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Under The City

This document provides a summary of 9 levels in a dungeon crawl, including encounters, traps, loot, and notable features. Level 1 is located in the sewers and includes giant rats and the criminal gang the Merry Japers. Level 2 is an alchemist's workshop containing the Merry Japers hideout and alchemical liquids. Level 3 has a crossbow trap. Levels 4-5 are in the basement of the Goose Egg Tavern and contain dead men and smuggled valuables. Level 6 is an old church basement with dead men and a negotiation between a city official and the criminal group Dead Men. Level 7 leads to Level 8, where characters in the water current must save or be pulled
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0% found this document useful (0 votes)
306 views6 pages

Under The City

This document provides a summary of 9 levels in a dungeon crawl, including encounters, traps, loot, and notable features. Level 1 is located in the sewers and includes giant rats and the criminal gang the Merry Japers. Level 2 is an alchemist's workshop containing the Merry Japers hideout and alchemical liquids. Level 3 has a crossbow trap. Levels 4-5 are in the basement of the Goose Egg Tavern and contain dead men and smuggled valuables. Level 6 is an old church basement with dead men and a negotiation between a city official and the criminal group Dead Men. Level 7 leads to Level 8, where characters in the water current must save or be pulled
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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2. Alchemist’s Workshop 6.

Old Church Basement


Level 1: The Gurgler • 2d6 Merry Japers (1HD, knife 1d4 or alchemical liquid*) • 1d6 Dead Men (1HD, axe 1d6)
• Tartaglia (leader) (2HD, knife 1d4 or Oil of Slipperiness) • 1 Half-dead (1HD, axe 1d6, non-magical attacks do 1hp
Rumours damage.)
This old workshop is the hideout of the Merry Japers, a
1: The Royal Emerald was stolen a few weeks ago. criminal gang. There’s 100gp and 1d6 bottles of alchemical The secret passage is concealed behind loose boards.
2: There’s a gang hiding out in the old alchemist’s shop. uid in a cupboard and 1,300gp hidden under a oorboard.
3: Smugglers operate out of the Goose Egg Tavern
*Each member carries a bottle of alchemical liquid which will 7. Old Church, Lower Basement
4: Pale gures have been seen in the cemetery.
be drunk (1-4) or thrown (5-6) as a last resort (see table). • 1d3 Dead Men (1HD, axe 1d6)
5: Criminal gangs use the sewers as a highway.
6: The Old Church is haunted. This is the meeting room of the Dead Men, the city’s
dominant criminal enterprise. Ostrato, a city of cial, is here
Encounters 8 b negotiating a bribe.
1-3: 1d4 Giant Rats 5: 1d6 Merry Japers 200gp is hidden under the table. Stairs deeper further into the
4: 1d6 Dead Men 6: Blind Betty dungeon.

Entrances 8. The Gurgler


The current is stronger here, and characters
a) Sewer Entrance. This ladder
descends from an entry hatch in a 9 5 in the water must save or be sucked down,
disused alley. 4 taking 2d6 damage and falling to the next
b) The Goose Egg Tavern. level of the dungeon. A grate in the ceiling
These stairs descend from behind emits a shaft of light from above.

6
the bar of the Goose Egg Tavern.
Good luck reaching them without 9. Blind Betty’s Nest
drawing the attention of Bill the Bouncer. e • Blind Betty the Albino
c) Alchemist’s Shop. This ladder leads to a trapdoor in Alligator (4HD, armour as plate,
the back of a boarded-up alchemist’s shop. 2 bite and roll 2d6. Additional 50%
d) Family Crypt. Stairs descend from a decrepit crypt 7 c miss chance for targets on land)
in the city cemetery. Entangled in the nest are rotting
e) The Old Church. These stairs lead to corpses and a satchel containing
the back room of an old abandoned
church. 3 50gp. In Betty’s stomach is the
d Royal Emerald, worth 3,500gp.
1. Sewer Thoroughfare
a 1 12
10. Crypt antechamber
There’s a narrow path along both sides A secret panel in the wall has long ago been broken
of the sewer, but it’s slippery and
10
down, and the niche behind looted of its treasures.
cramped. The water is 10’ wide and
waist deep, with a steady current 3. Store Room 11 11. Lesser Crypt
towards the Gurgler (room 8). Anyone in the water attracts Crossbow trap, 1d8 damage.
Blind Betty in 1d4 rounds. The broken bridge will (4 in 6) • 1 Man-Maggot (2HD, lthy mouth 1d4 and save or be
collapse underfoot. 4. Goose Egg Tavern Lower Basement paralysed for 1d6 rounds)
The cof ns contain nothing but cracked dry bones and rags.
Alchemical liquid effects (1d8): • 1d6 Dead Men (1HD, axe 1d6)
1: Explodes, 2d6 damage 5: +1d6 temporary hit points Smuggled valuables worth 1d6x100gp. 12. Crypt
2: Sleep, 15’ radius 6: Inky cloud, 15’ darkness 5. Goose Egg Tavern Basement Cof ns have been torn open, their contents gone. A hole has
3: Acid, 1d8 damage 7: Fire breath, 1d8 damage been burrowed through the tile oor, leading deeper into the
4: No effect 8: +4 STR • Bill the Bouncer (1HD/8hp, billy club 1d6)
dungeon.
There’s a secret passage behind a loose board.
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3. Empty Room 7. Blind Tunnel


Level 2: King Garibald’s Curse There’s nothing here but the smell of earth and damp. • 1 Man-maggot (2HD, lthy mouth 1d4 and save or be
paralysed for 1d6 rounds)
Rumours 4. Sealed Room The cramped tunnel penalises ghting with anything longer
1: Several prominent citizens stand accused of grisly murders. • 1d2 Man-maggots (2HD, lthy mouth 1d4 and save or be than a dagger.
2: King Garibald’s shield can only be borne by his true heir. paralysed for 1d6 rounds)
3: Don Pasquale was a rich underworld boss before he died. The door here has been nailed shut. A slimy tunnel has been 8. Lower Crypt
4: The Wax Cauldron feeds on discord and suspicion. burrowed to room 6. • 1d2 Man-maggots (2HD, lthy mouth 1d4 and save or be
Encounters c paralysed for 1d6 rounds)
5. Upper Crypt
Crypt section (rooms 1-3): 1d6 Dead Men 10 Slimy tunnels have
The urns contain silver coins to the value of 250gp. A tunnel
leads down to the third level.
Crypt section (rooms 4-8): 1d2 Man-Maggots been dug down into
Room 9: Fumo, the Grey Ape (see Level 3) the soil around this 9. King Garibald’s Tomb
Sewer section (rooms 10-12): 1d3 Wax Men
11 room.
Niches along the east wall contain skeletons, 36 in total, each
Entrances with a silver coin in its mouth. The King’s cof n sits atop an
inlaid catafalque, and mosaics decorate the oor.
a) Old Church lower basement. These
stairs lead to the basement of the Old
9 The cof n contains the King’s body, wearing ne mail and a
Church (Level One, room 7). jewelled longsword worth 250gp. On the wall is the King’s
b) Crypt. The pile of rubble here is from shield +2, bearing the Garibald crest. If any other than the
a hole in the ceiling, which leads to a rightful heir to Garibald’s throne takes the shield from the
crypt (Level One, room 12). a wall, the 36 skeletons rise from their
c) The Gurgler. This torrent of water comes from
a hole in the centre of the domed ceiling. Getting 12 2 niches and attack anyone nearby.
The stairs lead down to the third level.
back up there would be next to impossible, but it
comes from the Gurgler (Level One, room 8). 10. Deluge
• 2 Wax Men (2HD, razor 1d4, double
1. Pasquale Family Crypt damage from re.)
• Don Pasquale (4HD, choke 1d4 and dread gaze 3
1d6, immune to non-magical damage, victims 4 b
Falling water creates a thunderous noise.
The edge of the sewer is slippery and wet.
rise as Half-dead)
Don Pasquale lies in the cof n in the south annex. 1 5
The current is strong and the water deep.

Even in undeath he remains the leader of the 11. Cauldron of Wax


Dead Men, conferring nightly with his lieutenants and raising
those who fail him as Half-dead. He will rise to deal with
intruders, preferring to surprise them if possible. His cof n
6 • 1d6 Wax Men (2HD, razor 1d4, takes
double damage from re.)
also contains the gang’s treasury, 3,000gp. The cauldron is full of multicoloured
The north annex is raised and the cof n bears ne inlays of liquid wax. There’s a 50% chance each
ivory and onyx. Interred with the body is a gold chain of of ce 7 round that a Wax Man climbs from it,
worth 500gp. 8 looking like a copy of one of the PCs. A
party which encounters the Wax Men and
2. Statue Corridor 6. Antechamber and retreats will be framed for a horri c murder the next night.
collapsed corridor
The statues are of prominent members of the Pasquale family,
now deceased. The secret door behind one of the statues is The tunnel down leads to the third level of the dungeon. A 12. Sewer Maintenance Room
opened by manipulating the statue’s arm. The door to room 4 niche behind a plastered wall panel holds a chest with funerary An old supply room for sewer workers. A rope is neatly coiled
has been nailed shut. goods worth 1,800gp. A tunnel leads down to the third level. by a hole which down to the third level of the dungeon.
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Level 3: The Skull of Malabranche 2. Underground stream 6. Basilisk Temple


A shallow stream ows through the dripping cavern to a • Basilisk (6HD, armour as chain, gaze save or turn to stone,
Rumours distant cave mouth. Foot traf c has left muddy prints. The noxious breath save or be confused 1d4 rounds, bite 1d10)
southwest passage leads to the fourth level of the dungeon. There’s a 10% chance that a ceremony is taking place when
1: The Arch-demon Malabranche was slain many years ago.
2: Fashionable youths are seen visiting a cave outside the city. the lair is discovered.
3. Cave
3: Nobles once had a passing fad for exhibiting exotic beasts. • 2d6 youths (noncombatants)
4: There are secret ways into the royal crypt. A hole in the ceiling is almost impossible to spot. It leads up to • 1d4 bodyguards (2HD cuirass armour, cinquedea 1d6)
level two of the dungeon. The basilisk is the subject of a local cult. Fashionable youths
Encounters
offer gifts to the basilisk and breathe its fumes, becoming
Room 1: 1d3 Man-Maggots 4. Waterfalls intoxicated. They prepare themselves for turning to stone,
Cave section (rooms 2-3): Iron hand-holds have been 6 remaining young and beautiful forever. The basilisk is adorned
1-2: 1d4 youths 5: Fumo, the Grey Ape hammered into the side of with golden chains, jade-panelled barding and a feather
3-4: 1d3 Wax Men 6: 1d6 Troglodytes the passage, allowing easier headdress. The assemblage is worth 3,500gp.
climbing of the ledge.
The youths are (50% chance) accompanied by a bodyguard 7. Fumo’s Lair
(2HD cuirass armour, cinquedea 1d6) 3 c
• Fumo, the Grey Ape (4HD armour as leather,
Crypt section (rooms 4-8): Fumo, the Grey Ape 5 bite 1d8 or grapple and drag)
Youth fashion (roll 2d6 twice):
1: Tassels… 1: …on hats
4 Fumo, a carnivorous grey ape from the remote
mountains, escaped from a noble’s menagerie
a
2: Brims…
3: Bells…
2: …on sleeves
3: …on shoes 2 years ago. He hides in shadows and above
doorways, ambushing the vulnerable and
4: Ruffs… 4: …on gloves avoiding combat. His lair contains the bones of
5: Pom-poms… 5: …on belt past meals and a silver bauble worth 50gp.
6: Ruf es… 6: …on leggings
Entrances 7 8. Crypts
These two rooms contain cof ns
a) Cave outside town. A stream emerges
d with long-dead inhabitants. Eight
from this cave among ancient ruins
outside the city walls.
9 cof ns each contain funerary goods
worth 1d6 x 20gp.
b) Crypts. These slimy tunnels lead steeply
The stairs to the east continue down
down from rooms 6 and 8 in the level above.
to the fourth level. One plaster
c) Sewer. A hole in the ceiling leads up to
panel hides a secret door.
the sewer (Level Two, Room 12).
d) Tomb. These stairs lead down from King 9. Skull of Malabranche
Garibald’s tomb (Level Two, Room 9) and
continue on to the fourth level. Painted sigils inside the archway project a shimmering barrier

1. Temple Hall b 8 blocking the entrance to this room. If the sigils are erased the
barrier falls.
• Maggot Queen (4HD armour as chain, 1 Malabranche’s indestructible skull contains remnants of his
acid vomit: 2d4 10’ area recharges on 2- consciousness. He can speak telepathically and cast Charm
in-6, or claws 1d6, ying) 5. Statue room Person and ESP once each per day. He offers to teach magic
• 1d8 Man-Maggot Eggs, 1 in 6 chance of one This room holds several spells in exchange for attracting worshippers to restore his life.
hatching each round (2HD, lthy mouth 1d4 and save lifelike statues of nude His power cannot penetrate the shimmering barrier. His one
or be paralysed for 1d6 rounds). youths in artistic poses. remaining canine tooth functions as a dagger +1. Those cut by
Demonic scenes are carved on the walls. The Maggot- Some can be recognised it must save or else crave to be cut again.
Queen’s lthy nest has 400gp in stolen grave-goods. as minor nobles. The stairs lead down two levels, to the dungeon’s fth level.
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4. Troglodyte cave 6. Sacred chamber


Level 4: The Great Cavern • 2d6 Troglodytes (2HD armour as leather, spear 1d6 or • Troglodyte priest (3HD, 1d4 stone knife or Stinking Cloud)
thrown rock 1d6) • 1d6 Troglodytes (2HD club 1d6)
Rumours • 2 Giant Guard Bats (3HD armour as leather, bite 1d6 or This cave contains sacred icons of Troglodyte ancestors. Any
1: A race of subterranean people lives in the caverns. shriek: save or ght at disadvantage) outsiders who enter this cave are hunted without mercy.
2: The evil sword Nightwand is hidden under the city. This is the sleeping-chamber of the troglodytes. The ledge at
3: In times past the nobility were buried with their riches. the back of the cave holds three leather-covered tower shields 7.South tunnels
4: The child-Princess Euphemia was kidnapped 20 years ago. and a heap of heavy rocks for throwing down onto intruders.
5. Six heroes of old were buried here with their raiment. • 2d4 Oozefolk (2HD pseudopod 1d6 damage, if touched save
The guard bats have clipped wings and crawl across the cave or turn to ooze over 1d4 days, defeated oozefolk reform after
6. Mysterious nighttime raids plague surrounding villages.
oor. A pot of herbs provides immunity to mushrooms at (3). a turn unless burnt)
Encounters Oozefolk cling to the ceiling of these tunnels. The huge
The Great Cavern (rooms 1-3): 5 crystals glow when there are nearby vibrations, and shards
give light as a candle for 1d4 weeks. The stairs lead down to
1-2: 1d10 Troglodytes 5: 1d6 Cave crickets
3-4: 1d6 Oozefolk 6: 1d4 Giant rats
6 the fth level of the dungeon.

8. Spider nest
Crypt section (rooms 9-12): Giant spider
• Giant Spider (4HD bite 2d4 and poison, Web 3/day)
Entrances
a 4 This poison deals 1d6hp
a) Sloping tunnel. This tunnel descends from 9 each round if the victim
an underground stream above (room 2, level 3). moves.
b) Crypt stairs. These stairs lead down from The webs act as a Web
the crypts above (east of room 7, level 3). 3 8 spell affecting the room.

1. Great Cavern, West 9. Crypt


b
A maze of stalactites and Six mouldering cof ns
stalagmites causes player
characters to move at 25% speed
2 hold long-dead warriors.
Their possessions include
and ght at a disadvantage. 10 a mithril shirt and a Cloak
of Elvenkind.
2. Great Cavern, Central
• 3d6 Giant cave crickets (1hp, 1 7 10. Room of swords

11
bite 1d2) Twenty swords are thrust
Here is a 6’ deep trench, with a into the earthen oor. One
pool of water at its west end, of them is Nightwand, a
connected by an underwater passage to the waterfall in room chaotic intelligent longsword +2, with the following abilities:
1, level 5. Giant cave crickets swarm from burrows in the • The wielder can cast Darkness, 15’ radius 3/day
walls. Their chirping will (50%) attract further encounters. 5. Throne room • While drawn, the wielder has darkvision 60'
• Troglodyte adviser (3HD, armour as leather, 1d8 If any other sword than Nightwand is drawn from the earth, all
3. Great Cavern, East of the swords rise and ght as Flying Swords (1HD armour as
broadsword)
Enormous mushrooms grow to head height at this end of the • Princess Euphemia (noncombatant) plate, slash 1d8).
cavern. The spores of the mushrooms act as a Sleep spell cast
Princess Euphemia was kidnapped as a child twenty years ago
on the party. Sleeping characters will be captured (80%) or
to serve as Queen. She now rules as best she can, waging war
11. Treasure trove
robbed (20%) by Troglodytes (60%) or Oozefolk (40%). The treasure chest is trapped (poison gas, save or take 3d6
on the oozefolk and raiding the surface world.
The eastern tunnel leads to the fth level of the dungeon. damage). The chest behind the secret panel contains 3,000gp.
Her ragged nery includes jewellery worth 800gp.
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4. Wizards’ Study 6. Experiment Chamber
Level 5: The Hexumvirate The shelves are stuffed with books, scrolls and various Characters take 1d4 damage each round spent on the oor of
implements. Amongst these are 6 randomly-selected scrolls of this chamber. If a character drops to zero hit points, they
Rumours 2nd or 3rd level, a potion of true seeing, and a pair of become an ooze. Oozefolk here regain 1d4 hp each round.
1: A cabal of Wizards called themselves the “Hexumvirate”. spectacles that allow the wearer to see through up to 1’ of The bars on the arched doorway are xed in place. Ooze folk
2: The Hexumvirate once experimented with creating life. organic material. In addition, a can freely pass through the bars.
3: The city was founded on a prehistoric holy site. detailed drawing of the sword
4: The Wizardess Aradea just disappeared one day. Nightwand, and the three-sigil e 7. Glass Barrier
combination that allows the portal
Encounters in room 5 to access Aradea’s tower. A one-foot thick glass barrier completely lls the corridor. The
long-dead body of the wizard Aradea
Ancient Temple (rooms 2-3): None lies here. She wears a glass ring. The
Laboratory (rooms 4-10): 1d4 Oozefolk (2HD pseudopod
1d6 damage, if touched save or turn to ooze over 1d4 days,
1 a ring can be used to create or destroy
glass walls. For every 10’ square of
defeated oozefolk reform after a turn unless burnt) wall created, the player must cut a 1”
square from their character sheet.
Entrances
a) Sloping tunnel. This tunnel descends from the Great 8. Autopsy Room
Cavern (room 3, level 4).
The table is covered with bloodstains,
b) Long stairs. These stairs lead down two levels, from the
2 and sharp implements hang on the
3
Skull of Malabranche (room 8, level 3).
wall. Nine levers raise and lower the
c) Spiral stairs. From the South Tunnels (room 7, level 4)
d) Portal. This portal can be entered from elsewhere. c bars in rooms 6, 9 and 10.
e) Waterfall. This waterfall connects to the pool on level 4, 9. Upper Kennels
room 2, through a long underwater passage. b • 3 Mistakes (4HD, maul 1d8,
1. Crab Cavern 9 roll attack and defence on table
below)
• 1d3 Cave Crabs (1d6HD, d 4 Bizarre-looking creatures are
armour as plate, claw 1d4/1d4,
increase die type for every HD 8 trapped but may be able to
over 1) attack through the bars. One of
Cave Crabs are well camou aged 7 the kennels holds nothing but
twisted bones.
among the stalagmites. A bridge
across the stream has collapsed. 5 10. Lower Kennels
The stream ows onwards to the
waterfall in level 6, room 8.
10 • 2 Mistakes (see above)
Two of the cages hold
2. Ancestor Statues 5. Portal
desiccated remains. One of the caged creatures is highly
intelligent and can speak. It tells a tale of mistreatment at the
The three hideous statues have glowing yellow eyes. Three
shadows emerge from their mouths (3HD, touch drains 1 6 A glistening portal is
suspended between two
hands of its creators, the wizards, and begs to be released. It is
dangerously insane and hungers for human esh.
level, immune to non-magical damage).
stone pillars. On a round stone slab there are etched arcanex
symbols. Three st-sized half-round sapphires (worth 500gp Attack Defence
3. Sacred Pool 1: Poison, save or go mad 1: Illusion, 50% miss chance
each) are each positioned over a symbol. While they are in this
Characters drinking the water of this clear pool will fall into a position, the portal leads to a wizard’s tower. 2: Spit acid, 1d8 15’ range 2: Acid blood, 1d4 damage
death-like state for 2d6 turns, during which their soul is freed The long-dead body of a wizard lies here. 3: Tentacles, 1d4/1d4 3: Regenerates, 1d4hp/round
from their body and can move through the world as a ghost. 4: Despair, save or cry 4: Impervious skin

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4. A House with No Doors 6. Collapsing room
Level 6: A House with No Doors
The building here is made of ancient wood, coated with An underground river cuts through the room, and has
Rumours mineral deposits that have dripped from the ceiling above. It collapsed one corner.
has no doors or windows. Inside, on an inverted tree stump, is
1: An ancient creature under the city grants wishes. a huge nugget of quartz and gold, weighing 650lb and worth 7. Troll cave
2: Terrible sacri ces were made under the earth. 10,000gp. 1d6 days after the nugget is broken or removed • Troll (6HD, claws 1d6/1d6 or thrown stone 2d6, regenerates
3: Primitive peoples worshipped a huge nugget of gold. from the dungeon an earthquake will destroy the city and 3hp per round unless burnt)
4: A prehistoric god is the protector of the city. collapse the dungeon.
The troll was once a human who asked the Wishing
Encounters Olm for immortality. It is still missing the nger it
Roll encounters at double the normal rate.
a 6 7 used for the wish. It hides underground eating what
it can catch and muttering about how the “Pink shy
Temple (rooms 1-5): 1d6 Psychic leeches (1HD, stole my nger”. Its cave is decorated with little
insubstantial, latches on to soul for -1 CHA).
Cave (rooms 6-8): Troll (see room 7)
1 trinkets it has found over the years. Bones, pieces of
glass, and 50gp in valuables.
Entrances 3 b
a) Temple. Rough stairs lead down
from the upper temple (room 2,
level 5).
b) Waterfall. This waterfall is fed
by the stream in room 1, level 5.
1. Empty Room 2
• 1d4 Psychic leeches (1HD, insubstantial, latches on
to soul for -1 CHA).
There’s nothing here. 5 8
2. Tophet
• 1d4 Animal-headed skeletons (1HD, bite/claw 1d4/1d4)
Countless clay urns are buried in the oor of this room, which
8. The Wishing Olm
is thick with ash. Every round, 1d4 animal-headed child
skeletons burst from the urns. An underground lake lls this cavern, fed by a roaring
waterfall. A ledge juts out from the falls, 20’ up. The water is
3. Prayer tablets
4 frigid; anyone fully submerged must save or go into shock.
In the deep black water there is a single olm: a blind pink
• 1d4 Psychic leeches (1HD, insubstantial, latches on to soul
for -1 CHA). salamander as long as a man’s forearm. It will hide so long as
5. The Toads the troll is a threat. Once a year, the olm can bite off a human
Towering heaps of prayer tablets ll two corners of the room,
In this room are four jade toad statues. They psychically call nger and grant a single wish, as the Wish spell. Sel sh or
with a path between. Each clay tablet contains an inscription
out to anyone who gets near their room, begging to be fed. If destructive wishes are more likely to be misinterpreted, while
in an ancient language. Roughly one in fty tablets is made of
anyone with a psychic leech attached to them approaches a altruistic wishes will be granted as requested.
copper (worth 10cp), one in a hundred silver (10sp), and one
in a thousand gold (10gp). Every turn 1d6 gold tablets can be statue, the toad will “eat” the psychic leech. If any one toad
eats more than four leeches in a week, it becomes strong
The End
dug from the piles, along with similar ratios of the other kinds,
to a total of 2,000gp. enough to break the spell that holds it. I hope you enjoyed this adventure! Please send any feedback
• Psychic toad (4HD, bite 1d8 and save or be swallowed to simoncarryer@gmail.com, or @simoncarryer on Twitter.
whole for 2d6, hold person 3/day, held characters fail save) - Simon Carryer
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