City Campaign & Dungeon of Doom Playthrough

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Re: City Campaign

Post by William » Wed Feb 01, 2017 4:58 am

Loving this Zach, since I haven't really played in years. Sounds like a good group.
Did you ever let the PC's know they were washing poo off their faces? :shock:

Maybe you could show us a picture of the Character Minis within the first post descriptions. Then when the pictures show the minis we could determine who were in each scene/encounter. If the players were into it, a picture of them with the mini would be cool too.

How often do you all get to adventure?

Keep the story/action going and thanks.
Sir William of the Basalt Region of Mythras
( aka: Rock Breaker Bill - Column Barron of BRoM )

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Re: City Campaign

Post by AnimeSensei » Tue Jan 31, 2017 4:00 pm

The party entered the sewers, noticing a damp and stanky smell. They donned disguises and smeared mud (or at least they hoped it was mud) on their faces to disguise themselves just in case. They moved through the darkness, torch in hand until a set of shimmering eyes peered down on them from the cieling. A giant spider! They quickly dispatched the creature, luckily making their poison saves. They continued onward until they found the spider's thousands of children who decided to attack in a swarm. The adventurers had little to fight this type of enemy but eventually managed to kill enough of them to drive them off with some of Ashe's alchemical potions. At this point, the party noticed a door to a lit chamber at the end of a hallway. They peered inside and saw a humanoid figure; looking closer it appeared that his skin was halfway translucent and slimy. His hair was stringy and he had strange growths on his face. Weir (being a psychic character) suddenly heard a voice in his head telling them to leave, but it was too late. The being attacked! It took down several members of the party as it utilized several spells that the party didn't expect. (Color spray FTW!) Eventually after an arduous battle, the party managed to deliver a final blow and he fell to the ground. After healing their unconscious comrades, the party looked at the body and noticed it had ratted fancy clothes and the assumption could be made this may be or have been Tristival. Some treasure was located in the room as well. They decided that perhaps they should now speak with the Lord and Lady of the house to figure out what was going on. On the way out they noticed an area closed off with a rusty iron gate; after breaking the lock and creaking it open they decided to look inside. Unfortunately for them a choker had set up residence in a nook in the corner and attacked. Luckily for them the fight was quick and they looked in the room. Under some old rags was for some reason a very well made, fully intact crossbow. They stored it their pack for future use.

Upon leaving the sewers and heading upstairs, they told the staff that the threat down below had been dealt with and to go about their business as normal. As they hadn't yet met the guards at the front door, the party decided going upstairs would be the better option. Up they went and decided to visit the owners of the house. After unbarring the door (which the PCs had done earlier), they entered the room to find the Lancasters asleep. Quickly they awoke and asked what was going on. The PCs pressed as to why Tristival was in their basement and what had happened to him. After some diplomacy rolls, Dadric Lancaster revealed that Tristival had come over for dinner and had complained about some list and that he was in danger. Something happened and he suddenly acted irrationally and started using magic in front of the staff. Because he seemed like a danger to himself and others they locked him in the basement and haven't known what to do for fear of repercussion. The conversation disintegrated and the PCs decided it would be best if they exited the building with the body of Tristival in tow. They ran to the Lancaster's daughter's room and exited through the windows with the Lord and Lady close behind. The last they heard from the house involved questions about what they had done with his daughter, which caused a slight twinge of panic in the group, as they hoped their disguises were good enough and their faces covered well enough to avoid any fallout from Melanie's (the daughter) disappearance.

They decided to turn the body over to the Ashe to look at it in her lab while the rest of the party visited their contacts or returned home for the night to rest up. They would try to see what had happened to Tristival tomorrow. As Weir entered the Dead Rabbit's hideout, a young boy ran up to him and informed him that Weir's love interest Marguerite Blakeney had been caught using magic and that she was missing. This was odd to Weir because as far as he knew, Marguerite was a mundane with no magical ability. The young boy told him that Aurus Blakeney (her father) had organized a search for her. Weir decided to go pay the family a visit, though he knew they disapproved of the relationship. After knocking on the door, Aurus Blakeney appeared perturbed with Weir and immediately asked him where Marguerite went. He assumed she was with the Dead Rabbits with Weir hiding out. After smoothing things over and informing Aurus that she wasn't there, he discovered that apparently she was in a store buying some clothes when a member of the Defenders of the Mother saw her use magic to enchant the shopkeeper and leave without paying. The city guard had already spoken to the witness (Erithya) but he suggested maybe if Weir were to help out and find Marguerite, a reward could be in order. Weir learned that Erithya is typically in the Wooden Chapel, a grove of trees in the garden district.

To be continued!
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Re: City Campaign

Post by AnimeSensei » Sun Jan 08, 2017 5:29 pm

Some players changed their character's class as it wasn't what they wanted. Weir now is in possession of a magical suit of armor and Maka no longer is Grey Thorn. I forgot to write down their new classes. I'll do so later.

The PC's go in search of one of their leads, Egaris Findler at the Sapient Consensus. Some investigation work leads them to the Sapient Consensus's guild hall, which to the layman appears to be a mercenary/guard guild. Almaris and Dante go inside and ask about Egaris Findler; it is an open room with people fighting sparring dummies, organizing/polishing armor, looking sternly, and many appear to be drinking. The first person they asks (who appears to be someone in charge) doesn't know Findler. They decide to ask others in the hall and again no one knows him. The party begins to believe that Kressle has duped them and gave a false lead.

The party decides to go confront Kressle and head back to her shop. They open the door and the shop appears empty. Upon closer examination they see a bloody handprint on the counter and then the body of Kressle on the floor out of view. It appears that she met a violent end; something appears to have exploded out of her chest. This appears to be the work of magic, as no weapon harms like this. Upon thinking back, they think they saw 2 men and a woman exit the shop shortly before they arrived but don't find anything distinguishing and only notice a single drop of blood outside. They lock up the shop and start looking around. They find that Kressle has connections with virtually every guild and group in the city and appears to be by her ledgers, flush with cash. However, she only has 85g in the shop. The party also finds a note with a name and an address on it; the name (Tristival Aldvir) matches one on the list of 30 names and has a strange mark next to it, just like a few other names on the list. Upon investigating, it appears all of the people with marks next to them have disappeared recently.

Maka decides to lean on one of his contacts from the White Conference; he visits Saul Harrias, a local informant. He learns that a password is required to access the Sapient Consensus's true guild hall, and that the password is "Light, Might, and the Right," they just need to say it to the local barkeep inside the hall. Saul tells Maka that he now owes him a favor. Maka and Weir go to the guild hall again and visit the barkeep, Salty Bob. They strike up a conversation with him and drop the password. His eyes cloud over and he stands in a stupor, walks over to the wall and appears to push a hidden button or plate and the wall fades away, showing a stairwell leading into darkness. They take it down and are enveloped in darkness behind them. They go down the stairs and see a highly similar guildhall to the one upstairs, but there are definite magic users/awakened down here. They locate a desk with a young woman sitting at it; Maka attempts to strike up a conversation with her and she appears to fall smitten with him, disregards protocol, and says she'll get Egaris Findler right away. They see her walk into an office and shortly after hear a man start berating her for not doing her job. He approaches them and says he doesn't have much time and asks what they want and to come into his office. He asks how they got in and what they want. They aren't very forthcoming but do very well at diplomacy, which makes him more friendly. He says Kressle did a lot of work for him and he's sad that she's gone. They take their leave and try to exit the way they came in the but the stairs appears to go continually up in a shadow of darkness. They step down and are at the bottom of the stairs; they notice people leaving through some double doors, follow them, and find themselves outside the normal exit of the upstairs hall.

The party decides to visit the address from the note to look for info on Tristival. It is a large manor in the Edge District. The front door is locked and all of the windows save one room on the second floor are closed with heavy shutters. Dante decides to climb up and see what's in the room. He peeks in and sees a young woman in the room; he decides to go up to the roof and discovers a hatch leading down into the room he just saw. Meanwhile, Weir approaches the window and starts throwing out insults trying to goad the woman to come down so they can have access to the house. (Yeah....) The lady eventually slams the shutters and tells them to go away. Dante decides to go in. He drops down through the hatch and sticks the landing quietly. The girl doesn't notice him so he swiftly exits through the closest door and doesn't notice the two guards on the other side of the door. He is startled when they cry out asking who he is and what he's doing in the house and rushes down the hall, unlatches the locked window, throws open the shutters and jumps out of the second story window. Somehow he manages a perfect landing and takes off in the crowd.

At this point the PCs are confused and thinking their options are low. Their leads keep hitting dead ends. They decide to lean on their contacts. Maka speaks to his rich father, who tells him that that house is the home of Dadric Lancaster. He has a daughter named Melanie who is a socialite. Dadric is awakened as are two of his nieces, but Melanie is not. They own a large network of shops around town. Dante and Almaris go visit their contact Lam Vincenti at the Delvers. He verifies the occupants of the house and says that he will look into Kressel as well. He asks what happened to her assistant Ogar; the PC's don't know and haven't seen him. Weir and Ashe go and visit their contact at the Delvers, Dez Byron. He says that Melanie is a huge socialite and he'll look into things more closely as well. All of their contacts eventually report back and they learn that the house is in apparent lock down, Tristival came to dinner at the house a week ago and hasn't been seen since. Melanie is apparently highly frustrated that she is stuck inside the house. Also, Ogar apparently made a large donation to the Temple of Calistria very recently.

The PCs decide to create a fake party at "the House of Usher" and invite Melanie to it. They use Maka's family's resources to forge a document and date it for the next night. Weir disguises himself and visits her window, describes the invitation, and she goes into a tizzy telling him to give it to her. He asks why she can't just come down and get it and eventually she lets slip that she can't leave because there's someone or something dangerous inside. Eventually she gets the invitation, but the guards tell Weir to go away and she won't be attending. (She says she will be, however.) The next night comes and Weir helps a fully decked-out Melanie escape from her window. As he is from the low end of the streets, this extravagance disgusts him so he tells her to go speak with strangers on the way as "everyone here is friendly." She runs away and the group all sneaks into her window. (Weir also trashes her room) They quickly take out the guards outside the room and start canvassing the top story of the house. They find what they think are the Dadric Lancaster and his wife in a room and silently barricade the door. They find the stairs down to the main floor.

After going downstairs they find the staff of the house and somehow manage to convince them that they are from the local constable's office to take care of (what Melanie called) the dangerous thing inside the house. They convince the staff they are there to interview them to understand the situation and learn that Tristival came to dinner last week but seemed He eventually used magic (GASP!) in front of everyone and Dadric locked him in the basement. The staff (who are mundanes) don't know what to do and don't know when they can leave and if anyone will believe them. The PCs tell them to just lay low and they will take care of Tristival. The servants say that he is in the basement still, but to also look out for other things down there because it's connected to the sewers. They would have thought that some of the vermin that poke around down there would have overwhelmed Tristival but they still hear him every so often under their feet and sometimes the floor shakes.

Next session: The sewers!
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Re: City Campaign

Post by kitenerd » Mon Jan 02, 2017 2:51 am

Sweet setup - i look forward to following this campaign and want to hear how you resolved the magic in public issue - thanks for letting me live vicariously ;)
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Re: City Campaign

Post by Kryzsko » Mon Jan 02, 2017 12:10 am

Love it! Thanks for posting all the pictures. Looks fantastic.

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Re: City Campaign

Post by AnimeSensei » Sat Dec 31, 2016 7:24 pm

No one from my group visits these boards so I'm going to post some stuff. The next session will lead them to this house where they will need to sneak in and go from top to bottom trying to find something. They will start on the second floor and end in the sewers.
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I'll put something around the bottom like a tablecloth to hide the platforms and sewers, I'm just hoping no one knocks everything over. :P More to come when it comes!
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Re: City Campaign

Post by AnimeSensei » Sat Dec 31, 2016 7:13 pm


Weir - Male human mesmerist. Pickpocket gang leader turned unexpected freedom fighter.
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Ashe - Female gnome alchemist. Penniless former noble who can't hang on to money. No magical talent and raised in a magic family. Looking to find a way to make herself magical.
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Dante - Male human ranger. Ranged with a panther animal companion. Married to Almaris.
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Almaris - Female Half-Elf Feral ranger. Runs an underground adventure company with her husband Dante.
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Prettz / Margit - Old wizard trapped in a marionette body when his soul was sucked out. Now has no access to his magic and is somehow learning to to be stealthy and quick by way of his new host. (Rogue)
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Maka - Male human vigilante. Rich kid from The Sharp. Looking to find his family's ancient sword that he lost. (Formerly Gray Thorn before player changed his class)
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First session:

Dante, Almaris, Margit, and Maka are in the Churl district heading down to the Hollows to look for Maka's family sword when suddenly they run into Weir and Ashe who are being chased by some ruffians. (Everyone knows each other at least casually due to some backstory work) Weir tells the party that these people are after them but he doesn't know why. The men are ruthless and don't care that they are out in the open and fully attack the whole party. The party is assaulted by alchemists fires and hand-to-hand combat until Weir uses his abilities to confuse the attackers and take all but one out. The last one runs away, leaving the party to deal with the aftermath.

Because the district is constantly in a series of unrest and riots, no one pays much mind and luckily Weir's use of magic wasn't noticed. They throw the bodies down into the sewers but first discover a note with 30 or so names on it and a fish hook. The names include every member of the group and the rest are individuals they don't recognize. After some investigation, the (plot) hook leads them to a store between the Lakefront and Bartertown districts to a female shopkeeper named Kressle. She is closed for the night stocking the store with her associate but the party silently unlocks and opens the door and lets themselves in. After much discussion about them leaving the shop as she is closed, they are breaking and entering, etc. she finally admits that she sent the thugs to collect Weir and Ashe. She states she has been contracted to collect the people on the list, likely for slavery, but doesn't know the identity of her patron. She advises them to check with the local magical guilds as that is where a lot of her work comes from and gives them some names to ask for. End of session.
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City Campaign & Dungeon of Doom Playthrough

Post by AnimeSensei » Sat Dec 31, 2016 6:57 pm

Wanted to post some pictures of my City Campaign and chronicle it. Here are the ideas for the world:

World rules:
Magic in the shadows. Magic is forbidden and thought of as myth; secret societies still hold knowledge but do not allow outsiders to know of magic and suppress any knowledge. These societies/guilds vie for power as there is no central group that holds sway over the others enough to become a governing entity. No faction is obviously “evil” though each has their virtues and their taints. These groups however, keep themselves and those with the gift of magic in check (the “Secret Peace”) as it is feared that if they are outed, the majority of people will find them a threat and either a cause for study or eradication. If someone uses magic in a way that can notify the populace, they are subject to strict disciplinary action.

The world itself supplies magical energy, however that energy is now weak and can be drained/depleted when large amounts of magic are used. Less than 1:400 people are known to have the spark of magic; many go through their lives never knowing they have a gift, thinking they are just lucky, have a knack for a situation, or are can easily become adept at a skill. Though there are guild records, there are no registries or censuses of those that can use magic.

There is no machinery, guns, or gunpowder in this world. Additionally, there is no magic that can identify items for properties. Magic in this world is one of wonder, of touch and feeling, and to be experienced.

City Name: Almus
Almus is an ancient city founded before records exist. It has ruins and tunnels stretching beyond comprehension beneath it. Some say they are all ancient parts of the city, covered in time and ruin, others say they are chambers carved by malicious beasts, and some dare not speak of them as they feel the hollows below are cursed. It is said that the Ancients chose this city spot for a reason, but no one really knows why. The city sits on the ocean in a half-moon bay, flanked on all sides by ocean or nigh-impenetrable mountains. It is heavily isolated but still large due to it being a central hub between world powers from beyond the sea. It is host to a wide variety of races, nationalities, and species due to its central location in trade and navigation. The city is said to be cursed, as every generation seems to deal with a natural disaster that has engulfed the area; whether it be floods, storms, fires, or earthquakes, the city never seems to be able to rest easy as these are not predictable. Still, it is said that the outside world past the mountains is much less hospitable than the city and those that journey across them seldom return. The sea is less dangerous but many choose to stay once they have set roots in Almus. Perhaps this has to do with why the people feel a need to rebuild after tragedy strikes; no one knows why many feel compelled to stay and rebuild but for millennia the same cycle has been repeated and the population has steadily increased.

The city is currently occupied by the nation of Killiam. This happened 2 years ago; the world has been caught in a struggle between Killiam and the nation of Thavel for the past generation. Almus was neutral in the conflict, but Killiam invaded, requiring the port for supplying their fleet. Traveling the sea is dangerous due to storms and horrors that come up from the deep, so safe ports are valuable to keep journeys shorter. Killiam has instituted a government to run both the military and the local affairs and has an enforcement division to keep the peace (hence their name the Peacekeepers); they do not trust the old local governments and police forces and have their own officers installed in the city. The local guilds have little to no sway and are trying to change that by way of infiltration and information networks, however each has their own and they compete against each other.

Lakefront – Port district, currently infested with minions of an aboleth that has claimed the district. Some seedy bars/inns.

Lighthouse District – Rocky shores and a lighthouse on a peninsula or jagged rock. Local teenagers say it's haunted.

Churl – Recent hotbed of unrest; currently barricaded as the citizens revolted trying to repel the Killiam Peacekeepers.

The Hill – A small hill that has the governmental palace and meeting halls. Where Killiam's governor is located.

Bartertown – Merchant district, much like a bazaar filled with wooden and stone shops of all kinds, along with tents carrying goods imported from overseas or perhaps down below in the tunnels. Some bars/inns.

Gardens – Wooded area (think Central Park) filled with ponds and wildlife. The city also has a zoo here which irritates some people in the city.

Edge District – Noble quarter, notable members known as “the Sharp.” To prove their worth to the nobility, youth looking to show rank do so by “purging” the city of its filth (bandits, rifraff, urchins). Located on the cliffs of the mountains surrounding the city.

The City – Peasantry. Small but neat homes. Area where those employed in general areas (small wares stores, crafts, services, etc.) are located.


Upper West Quarter – Area in the undercity where some beggars and ruffians called home; where Dante eventually ended up. Cleared out by Killiam after the invasion.

West Quarter – Area where the more respectable of those in the Upper West Quarter ended up after Peacekeepers cleared out the area.

Deep Gates – The last barricade where things are relatively safe in the undercity; beyond the gates lie unknown passages, monsters, and treasures.

The Forbidding Deep – Area beyond the Deep Gates.

Outside City

Some farms, not much.

Magic Societies/Guilds
Sapient Consensus (like Boros in MtG) – Militaristic group that feels that brute force and law is the best way to keep magic in check. They are constantly annoyed by the White Conference and their deceits and spies. The Consensus's opinions are based on logic, fact, and they are hard to sway. Works well with the Delvers in expeditions under the city but can be at odds with their openness in using magic in a less than judicious manner.

White Conference (like House Dimir in MtG) – Group that takes a more inactive and political stance while dealing with other groups. They prefer subterfuge and spying over brute force. Main rival is the Sapient Consensus because they are fun to mess with and are easy to prod and control. Full of old houses, deep rivalries, and ancient secrets. Frustrated that the Delvers don't respect the rules to try to keep magic under wraps as much as they feel they should as they keep bringing up items and creatures from underground. Some things were left in the tunnels under the city on purpose and should not be found again.

Delvers (like generic fantasy dwarves without the the tribalism) - Group of miners/explorers that feel that the source of all power lies deep below the surface of the earth and should be explored. They feel that magic maybe shouldn't be in the open but shouldn't be hid either as it's a gift for those that use it correctly. Their specialty is finding areas and resources those without magic can't find/get. Good supplier of interesting animals for the city zoo. Not friendly with the White Conference or Defenders of the Mother.

Brewers (friendly but cautious of business interests, think Masons with an open market) - Tradesmen who like to use magic as a tool of the trade to get a leg up on competition. Works closely with the Delvers for raw materials and goods from areas those without magic can't venture to. Works sometimes as well with the White Conference to move goods. Frustrated with the Sapient Consensus and all of their rules to make trade difficult, especially "interesting" items. Most visible group with the most to gain and lose from members being outed to the non-magic community.

Defenders of the Mother (like Selesnya in MtG) – Peace loving naturalistic group that values nature over civilization. Finds the Delvers to be a blight with their robbery of items and resources from The Mother and also don't like how the Brewers profit from it. Feels unless magical beasts attack, they should be left alone. Does not like the zoo. Works with the White Conference to achieve some goals and the Brewers for trading of goods.

Other Nations
Killiam – Nation that has currently invaded Almus. At war with Thavel. Their rationale for war is to help those that want to overthrown the Thavel government as they feel the current leadership doesn't do enough to support its people. They see it as a war to equalize the disparities between rich and poor in Thavel. Killiam is the aggressor. They have occupied Almus as a waypoint to the Thavel homeland as the seas are dangerous and the overland journey is long, arduous, and dangerous. Their militaristic peacekeeping arm (the Peacekeepers) in Almus have a small unknown group that knows of and practices magic and has heard rumblings of something under the city that is powerful. The Peacekeepers as such are pushing to keep this city under Killiam control as long as possible as it may be something they can use in the war.

Thavel – Nation currently at war with Killiam. Invaded after a peasant uprising as the nobility is rich and the commoners are very poor. While there is a disparity between the two, the people are rarely hungry due to the plentiful countryside they live in. The Thavelian rationale for the war, besides the obvious change in government, is to beat back Killiam and stop their use of slaves in their everyday society. (Slaves are lower and poorer than the poorest Thavelian, you know!)
Last edited by AnimeSensei on Thu Aug 30, 2018 5:13 pm, edited 1 time in total.
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