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Alea Iacta Est

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    Malls of America: A Post-Apocalyptic D&D Adventure - OOC Thread

    Oxander
    Oxander


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    Post by Oxander Tue Jul 09, 2019 4:13 pm

    Malls of America: A Post-Apocalyptic D&D Adventure - OOC Thread E8LEXUo6J2MGXty2kKkJJPmrBJNa83PUJXIBfE2rrts

    Greetings, travelers. My, you look weary! Do have a seat at my fire. Come, come, sit. Me? Oh, I too am a traveler. Taking that load of cod down to Tenesi for trade. Freshly from the Canneries up in Hudsonia, if you can believe it! Doesn't bring much, but I'll get some tobacco there and cart it back up to whomever will trade for it. It doesn't provide much, but I stay busy and fed.

    Well, that's me. What brings you here, on this dusty, dangerous road? Adventurers? Pilgrims? ...Mercenaries? Now I've no trouble with anyone who doesn't trouble me, I promise you. Unless you're one of them damn Hamiltonian heretics, haha-ha! There's all sorts out in the world, and nothing for it. I'll trade you a can of cod for your stories of adventures.

    What say you?

    ...

    ...

    Alright folks, this is D&D 5e set in a distant future of societal and technological collapse. There is no United States, but a myriad patchwork of realms, faiths, and crazy. In technology's wake, some mystical magical force arose. People were suddenly imbued with supernatural powers, and strange creatures awoke in the land. The creature of myth and legend were real, after all! And in the backdrop, a thousand would-be kings and queens rose and fell.

    Starting Level 3
    Starting Gold 500 - to fully outfit your character at this level
    Bonus Language
    Bonus Tool Proficiency (and making them useful!)

    Only Wizards-Published Races & Classes unless you've got a damn good argument.

    **I WILL PROVIDE ROLLS***


    Other Notes:
    *Special Rules for Healer's Kit (now with more than just stabilize!)
    *Encumbrance rules will be somewhat enforced
    *To live, ya gotta eat. Exhaustion is definitely a thing!


    If you're interested, feel free to inquire details.


    Last edited by Oxander on Wed Jul 10, 2019 10:26 am; edited 4 times in total
    Tolr'ax
    Tolr'ax


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    Post by Tolr'ax Tue Jul 09, 2019 4:38 pm

    I'm interested in playing, will you roll up some stats for me?
    Oxander
    Oxander


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    Post by Oxander Tue Jul 09, 2019 4:39 pm

    Tolr'ax wrote:I'm interested in playing, will you roll up some stats for me?

    Assign as you wish.
    9, 11, 11, 16, 16, 18

    Not bad.
    Tolr'ax
    Tolr'ax


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    Post by Tolr'ax Wed Jul 10, 2019 11:02 am

    Are we posting character sheets in this thread? Or are you making an almanac for those?
    Oxander
    Oxander


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    Post by Oxander Wed Jul 10, 2019 11:26 am

    Tolr'ax wrote:Are we posting character sheets in this thread? Or are you making an almanac for those?

    Posting characters here, not like full sheets or anything, but so I know what you're wanting to do - for approval and all. Then the Almanacs will come. So like your standard character profile: name, sex, race, class, background, relationships, etc.
    Tolr'ax
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    Post by Tolr'ax Wed Jul 10, 2019 12:06 pm

    Name: Nirotia Naxxremis
    Sex: Female
    Race: High Elf
    Class: Wizard
    Background: Noble
    Relationships: Noble families can be friends and enemies, very GoT style relationships.
    Oxander
    Oxander


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    Post by Oxander Wed Jul 10, 2019 12:14 pm

    Tolr'ax wrote:Name: Nirotia Naxxremis
    Sex: Female
    Race: High Elf
    Class: Wizard
    Background: Noble
    Relationships: Noble families can be friends and enemies, very GoT style relationships.

    Works, Fire away. Um. Until others join, feel free to put your almanac here.
    Tolr'ax
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    Post by Tolr'ax Mon Jul 15, 2019 10:47 am

    Any feats????
    Tolr'ax
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    Post by Tolr'ax Mon Jul 15, 2019 2:11 pm

    Malls of America: A Post-Apocalyptic D&D Adventure - OOC Thread Niroti10


    Nirotia Naxxremis
    Race: High Elf
    Age: 366
    Class & Level: Wizard lvl 3
    Background: Noble
    Alignment: Neutral Evil
    Level (XP): 3 (900)
    Size: Medium
    H/W: 5'10" 120 lbs
    Speed: 30ft
    Darkvision: 60ft

    She wears a loose fitting black gown with a hood, it has silver embellishments sewn into the fabric, it glimmers slightly as she moves. She is thin, but not in a poor way, in a luxurious and seductive way. She has long tight boots that go to her knees. Her corset is tight and velvet with silver buttons and intricate designs in the fabric and on the buttons, clearly handmade and expensive. Around her neck she has a silver pendant with a black jewel, this is her arcane focus. She wears her long, straight, jet black hair down most of the time, any time she uses her magic, it lifts in the air from the pure energy she is releasing into the world. Her eyes are pale gray, her skin flawless and alabaster white. She has an air of nobility and high class where ever she goes. The locals know who she is and that she is not to be crossed.


    STATS

    STR: 9 (-1) = 135 lbs carry; 270 lbs push/pull/drag

    DEX: 18 (+4) * Saving Throw
    Acrobatics +4
    Stealth +4

    CON: 11 (+0)

    INT: 19 (+4) *Saving Throw
    Arcana +6
    History +6
    Medicine +6
    Passive Investigation: 14

    WIS: 16 (+3)
    Perception +5
    Passive Perception: 15
    Passive Insight: 13

    CHA: 11 (+0)
    Persuasion +2


    Proficiencies: +2
    Armor: None
    Weapons: Crossbow, Light, Dagger, Dart, Longbow, Longsword, Quarterstaff, Shortbow, Shortsword, Sling
    Tools: Dice Set, Alchemy Set
    Language: Common, Dwarvish, Elvish, Orc, Undercommon

    FEATS

    Racial Features:
    Darkvision (Elf) You can see in darkness (shades of gray) up to 60 ft
    Keen Senses (Elf) You have proficiency in the Perception skill
    Fey Ancestry (Elf) You have advantage on saves against being charmed, and magic can’t put you to sleep
    Trance (Elf) You don't need to sleep, but meditate semi-consciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
    Elf Weapon Training (Elf) You have proficiency with the longsword, shortsword, shortbow, and longbow.
    Cantrip (Elf) You know one cantrip of your choice from the wizard spell list. INT is your spellcasting ability for it. (Chill Touch)
    Extra Language (Elf) You can speak, read, and write one extra language of your choice


    Background Features:

    Position of Privilege
    Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

    Class Features:



    Spellcasting:
    You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 14, Spell Attack +6) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.

    Ritual Casting: You can east a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

    Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to east the spell: aI least 1 minute per spell level for each spell on your list.

    Arcane Recovery
    Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 2, and none of the slots can be 6th level or higher.


    Necromancy Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

    Grim Harvest
    At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

    Feats:



    Equipment:

    Quarter Staff
    Arcane Focus (Black Jewel in a pendant she wears in a necklace
    Spellbook (Black Leather bound with a silver emblem of a skeletal hand)
    Set of Fine Clothing
    Signet Ring
    Scroll of Pedigree
    Scholars Pack:
    Alchemist Supplies:

    //MONEY
    525 gp


    COMBAT
    HP: 18
    AC: 14
    Initiative: +4



    SPELLS

    Spell Save DC = 8 + Prof + INT (14)
    Spell Attack Mod = Prof + Int (+6)

    SPELLBOOK:
    (* Prepared)

    Cantrips:

    Chill Touch *:


    Toll the Dead *:

    Mending *:

    Fire Bolt *:


    LVL 1: (4 Slots)

    Cause Fear*:

    False Life*:

    Ray of Sickness*:

    Mage Armor*:


    Shield:

    Identify:

    LVL 2: (2 Slots)


    Gentle Repose*:

    Blindness / Deafness:

    Ray of Enfeeblement*:


    Scorching Ray*:

    Backstory:


    Sidekick:

    Warrior Class:


    Last edited by Tolr'ax on Wed Jul 24, 2019 12:40 pm; edited 1 time in total
    Oxander
    Oxander


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    Post by Oxander Wed Jul 24, 2019 7:51 am

    Also, btw, we'll be doing Milestone leveling, rather than XP.
    Tolr'ax
    Tolr'ax


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    Post by Tolr'ax Wed Jul 24, 2019 12:18 pm

    kewl
    Tolr'ax
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    Post by Tolr'ax Wed Jul 24, 2019 12:19 pm

    How does that work?
    Oxander
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    Post by Oxander Wed Jul 24, 2019 12:36 pm

    Tolr'ax wrote:How does that work?

    Essentially, I tell you when you level up rather than bothering to count XP.
    Oxander
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    Post by Oxander Thu Jul 25, 2019 12:31 pm

    To elaborate on Nirotia's education in these lands...

    Southron - Humans, almost exclusive to the Confederacy, of the more 'genteel' sort - more refined and antebellum Gone with the Wind romanticists. Predominately situated on the Eastern Seaboard, places like Virginia, the Carolinas, and a little in Georgia. They are more willing to entertain, and even intermarry with, non-Humans, so long as they are civilized folks. Or have enough money, because of course. They've a keen eye for social hierarchy, and many dream of restoring the American Empire, but that's something of a Southron peculiarity, since most of the rest of the Confederacy consider it some godless relic of ancient idiocy.

    Dixie - Humans, mostly in the Confederacy, but also scattered in neighboring regions; but of the more 'redneck' sort - honor means something different to them more often than not, but they're still as likely to fight you for some perceived slight than not. Much more rural, and generally more religiously orthodox. Most Dixie realms are smaller, tribal fiefs, and feuds are commonplace and often bloody, multi-generational ordeals. Their independent streak precludes them actually obeying the Church's ban on duels, and if there's a rebellion brewing, it's probably these folks behind it.

    Tuskers - Humans exclusive of the Confederacy, but in a word... Black. The widespread use of the name comes from both Tuscaloosa and Tuskegee, two of the more prominent independent realms after the fall of civilization. And as folks in the South like to have simple labels, all other Blacks got the dubious moniker of Tusker to go with it. They exist as black islands in a white sea, scattered across the Confederacy, but are generally regarded as equal. Ish. Because of their somewhat isolated status, they are more tightly knit than their Dixie neighbors, and are usually more open to non-Humans.

    King in Columbia - The closest thing the Confederacy has to an Emperor; he is King IN Columbia, not King OF Carolina. That's a small concession, but it is why the Confederacy is a confederacy and there is no emperor. The Electors and Lords aren't exactly ones to abide by some Dictatorial Tyrant, and the last King of Carolina was just such, and there hasn't been a King of Carolina crowned in 300 years. Patrick Milburn, current King in Columbia, however, had not been quiet about his ambition. And he has friends.

    Omar Latimer - A Tusker, and Duke of Tuscaloosa, by any measure a capable and important lord in the western Confederacy, and unquestionably one of the most powerful in Dixieland. His fiefs border the Magnolia Marches to the west, where he unofficially has many friends, yet officially has many enemies. For... reasons. It helps that he's also an Ordained Deacon, and nephew of one of the members currently sitting the Ecumenical Council.

    The Magnolia Marches, unlike the rest of the Confederacy, are majority Tusker and are technically not part of the Confederacy, thus are frequently subjected to foreign invasions from the Grangelands to the west, Vudu pirates from the coast, or even Dixiecrat 'pacification' campaigns. It's as much about saving face for the Confederacy as a whole that these lands are not incorporated - a buffer is good, yes, but a buffer that loses wars is better than one of "our" provinces being invaded. So they exist in a sort of permanent limbo of political legitimacy.

    Tenesi - Kingdom north/west of where Untinvale is located. It is of not inconsiderable strength, and stands apart from the Confederacy, despite being largely Dixie in culture. The key divide here is the religion - the "Confederacy" is essentially a byword for Evangelical Church; Tenesi and places beyond Appalachia are Revelationists. And those fools think that miracles are the truest testament to God, and the Book/Church structure is more what you might call guidelines. It is not at all uncommon to visit a Revelationist "Revival" where believers dance about with venomous snakes while "speaking in tongues."

    Untinvale - Name of County, Seat, and Duchy, which comprises three counties, one of the same name, Belfont to the east (Scottsboro is the seat), T'shools to the west (Sherfeld is the seat). Each of her sisters rules a county. Another one of those *gasp* femininely elvish things to do... nevermind if a man did it, there'd be no questions.

    ==================================================================================================================================

    ==================================================================================================================================

    Head of Household
    The house’s patriarch (4/6) or matriarch (2/6), who ultimately directs or approves any activity that impacts the family’s status and fortune. Roll for general age category and corresponding personality.

    1: Young (d6: 1 naive; 2 bold; 3 confident; 4 fearful; 5 rash; 6 arrogant)
    2-4: Middle-aged (d6: 1 calculating; 2 assertive; 3 savvy; 4 cautious; 5 aggressive; 6 bullying)
    5-6: Old (d6: 1 cunning; 2 demanding; 3 prudent; 4 subtle; 5 detached ; 6 domineering)

    Alignment
    The noble house’s default approach toward achieving its goals; exceptions amongst individual family members may (and in fact, are likely, to) occur.

    1-2: Lawful
    3-5: Neutral
    6: Chaotic

    Influence
    An aggregate measure of power, wealth, and prestige. Influence is helpful when approaching the king, dealing with other nobles, and leaning on vassals. In game terms, think of this as “What are the chances of the family achieving its goals?”. Use this to gauge the success of the noble’s plots, plans, and acquisitions. If you want to quantify influence for specific in-game ventures or your own OCD, roll 1d6 every time the noble wants to do something major (see “Current Ambitions,” below). If the result is less than his original Influence roll below, he pushes through on his plans.

    1: Nil
    2: Scant
    3: Marginal
    4: Average
    5: Significant
    6: Considerable

    Holdings
    A noble’s real estate is his holding. Roll 1d6 on the table below to see how much land the noble owns; the number in parenthesis indicates how many 5-mile hexes are under the noble’s control (though many of these hexes are likely to be unsettled wilderness). Assuming the feudal model is in use, the noble holds these lands in fief from the king, and has probably subinfeudated portions of it to vassals of his own.

    1-2: Modest (1d10)
    3-5: Appreciable (1d10+10)
    6: Extensive (1d10+20)

    Family Size
    The number of relatives who can lay claim to the noble house’s resources. These are all relatives—not just immediate family. You can use this value in two ways. First, whenever you create an important NPC, check the size of noble families—it may make sense to squeeze him in as a relative (known or unknown). Second, whenever the noble needs a favour or has to draw on a connection, he’ll probably try relations before strangers—the bigger the family, the more resources he has to pick from. Whatever you do, don’t try to detail (or even identify) every family member straight away. Instead, add relatives as you need them, up to the number indicated below.

    1-2: Small (2d6)
    3-5: Medium (2d6+6)
    6: Huge (2d6+12)

    Recent Activity
    These are noteworthy events in the family’s recent history that happen by circumstance (i.e., the noble doesn’t specifically set out to achieve them, like “Current Ambitions” below). Use these to put a name behind important campaign events, or to justify a family’s current outlook (e.g., Lady Merrywhite is bitterly opposed to continued skirmishes in the north because she lost all her sons in the last border war). Players can use this info as a conversation starter the next time they find themselves at court. Roll on this table based on family size (Small: 1/6, Medium: 2/6, Large: 4/6).

    1: Favoured by the king for (d6: 1-2 staunch loyalty; 3-4 the Midas touch; 5-6 shrewd politicking)
    2: Achieved overwhelming military victory
    3: Achieved Pyrrhic military victory
    4: Supported a new vassal
    5: Driven out/slain marauding monster
    6: Returned after adventuring expedition to (d6: 1-3 local wilderness; 4-5 king’s wilderness; 6 foreign country)
    7: Captured (d6: 1-3 outlaws; 4 spies; 5 marauding monster; 6 humanoid rabble)
    8: Brokered diplomatic agreement on king’s behalf (d6: 1-3 trade agreement; 4-5 mutual defence pact; 6 truce)
    9: Discovered valuable commodity (d6: 1-2 precious metal; 3-5 industrial material; 6 gemstones)
    10: Birth in the family
    11: Death in the family (d6: 1-2 natural causes; 3-4 battle; 5 accident 6 questionable circumstances)
    12: Wilderness within fief is frequented by (d6: 1-2 outlaws; 3-4 wandering monster; 5 refugees; 6 humanoid band)
    13: Family member ransomed by (d6: 1-2 foreign enemy; 3-4 outlaws; 5 humanoids; 6 unknown kidnapper)
    14: Participated in a duel (d6: 1-2 won; 3-4 lost; 5-6 draw)
    15: Afflicted by plague
    16: Adventuring family member(s) presumed lost or dead
    17: Losing money as a result of (d6: 1 stolen heirloom; 2-3 bad business; 4 raiders; 5 rival noble; 6 freak accident)
    18: Vassal settlement endangered by (d6: 1 attack; 2-3 plague; 4-5 low food supply; 6 bandits)
    19: Suffered military defeat
    20: Snubbed by king for (d6: 1-2 poor military performance; 3-4 late rents; 5-6 causing trouble at court)

    Current Ambition
    This is the noble’s (current) pet project. For plot purposes, it’s his primary goal, though there could be multiple motivations (e.g., money, power, favour, prestige, etc.). The noble will set about to achieve his goal will all possible haste, using all resources at his disposal. Make sure to temper roll results with the noble’s alignment (e.g., a Lawful noble will not marry for nefarious purposes of his own, but he might be the unwitting pawn in another noble’s game).

    1: Support the king’s top priority plan (d6: 1-2 expansion; 3 warfare; 4-5 diplomacy; 6 rooting out dissidents)
    2: Advance the church
    3: Acquire more land (d6: 1-2 strategic location; 3-5 valuable resource; 6 special feature)
    4: Dispose of (d6: 1-2 another noble; 3 non-secular official; 4 military officer; 5 high-level bureaucrat; 6 powerful adventurer)
    5: Marry into a particular family for (d6: 1 wealth; 2 love; 3-4 political advantage; 5 lust; 6 nefarious purposes)
    6: Bring about political reform
    7: Bring local outlaws to justice
    8: Build fortification (d6: 1-3 defensive wall; 4-5 tower; 6 keep)
    9: Establish a new settlement
    10: Build infrastructure (d6: 1-2 road; 3-4 bridge; 5 watch tower; 6 signal beacon)
    11: Clear stain on family name
    12: Make a name for the family via (d6: 1-2 adventuring/exploring; 3-4 amassing wealth; 5 military conquest; 6 political influence)

    Closet Skeleton
    Bumps on the road to power are the heads you have to step on to get there. These are some dirty family secrets held by one or more members of the noble house. These issues may be common knowledge within the family, but they are carefully hidden from outsiders for fear of financial or political fallout. Roll on this table based on family alignment (Lawful: 1/6, Neutral: 2/6, Chaotic: 4/6), depending on how aristocrats roll in your campaign.

    1: None (outwardly, things seem a little too perfect…)
    2: Engaged in treasonous activity with (d6: 1 independent; 2-3 official body; 4-5 foreign power; 6 dissident element)
    3: Perpetrated and covered up a capital crime (e.g., murder, rape, arson)
    4: Under the enchantment of a (d6: 1-2 cursed item; 3 sorcerer; 4 demon; 5 fey creature; 6 geas (or similar spell))
    5: Manipulates the system to avoid military service
    6: Supports a band of (d6: 1-3 outlaws; 4 humanoids; 5 organised thieves; 6 dangerous mercenaries)
    7: Withholds the king’s fees to (d6: 1-2 amass personal hoard; 3-4 divert funds; 5 cover gambling debts; 6 pay an extortionist)
    8: Sideline poacher (d6: 1-2 fish & game; 3-5 natural resource; 6 valuable commodity)
    9: Afflicted with lycanthropy (or similar disease)
    10: Family history of mental illness
    11: Member of (d6: 1-2 death cult; 3-4 outlawed profession (e.g. sorcerer); 5-6 seditious faction)
    12: Addicted to (d6: 1-2 opiate; 3-4 hallucinogen; 5 stimulant; 6 exotic drug)

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