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Myth: A New Age CYOA

Discussion in 'Choose Your Own Adventure Land' started by Fangshi, Jan 15, 2014.

  1. archaen Arbiter Patron

    archaen
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    I am not saying we should antagonize them, but for a special order of stinky cheese we should get all the information they have about everyone in the keep for as far back as their communal memory goes. Their terms are just ridiculous.
     
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  2. Nevill Arcane

    Nevill
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    Well, yes. It is also stupid to allow rodents dictate us terms.

    I guess if we pose it as 'either this, or nothing', they might come to their senses. Or not. I don't have a degree in rat psychology. :lol:
     
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  3. archaen Arbiter Patron

    archaen
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    So you would get behind the cheese for the answers to both questions or go pound sand?

    I also have no problem with Nevills additions for Lyssas balloon run in case Fangshi is counting.
     
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  4. Nevill Arcane

    Nevill
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    I didn't even consider it, as I thought it was an obvious over-the-top demand, like the one we received when we asked them to check the crates. I felt it was the DM's way of saying 'stop making animals do your job for you and do your own research'. :)

    This, however, I didn't see as all that outrageous, since I didn't intend to introduce cats to the fort with our spellcasting mice.

    If you want to haggle down the price on the basis that they can get what we offer or scram, that's fine with me, too. I figured it isn't too hard for us to find out the fate of the missing dwarves - they likely fled to Myrgard if they are alive, - so I am alright with either outcome.
     
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  5. Baltika9 Arcane

    Baltika9
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    xD. Because I want to see the Ratguard putting filthy cats in their place.
     
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  6. Azira Arcane Patron

    Azira
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    I wouldn't give up on introducing cats to the fortress, given it's the right type of cat.

    In fact, spellcasting rodents are awesome. But why stop there? Why not get spellcasting felines as well? Canines? Why not extend the experimentation upon the eagles too?
    I understand the short lifecycles of rodents make them interesting testbeds, but once you get the theory down, you'd be silly not to expand your menagerie zoo circle of allies.
     
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  7. Nevill Arcane

    Nevill
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    A new era is coming!
    [​IMG]

    Because if we don't make sure the experiment dies with us, we'll soon have a scenario where intelligent spell-casting species will displace their less able kinsmen. The effect it can have on an eco-system, hell, on the well-being of the species that are currently considered sentient (humans, dwarves, ghols and the like) is hard to predict. Given that Myth races tend to exterminate one another fighting for dominance more often than not, I'd rather not tempt the fate too much.

    The option to kill the mice outright is not there for nothing.
     
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  8. Baltika9 Arcane

    Baltika9
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    Well, it is a New Age, after all.
    [​IMG]
     
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  9. Fangshi Arcane

    Fangshi
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    Okay, get ready for a lot of info you will never need to know... :lol:


    Blackrock Rodents 101:

    First off the clans can be divided into two large groups based on species:

    The Soft Paws, Long Tails, Blind Brothers, Three Families, Ratguard and Observers are all mouse clans.

    The Clan of the Coin, Shell, Seed, Ninety Nine Thieves and the Greys are all rat clans.

    These clans are also further divided by geography into Inner and Outer clans. The Inner clans tend to be wealthier but the outer clans tend to be more hardy.

    The Soft Paws, Long Tails, Blind Brothers, Three Families, Observers and the Clan of the Coin are all Inner Clans.

    The Clan of the Shell, the Clan of the Seed, the Ninety Nine Thieves, the Greys and the Ratguard are all Outer Clans.

    As should be clear the mice dominate the compound while the rats rule the outer buildings and courtyard. Each group is ruled by the head of the largest family in the clan. Leaders are chosen by popular acclaim and can be deposed by a majority vote. Sex is irrelevant when it comes to choosing a leader but all leaders must at least have one litter of pups. The logic is that a mouse or rat without children has no stake in the future of the clan and so can not be trusted to lead the clan.

    Clan Specifics:

    Inner Clans:

    The Inner Clans tend to be wealthier and have access to specific resources that grant them an important place in the larger rodent society.

    The Soft Paws are a large clan that claims the kitchens and adjoining storerooms of the compound as their territory. This grants the clan a great deal of power within the larger rodent society which they do not hesitate to exploit when they deem it necessary. They are big on soft power though and you will rarely see them go to war with another faction as they have far more to lose from hostilities than they have to gain. They were the driving force behind ending the war and establishing the Rodent Commonwealth that would govern the fort as a whole.

    The Long Tails claim the cellars as their own and this gives them access to all the alcohol stored in the fort. They have built upon this fact to become the entertainers of the Rodent Commonwealth, they are master performers (singers, dancers, jugglers and the like). If a clan or group of clans plan to hold a festival or party then they will contract the Long Tails to provide the beverages and the entertainers. Some whisper that the Long Tails also have a darker side to them, it is said that if someone wants an assassin or a poisoner then one only has to go to the cellars and wait. If the Paws are the face of the Commonwealth then the Tails are its hands, they keep everything running smoothly.

    The Blind Brothers occupy the fort's library and archives. They are not actually blind though most of them suffer from myopia to one degree or the other. They are the storytellers and the memory of the Fort, while most of the Clans know their own histories to a degree it is the Brothers (and Sisters) of this clan that keep the old stories of the mouse clans alive. They maintain strict neutrality in political affairs as they are often required to serve as judges and arbiters in matters that effect multiple clans or the fort as a whole. They are another 'pro-Commonwealth' faction.

    The Three Families used to be the leaders of the entire fort. Each of the families controlled a single section of the fort (the towers, the compound and the courtyard). The Rat Invasion, the wars the followed and the new peace brought by the Commonwealth all served to greatly reduce their power base and they have lost all their territory with the exception of the armoury. At one point they attempted to reignite the wars and drive out the rats using dwarven explosives. Commonwealth agents, the Ratguard in particular, managed to stop this plot and secure the peace of the fort. The old leaders of the Three Families were exiled into the wilderness for their crimes and new leaders were elected. The new leaders have attempted to reform the reputation of their faction by utilizing the scrap metal they have easy access to, to improve the lives of all rodents. Their first invention 'the kernel popper' has been a resounding success.

    The Observers are the scouts and spies of the Commonwealth. They are a small and nomadic clan that has been given the right to freely roam through the compound as they see fit by ancient rights. They know the tunnels better than any mice and if one needs to get around the fort quickly and avoid its dangers then one needs to hire an Observer. Beyond that little is known of them as they are very secretive. During the war with the rats it was their presence alone that prevented the fall of the compound when the fort was breached but no one knows how they fought off the much larger and more numerous rats and the Observers are not telling.

    The Clan of the Coin is the only rat clan to live in the compound and they claim the treasury as their own. Most rodents care little for gold as it has few actual uses for them but the Gold-diggers love it. Supposedly they are the descendants of an expedition that attempted to dig into the compound during the wars. They got as far as the treasury and have spent years down their alone hunting insects and the like. They actually do quite a good trade digging out insects from the tunnels in the mountain and trading them to the mice above them for stolen gold and other necessities. As they rely on the mice to get them more gold they are strong supporters of the Commonwealth.

    Outer Clans:

    The Outer Clans tend to be the 'warriors' of the Commonwealth. They protect the fort and the other clans from cats, birds and other 'hated enemies', they also prevent infiltration or invasion by 'foreign' species.

    The Clan of the Shell and the Clan of the Seed are the largest of the 'warrior' clans and they guard the walls in exchange for food and ale from the Inner Clans. They are large, fierce, but not terribly bright. In most other aspects they are completely average though they have historically occupied slightly different roles (The Clan of the Seed were at one point scavengers while the Clan of the Shell were robbers). They suffered heavy casualties during the war and are only now, nearly recovered.

    The Ninety Nine Thieves are exactly what their name implies. The Thieves are small for rats and quite cunning, they are old rivals of the Observers and their battles during the war are the stuff of legend. These days if the Commonwealth wants something stolen, they contract the Thieves and the job will be done. They tend to hide in the walls of the servant quarters and the barracks, they are likely responsible for most of the items 'lost' by the mercenaries in the last few years.

    The Greys are the most independent of the rat clans and they earn their name by having a disproportionate number of grey haired members. They occupy the stables and they were the leaders of the rat factions during the war. They mostly keep to themselves but enjoy good relations with most of the Inner Clans for the time being.

    The Ratguard are the only mouse faction to be found outside of the compound and this fact has a lot to do with their name. They are a clan of dormice that used to serve one of the Three Families and that have inhabited the fort's gatehouse since rodent prehistory. Through much of their history they have been warriors by necessity; cats, falcons, eagles, lizards, they fight all comers and they have never given ground. So when the rats came they did what they have always done and dug in. They stood their ground as the other mouse clans were either wiped out or pushed back into the compound and they were largely successful.

    For a year and a half they fought against the rats outnumbered and isolated without giving an inch. Three times the Greys offered them safe passage to the inner compound and three times they refused. Their captains vowed that no living rat would set foot within the gatehouse and they were true to their words, earning their new name as well. For this they have earned the eternal respect of their rat neighbours. The rats and mice might now be allies but the only mouse that a rat would consider their equal is a Ratguard mouse.

    Generally speaking one Ratguard is seen as the equivalent of three rats or seven regular mice.


    So that is a brief overview of the Rodent Commonwealth of Fort Blackrock. Any more questions? ;)



    Re: the Rodent's demands

    You can of course try to negotiate, some would even say that it is expected for you to haggle a little if you want their respect at all...
     
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  10. Baltika9 Arcane

    Baltika9
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    Let me get this straight. These dudes dig up insects and trade them for actual gold, which they then add to our treasury?
     
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  11. Fangshi Arcane

    Fangshi
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    Yes, but that is not how they see it.

    For them they are trading fine delicacies for 'foreign' gold to add to their treasury.

    However from a human perspective what is happening looks more like this:

    The other clans steal gold from your employees which they then trade to the rats for bugs. The stolen gold is then deposited back in your treasury. Derryth finds it to be quite funny really... though your employees would not be terribly happy if they found out where their money was disappearing to.
     
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  12. Baltika9 Arcane

    Baltika9
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    Well, that's one way to cut down labor costs. :lol:
     
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  13. Nevill Arcane

    Nevill
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    Alright. When Jester's plans for mouse air force come to fruition, Ratguard will be the obvious choice for ace pilots. :salute:

    What would it take to hire the services of The Observers to help us map the tunnels faster? They should keep in mind that our people could very well finish the job by themselves, so they probably should not get completely ridiculous with their demands. Besides, there is also a Clan of the Coin who, too, use the tunnels - to dig up the insects. We are just asking them first because they seem to possess a certain reputatuion among the mousefolk. ;)

    I assume there must be something that the Observers may find important to themselves, as it advances their own standing among the clans, that might not mean much to us humans. This might go for all the rodents.

    I also assume they are our men... er, mice... if we want to know what happened to the defenders.

    Can we check with the Brothers if there are some sections in the fort we were not told about by the previous leadership? The dungeons, the secret vault, or the like? Something that only the high command would know about, but a junior officer like Myora wouldn't?

    Also, we have 12 mice and 3 rats. Which factions are they from?

    For that matter, what are the names of our two spellcasters? Might be worth learning.

    Do the dwarves have cats or something to keep the mouse population in check? I am no longer sure who the fort really belongs to. :lol:
     
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  14. Azira Arcane Patron

    Azira
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  15. Fangshi Arcane

    Fangshi
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    They are first and foremost explorers so they would like your permission to extend their mapping of the tunnels up into the towers. No mouse has been into the towers for several years as the last party to venture up there disappeared without a trace. As the current occupant of one of the towers they would like your permission and (if possible) protection while they map those tunnels.

    Also I would keep in mind that the tunnels they are used to mapping are mouse size not humanoid sized. It would still take them some time to map out all of the tunnels under the mountain though they would be better at it than the dwarves. They will also likely want or need guards to protect them from predators (real or imagined) so you will likely have to engage the services of the Ratguard or some of the rat clans anyway.

    They prize adventure over everything else as they are at heart explorers and adventurers (it is one of the reasons they get along so well with the Ratguard who also love excitement). Give them something fascinating or exciting to do and they will likely help.

    Yes you can but they will want something in return. If you want a story from them then they will want a story in return.

    The mice are from the following factions: Three are Soft Paws, three are Long Tails, three are from the Three Families and one each are from the Blind Brothers, the Observers and the Ratguard. Most of the talking has been done by the Paws, Tails and Three Families representatives. The Brothers representative has spent most of his time napping while the Observer has been too busy trying to visually map out your room. The Ratguard representative has not said a word and appears to be rather bored all things considered.

    The three rats are from the Greys, the Thieves and the Gold-Diggers. The Clan of the Shell and the Clan of the Seed have given the Grey representative the authority to bargain on their behalf.

    Sort of, three months ago they brought in a few cats. One was found dead outside the gatehouse, one disappeared a day later and the third one is hiding in the tower Berty is staying in. It ran up there three days after it arrived and it refuses to come back down. The mercenaries have been feeding it so it won't die up there and it really is quite an affectionate animal but it absolutely refuses to leave the tower under any circumstances and it tends to hide as soon as someone enters the tower.
     
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  16. Nevill Arcane

    Nevill
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    What factions do our spellcasting mice belong to? Weren't they living in the mage's tower? Were their ancestors 'the last party to venture up there'?

    Do they think there is something up there the others should rather not see? If not, I can think of no reason to deny the Observers their request.

    What kind of adventures do they have in mind? What even passes for a mouse-sized adventure nowadays? :) Was the operation with the explosives exciting enough to satisfy their needs?

    By the looks of it, the tunnels are a dangerous place to wander off into. Does it not fit the bill all by itself? Of course, our friends are important enough for us to warrant a more tangible reward as well. A fair bit of cheese will go to the clans participating in the search. But no 'exotic cheese from the Province' nonsense. Let's face it, they are unlikely to procure even regular cheese by themselves, and certainly not in large enough quantities. The fort currently does not offer much luxury in terms of food.

    I guess we can promise the skies to the more romantically inclined, if thing work out with Melete. We have to get our pilots somewhere.

    It is good, then, that we are a story-telling expert who does this every night when we see the girls off to sleep. We are also in a possession of the tome that contains the known history of the whole world. We should have no trouble there.

    By the way, do spiders eat mice? I think some of them do. There is a story of how we vanquished our common enemy, right there! :)
     
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  17. Fangshi Arcane

    Fangshi
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    The spellcasting mice are not members of any other faction. From what you can tell the regular mice do not even know they are up there (and they are careful to remain hidden when you bring the mice in to negotiate). The spellcasting mice know little about the regular mice as well and since there are so few of them they would prefer not to be fully exposed to their more numerous cousins as they do not know how the rest of the rodents will react.

    Derryth thinks it is likely that the spellcasting mice are the descendants of the last group to try and explore the tunnel, yes.

    They are not sure. They do not know how the regular mice will respond to their presence so they are worried that they might get squeezed out of their homes. They are willing to follow your lead though if you promise to look after them as they do need you to get their drug.

    They thought the plan with the explosives was quite fun though they would have preferred something with a little more sneaking and exploring rather than so much standing around.

    It would certainly be an adventure so they are interested though they want security as none of them want to die down there to larger animals or insects.

    You could probably hire one of the other factions to provide protection. The Clan of the Seed or Shell would do it for cheese. The Greys would also do it for cheese (they will want more as they are smarter and more skilled). The Clan of the Coin will do it for gold. Finally the Ratguard will also do it but only for...

    This:

    They think the idea of dive bombing birds would be spectacular, to 'take the fight' to the 'old enemy' and all. So you definitely have the Ratguard representative's attention now.

    They also would not mind better weapons to protect the fort with, something to really put fear into the local lizards. Of course if you are offering cheese they would not turn that down either...

    Yeah some do and yes you could tell them about the Blues. It would take repeated sessions to ensure they get it all and you would need to decide just how much you want to tell them but that would certainly interest them.
     
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  18. archaen Arbiter Patron

    archaen
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    Followed by three pages of discuss about rodents. :lol:

    Congratulations, operation molehill opened up the mice diplomacy and breeding minigame! Are there collectable cards if we breed the golden rat-mouse god?
     
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  19. Jester Arbiter

    Jester
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    The Long Tails sound like good material for spies.

    For negotiations phrase "Cheesebrains" might be used.
    For 1 instead we will add rule to fort that any animal will have to pass 24-48h quarantine in isolation to heck for illness and no guards whatsoever, but we might add necessity for feline to wear some kind of muzzle in name of continuous coexistence.
    For 2 call them cheesebrains and tell that if they try that or else crap ever again things might go bad. Propose other high quality cheese native to Myrgarth and ask them who the hell ordered here cheese imported from Bibbiano in the south of the Province. Add that high activity of undeads decrease possibility of quick import of foreign goods. (I assume they eat that before and this place dont sound like high quality dining establishment.)
    For 3 tell them that we are looking forward to comparing answer from other race point of view.
     
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  20. Baltika9 Arcane

    Baltika9
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    What kind of weapons do they use?
     
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  21. Nevill Arcane

    Nevill
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    How good of an idea about our capabilities and overall power do these rodents have? Do they understand that we can destroy the clans - all of them - if we put our minds to it?

    I ask not because I want to threaten them, but to verify how much weight our word would carry if we take the spellcasting mice under our protection and proclaim the tower their territory.

    Naturally, we should also make sure that the spell-mice don't abuse their status as well. They should be intelligent enough to understand why that is in their interests.

    The rodents do not seem interested in waging wars anymore, what with their idea of Commonwealth. I think they will have no problem with their new neighbours, especially if those neighbours pack quite a punch by themselves, and if we back them up.

    I predict that the services of the spell-mice would be highly sought in such a community. Even though there are only two of the spell casters now, the rest of them are still highly intelligent, and their greater capacity for language would come in handy if one wants to steal food and/or supplies from the dwarves. They should be able to find their niche.
     
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  22. Fangshi Arcane

    Fangshi
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    Secret ending probably. Where the God Emperor of Mankind Mousekind lays a righteous beating on the Leveler...

    They will accept a muzzle but they insist that you also make the cats wear boots (to prevent clawing)... also hats... the cats have to wear oversized, humiliating hats with lots of bells.

    They do not seem cowed by your threat, they say they will hide and they will fight no matter how many cats you send after them. Thaïs manages to calm them after a few minutes and insists that no one is talking about cats or war, Lyssa claims that it was all merely a miscommunication and they seem to believe her.

    As for the cheese:

    One of the former commanders of Blackrock had a taste for the finer things in life. A crack team of Thieves and Observers managed to steal three grams of cheese that supposedly came from Bibbiano (and was covered in a light drizzle of balsamic vinegar) it is perhaps the finest thing they have ever tasted and any leader that could secure more would be forever remembered in the stories of their people.

    They would however accept cheese from Myrgard but they spend a good ten minutes arguing over just which cheese they would accept. It seems they all want something different and a fight just about breaks out between the Tails and Three Families representatives. In the end they agree on a nice local blue cheese that they insist is quite good and not too expensive (Derryth is fairly certain that they have no idea how expensive the cheese actually is or even if it is local but they seem to have convinced themselves that it is both.).

    One of the representatives nods sagely and smiles.

    Wooden spears (toothpicks) and shields (large wood chips) for the most part. However some of their veteran soldiers have metal weapons (sowing needles and the like) and those really help them hold their own, they would like more and better weapons if possible.

    They do not believe that is even possible. People have tried to kill them before and it has never worked so they are confident in their own abilities if threatened.

    They do seem to generally respect you though as you are the first occupant of the towers to actually try and talk to them and they appreciate the food you gave them in exchange for their help.
     
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  23. Baltika9 Arcane

    Baltika9
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    I wonder what we can do to upgrade their armory. Metal buttons as shields, straight razors as axes, letter knives as greatswords? This is actually pretty fun, anyone have ideas about armor?
     
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  24. Nevill Arcane

    Nevill
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    Humilitating the enemy who can not fight back is pathetic. How do the warrior clans stand for this? We might protect the mice from being eaten by cats, but we will not go beyond that.

    People, sure.

    Have they ever met a cat-demon? Or a terrible werefalcon? Do they know that we, as mages, can conjure creatures from beyond the Void that they never even dreamed about, and those beings will bow to us, because we are oh-so-powerful?

    After all, even the eagles, the creatures no rat could ever touch (for now), serve us.

    Maybe Lyssa can have a little fun with demonstration. She can use the memory of our unfortunate hare to go by. That should be sufficiently terrifying.

    Of course, since we are allies, we have no intention to use such horrors against them, and we much prefer their friendship. But we want them to know that our words should not be taken lightly.
     
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  25. Fangshi Arcane

    Fangshi
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    The Paws and Tails representatives seem disappointed that there will be no hats but they will accept the simple safety precautions. The Ratguard representative merely nods, it seems satisfied and a little relieved that it will not have to endure the ringing of numerous tiny bells.

    Lyssa conjures up an image of a foul were-rabbit and most of the mice rush to the far end of the table screaming. The Ratguard representative draws its sword (a hatpin) and charges the illusion. It strikes at the illusion and hits only air, confused it steps forward and pushes one hand through Lyssa's illusion. It calls out to the other representatives who promptly scurry over to take a look.

    You inform them that this is simply an image of one of the creatures you can command.

    They nod and fall to conversation, they seem suitably impressed.

    All except the Ratguard Representative that is. It swaggers up to you and pulls on your sleeve.

    Lyssa tells you that it demands that you summon a real horror for it to fight right now, seems like it is not impressed by illusions and wants to test itself against the creature you just showed it.
     
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