, more or less, very soon after their invention megadungeons converged on several qualities that make them good ahem, The Caverns of Thracia , ahem.

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Some of these qualities are shared by dungeons of all sizes — vibrant atmosphere, interesting encounters, strong antagonists — but others are unique to the much more expansive form of the megadungeon. The characteristics I would focus on are: Multiple paths through the physical location usually including multiple entrances , necessary both to prevent repetition and to provide meaningful player choices Multiple factions competing for power, providing opportunities for diplomacy, alliances, and a sense of dynamism Layers of history beyond the current inhabitants to provide moments of discovery Variety, to focus episodes of the campaign Multiple reasons to visit the place.

Unfortunately, the answer appears to be no. The vast majority of these entries feel like normal dungeons, but bigger. Others are highly-focused and are obviously meant to be played through linearly.

Some have factions, but they are not explore deeply enough to have compelling interactions the players can tease out. The cross-section maps are cool, but by presenting levels as discrete chunks they are blind to the most interesting complexity — and they are generally very linear.

It has a couple of factions kobolds and duergar, though no interesting interactions , several levels with unique histories, and an ancient dwarven civilization to explore.

Candlestone Caverns also has a fully-stocked sample level with twelve encounter areas. But once that dungeon hits, it descends into an avalanche of high-level undead. Hollow Mountain is an island mountain carved into the likeness of a face.A typical Vault patrol is a CR 3 encounter consisting of a single Black Claw elite and 4 standard kobolds. They fight to the death only if cornered, or if they know their boss Zalsus see page 12 is watching. Although quite short at only 16 pages, this is a killer adventure for a new group of gamers just getting used to the Golarion setting, and it works incredibly well as a prelude to Crown of the Kobold King if you want to keep going with other Paizo adventures set in the Darkmoon Vale area.

This space a mental alarm. Most scholars agree that the discoveries Nex made while exploring this site played a significant role in his rise to power what treasures remain here in chambers deep beneath the ground one can only guess at. Built over 7, years ago by a mad pharaoh to lure the powerful fiend Ahriman to this world, the House of Oblivion s multiple dungeon levels exist not below ground, but above it, in the sprawling wings of a vast structure that is unlikely to fully reside in this reality.

Supply Room Sufficient food and staples are kept here to allow the kobolds to withstand a lengthy siege. Most scholars agree that the discoveries Nex made while exploring this site played a significant role in his rise to power what treasures remain here in chambers deep beneath the ground one can only guess at.

ISBN The main part of the dungeon is too focused on the cult for my tastes, without enough variation or potential factions beyond the main storyline of the cult.

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