Jump to content

About This Game

Second Attempt at RpgLit don't expect much.

Game System

Pathfinder 1e

Detailed Description

Based on Curse of The Crimson Throne AP

  1. What's new in this game
  2. Choosing Past Present Future Intelligence CN Positive Wis LN Dex LN Str CN Vision Queen Mother Locksmith Uprising represents arcane knowledge. Such knowledge can take the form of madness or cryptic words. This card often means an encounter with a crazy person, but it can also signify a brush with genius. is knowledge personified. The formian knows all but does not reveal anything to anyone who does not show her proper worship. She is fond of the powerless and the underclasses, for they serve her when the more powerful refuse. She represents the need to become part of a society, or to bow before those who know more than you. presents the subject with the keys she needs to unlock her destiny. He grants the tools to access a new location, clue, or treasure. He does not grant insight into how or where to use the tools granted. This card often represents a strange, ancient, or magical object. represents being caught in the clutches of something much more powerful than you. It is an overwhelming strength that often crushes what comes in contact with it. The crown held high signifies an overthrowing of a leader of some sort. In the spread, it indicates a force much stronger than the person receiving the reading. Unclear Con CG Int LE Int CN Desert Rakshasa Vision is an environment so bleak that none can survive it without aid. For those who find that aid, the journey across the wastes can lead to great things. The sphinx on this card can refer to a mystic or doctor bringing salvation in times of plague or illness. is the card of dominance and mind control. The creature sitting serenely upon the back of the slave indicates an exterior force imposing itself upon another being’s mind. On occasion, the slavery is literal, but more often it is mental enslavement to a force or idea. represents arcane knowledge. Such knowledge can take the form of madness or cryptic words. This card often means an encounter with a crazy person, but it can also signify a brush with genius. Negative Str LN Con NG Dex CN Forge Survivor Rabbit Prince evokes strength through great diversity. The blacksmith represents those who can survive the mephits’ trial by fire, but The Forge’s fire is so strong it burns many to cinders instead. This card often represents a dangerous event that needs many sources of strength to overcome. represents a person who has been through an ordeal of some kind. Surrounded by his fallen comrades, the man represents someone or something thought lost forever, but found once more. It can also represent rebirth. is a quirky fellow who represents the vagaries of hand-to-hand combat. The Prince is battle personified and nothing if not capricious. As his broken sword symbolizes, any combatant can fall in battle, no matter how brave or skilled. This card sometimes stands for younger members of royalty or other powerful households. Misaligned, The Survivor can evoke terrible news or a profound loss.
  3. As I release the viscous Adhesive Spittle in the direction of one of the imps, it reacts with surprising agility. The imp, a malevolent grin etched on its face, suddenly darts to the side with remarkable speed. With uncanny reflexes, it evades the glob of adhesive substance that I had aimed in its direction. The spittle flies past the imp, narrowly missing it as it weaves through the air with acrobatic grace. The sticky goo splatters onto the ground, creating a puddle that quickly solidifies but fails to ensnare the agile fiend. The imp lets out a mocking cackle, its wings fluttering as it continues its aerial maneuvers, now free from the threat of the adhesive. Undeterred by its evasion, I mentally prepare myself for the ongoing battle against these nimble and cunning adversaries, knowing that I must remain vigilant to outsmart their elusive tactics.
  4. With the imps descending upon me, I quickly assess the situation and decide to take action. I can't afford to be caught off guard during the chaos and panic that has consumed the city. As the two imps approach, their wicked grins and malevolent intentions clear, I reach into my alchemical pouch and withdraw a vial containing a potent concoction – an infusion of Adhesive Spittle. I uncork the vial and down the magical elixir in one swift gulp. The moment the elixir touches my lips, I feel its transformative effects coursing through my body. It allows me to produce a viscous, sticky substance that I can expel. With the imps drawing closer, I prepare to use this newfound power as a defense as soon as they are upon me; I ready myself to otherwise fully defend their attacks.
  5. As I navigate the chaotic streets of Korvosa, the unexpected and treacherous presence of imps adds another layer of complexity to an already tumultuous situation. These mischievous and malevolent creatures are a constant issue in the city, often let loose by careless students from the Acadamae who attempt to summon them as familiars. Immersed in the mayhem that has gripped the city, I suddenly find myself confronted by two imps. These fiendish creatures swoop down from above, their leathery wings beating erratically as they harass everyone in their path. Their beady eyes lock onto me, seeing a potential source of amusement or, perhaps, an opportunity to cause chaos. As the imps dive and dart around, their cruel laughter echoing through the tumultuous streets, I must quickly decide how to react to this unexpected threat. In the midst of an already perilous journey, I brace myself for another challenging encounter, hoping to avoid becoming a plaything for these impish troublemakers.
  6. As I sneak through the chaos-ridden streets of Korvosa, the city's turmoil is palpable. Eodred II's sudden demise has left its citizens in a state of shock, and rumors about the king's death and the ascension of Queen Ileosa run rampant. Many of the residents are gripped by confusion and fear, as they struggle to come to terms with these unexpected changes in leadership. The king's mysterious illness has left a void in the city's governance, and the public's discontent is rapidly spreading. Anger and frustration have swelled in the hearts of the city's laborers and artisans, and the streets resonate with their protests against Queen Ileosa's rise to power. Merchants, once bustling with trade, now face empty docks and abandoned convoys, as essential goods become increasingly scarce. Even the prestigious institutions of Korvosa, such as the Acadamae, have been forced to close their doors in the face of the ongoing chaos. It's as if the entire city is holding its breath, waiting for the looming uncertainty to dissipate. But as I navigate through this volatile atmosphere, a strange encounter unfolds. Amid the turmoil, a wild-eyed prophet emerges from the shadows, his disheveled appearance and mad demeanor matching the city's descent into madness. His eyes fixate on me as he rants about dire prophecies, claiming to have seen me in his dreams. His words are chaotic and make little sense, with ominous predictions of sickness, peril, and impending doom for Korvosa. While I know his ravings are likely baseless, I can't help but feel a chill down my spine. In the midst of this turbulent moment, the prophet's unsettling presence adds another layer of uncertainty to the already chaotic city. I attempt to blend into the shadows, seeking refuge from the mad prophet's ramblings, as I continue my journey through the chaos that has consumed Korvosa.
  7. With a heavy load of items from Gaedren's lair, I go to the local pawnbroker around the corner, hoping to turn these ill-gotten gains into much-needed coins. The doorbell jingles as I enter, announcing my arrival. The pawnbroker, a stout woman with keen eyes, peers over her counter as I approach. She appraises the various items I've brought in, from the bits of jewelry to the strange weapons and curios. We begin to haggle over prices, each trying to secure the best deal. As we negotiate, she suddenly looks closer at the brooch, her eyes widening with recognition. She explains that the brooch belongs to the queen and has been reported as stolen by the Korvosan Guard. The queen has even offered a substantial reward for its safe return. The merchant's voice, filled with concern, tells me she can't risk her business or reputation by purchasing stolen property, especially if it's linked to the queen. She advises me to do the right thing and return the brooch to Castle Korvosa, where I can claim a reward of 1,200 gold pieces. I reluctantly agree, realizing that selling the brooch would not only bring unwanted attention but also be dishonorable. With a nod, I thank the pawnbroker for her honesty and insight. She has a handy haversack for sale, and I purchased it to carry what I still need to sell. The path ahead is precise; I need to pick up my portable Alchemy lab from the baker and find shelter, maybe in Zellara's home. If her home is still standing after all the fires. I must return the brooch to its rightful owner and claim the reward that could aid me in my survival in this chaotic city.
  8. With a sense of urgency, I rush to the scene where the wounded hippogriff and its rider meet a grisly end. My first concern is to see if there's any chance of helping the fallen rider. As I approach, it becomes painfully clear that the situation is grim. The rider lies lifeless, their eyes staring blankly into the chaos above. I examine the badge on the rider's uniform, confirming that this is a city guard—a valiant soul who fought in the heart of this turmoil. The city has lost one of its protectors today, and I can't help but feel a pang of sorrow for their sacrifice. Besides the rider's body, I notice a broken bow, a testament to the fierce struggle they must have been part of. The string dangles uselessly from the fractured wood. I find several items in their bandoleer belt—a tanglefoot bag, a Thunderstone,  a potion of cure light, and a set of manacles, complete with a lock. I collect the bandoleer and the badge; they may be helpful in this chaos.
  9. Emerging from Gaedren's foul fishery, the sight that greets me in Korvosa is utter chaos. The city is ablaze, and the flickering fires cast eerie, dancing shadows on the cobblestone streets. The air is thick with the acrid scent of smoke and the metallic tang of blood. The clamor is deafening—the alarm bells ring out in a desperate symphony, mixing with the cacophony of terrified screams, the clash of weapons in a violent confrontation, and even the occasional explosion of arcane power. It's a nightmarish soundscape that chills my spine, and it's clear that something terrible has transpired in my absence. As I stand there, dazed and overwhelmed by the pandemonium, a squadron of Sable Company hippogriff riders streaks overhead. They are in a desperate hurry, making a beeline for Castle Korvosa. One of the hippogriff mounts, badly wounded and bleeding, scatters crimson droplets on the street below. It plummets toward the ground, taking its rider with it, and the sickening thud as it collides with a statue sends shivers down my spine. The remaining riders show no concern for their fallen comrade and continue their frenzied flight. Amidst this bedlam, the voice of a Korvosan herald pierces through the turmoil: "The king is dead! Long live the queen!" Yet, this proclamation is met with an angry chorus of cries, some demanding the queen's execution and others denouncing her as a usurper. Korvosa has descended into madness while I was locked in battle with Gaedren in his lair. The upheaval is palpable, and the city's fate now hangs in the balance. The chaos and uncertainty surrounding me mirror the storm of emotions within. I can't help but wonder how these events are connected to my quest for vengeance against Gaedren Lamm and the Brooch in my possession. Glad I had clothed myself in the armor I cleaned using prestidigitation and armed myself with their better weapons.
  10. Then Sitting in the dimly lit room with Zellara's Harrow deck in my pocket and Gaedren Lamm's ledger in my hand, I unravel the secrets within its pages. The ledger is a treasure trove of information about Gaedren's nefarious activities. Still, its entries are shrouded in a coded language. I begin by carefully examining the ledger, tracing the coded symbols and patterns that fill its pages. The pages are filled with meticulously recorded transactions, numbers, and dates. This ledger is critical to exposing Gaedren's criminal empire and bringing him to justice. I take a deep breath and focus my attention on the coded language. It's a challenging puzzle, but I am determined to decipher it. With my knowledge of Varisian, I started to discern patterns in the code. The language is relatively simple, but it's designed to obscure the true nature of Gaedren's activities. Hours pass as I work diligently, translating the symbols and numbers into comprehensible entries. The process is meticulous and requires immense concentration. Still, with every decoded passage, I draw closer to uncovering the dark secrets hidden within the ledger. As I decipher each entry, a clearer picture of Gaedren's criminal web emerges. The ledger reveals the extent of his operations, from illegal contraband to stolen goods and protection rackets. I note down the details, creating a record of his activities that could be used to bring him to justice. Throughout this process, I can't help but feel a sense of satisfaction and determination. This ledger is a powerful tool, a key to dismantling Gaedren's criminal empire and avenging the wrongs he has committed. I am resolute in using this newfound knowledge to make Gaedren Lamm pay for his crimes and bring justice to the city of Korvosa.
  11. Holding the Harrow deck in my hands, I can feel the presence of Zellara's spirit guiding me. She instructs me to choose a card, and I draw the "Demon's Lantern." Zellara interprets it for me with a thoughtful tone. "The Demon's Lantern, my dear, is the card of traps and tricks, of sleight of hand and sleight of mind. These will-o'-wisps and the man who sought their light represent an impossible or intractable situation. It's a reminder that not everything is as it seems, and you may encounter challenges that require cunning and wit to overcome." With her guidance, I continued to draw cards from the Harrow deck. I choose "Teamster," and she explains, "This is a card of a driving external force that keeps you going, no matter what. It can be a physical or mental force, like a person who exhorts others to continue even when they have no more strength to give. The half-orc depicted here is leading a life of constant toil, but it's for his own betterment, much like your journey." Next, I drew "Keep." Zellara says, "The Keep is a symbol of quiet strength, one that can move when necessary but stands firm through the greatest hardship. Those represented by The Keep are unshaken by any force. It's a reminder to stay resolute and unwavering in your quest." As I choose the "Unicorn" card, Zellara's tone becomes more reassuring. "The Unicorn offers that which you seek generously, much like the charger in the picture offering its fruit. It signifies a blessing or gift that will help you on your journey." "Dance" is my next choice. Zellara explains, "This card represents a rich and delicate framework, much like the universe itself, that requires everyone within it to abide by its rules. It advises staying in perfect step, understanding your place in the greater good. Those who step out of the pattern do so at their peril." I pick the "Cyclone" card, and Zellara's voice grows somber. "The Cyclone is a force that tears through whatever it meets, often as a result of the plots of intelligent beings. It signifies disaster, such as war or other plans that destroy everything they touch. Be cautious of forces that seek to disrupt your path." "Foreign Trader" is my next choice, and Zellara says, "This card is associated with spies and peddlers. A bargain made under its influence always concludes true, but the ramifications of the pact might be shocking. It relates to trading in information and the importance of understanding the implications of your agreements." As I draw "Lost," Zellara's tone becomes melancholic. "Lost is the card of emptiness and loss of identity. It evokes times when the world makes no sense, and you may feel lost or encounter situations where everything is babble. It's a reminder to stay grounded in your purpose." Finally, I selected the "Trumpet" card. Zellara's voice fills with determination as she explains, "The Trumpet is a declaration of power. It signifies an aggressive force that wades into dire situations without hesitation in the cause of right. It grants all or nothing at all, emphasizing the importance of standing strong in the face of challenges." With the Harrow reading complete, Zellara's spirit offers me her guidance and support, reminding me of the significance of each card's interpretation as I continue my quest for  (3 Harrow Points)
  12. Gaedren's retreat is short-lived; stepping in caltrops and getting stabbed in the back add up to more than he can handle, and he slumps to the ground. I dismiss my grease spell, clean up the caltrops, haul up the alligator via the pully and ropes enough to fire at it with my crossbow until it is dead, collect my traps, and search everything. As I search Gaedren's Den, the pungent odor assaults my nostrils, making me gag slightly. I take a few deep breaths and look around the room. It appears to be a combination bedroom and study, with a bed against the east wall, a table nearby piled with dirty plates and food scraps, and crawling with roaches. The dresser in the corner sags under the weight of moth-eaten clothes, and a wooden hatbox surrounded by a swarm of flies sits atop it. At the foot of the bed, a large strongbox secured by a slightly rusted lock catches my eye. On top of its lid, a moldy ledger lies with pages rippled from moisture. Without hesitation, I approach the strongbox, eager to uncover its contents. As I approach it, I notice the hatbox again and decide to investigate it first. To my horror, I find Zellara's severed head adorned with simple makeup in a failed attempt to make her look alive. I quickly look away and try to shake off the image. I take a moment to compose myself and then move on to the strongbox. I try the lock, but it won't budge. I search Gaedren's pockets and find a rusty iron key, which I use to unlock the strongbox. As I open the lid, a cloud of dust rises from it. Inside, I find a ledger, which I quickly glance through.  In addition to the ledger, I find several individually wrapped treasures tied shut with twine. I open each one to reveal a narrow teak cigar case, a 2-pound gold nugget, a small gold crown, a scrimshaw carving of a Kraken with garnets for eyes, a silver ring, a highly scandalous ivory figurine of two entwined succubi, a masterwork shuriken, an adamantine arrowhead, a masterwork dagger with a strange blade shaped almost like a key, an abalone-shell holy symbol of Shelyn, a glass tube containing a dose of oil of keen edge, an obsidian wand of magic missile, a crystalline vial containing an amount of silver sheen, and a bejeweled brooch with a broken clasp. I recognize the brooch as the most valuable object in the collection, worth 2,000 gp. Lastly, I find Zellara's harrow deck in a smaller wooden box under the ragged stump of her neck.  Holding Zellara's Harrow deck in your hands, you feel a sudden chill run down your spine. You hear a whisper in your ear, and turning around, you see a translucent figure of a woman standing before you. It takes a moment to realize that it is Zellara's spirit. "I am Zellara," she says, her voice barely above a whisper. "I have been watching you since I found out Gaedren had wronged you too." "But I must confess something to you. I was long dead before I put you on this quest. The deck itself has the power to call forth those who have passed beyond the veil, and it was the deck that brought me to you." Zellara's spirit looks at you, her eyes filled with sadness and hope. "I have been trapped in this world, unable to move on to the afterlife until my killer has been brought to justice. I may be a spirit now, but I still have the power of the Harrow deck. It is a powerful tool that can guide you on your journey. You can achieve much with my guidance and the deck's power." "So please, don't be afraid. Take my deck and use it well. And know that I will be with you every step of the way, guiding you toward your ultimate goal."
  13. Gaedren steps in another caltrop as he slips around, trying to attack me; while he is distracted with trying to stand, I get him goot in the ribs with my dagger. Fear creeps into Gaedren's eyes and he decides to get away; already living with a limp, he can barely hobble now that he stepped in two caltrops.
  14. We dance back and forth with our blades, both of us missing a bunch, Gaedrens' balance finally gives out on the slippery floor, and he comes crashing down, I stab at him but miss that opening, and wait for him to try to stand.
  15. As Gaedren slips a little and catches his balance, he steps on a caltrop, and I stab forward with my dagger, stabbing him in his side.  Gaedren grunts and attempts to stab me. "You are a tricky one; I'll give you that; what was that with Gobbleguts?"
  16. Hidden by the smoke, I consider my next move with Gobblegut's pool sloshing with water. I drink an infusion of Recharge Innate Magic and wait for Gaedren to be distracted; he soon walks towards a chair at one of the three tables stacked with junk. I take that opportunity to morph my Silent image of smoke instead into a copy of the boards around the pool, but at a slight angle such that the hump of the illusion hides me crawling around it towards Gaedren's tiny bedroom. Gaedren settles in to watch the pool. "Oh, the excitement; it's making me a bit dizzy."  The door to the room is ajar, and I sneak in and slowly settle the illusion back to the floor as I spread caltrops in front of the door and toward Gaedren's direction. Hidden in the doorway, I cast grease over the caltrops, prestidigitation what looks like fragile wood shavings over the caltrops to hide them, and thunder, "So you keep all your treasures in here then?" Gaedren exclaims, "What trickery is this!", pulls his dagger and hobbles quickly towards the door, as I wait to stab him when he steps in the grease and caltrops.
  17. I pull on the pully ropes attached to Gobblegut via the bear traps, helping him onto the boards, it doesn't look like he will bite my bait otherwise. And soon in pain, he snaps at a leg of Hookshanks' body. I let loose all the pullies and let Gobblegut haul the body into the tank as I drop down quietly using the ropes. Gaedren yells, "Oh Trahim, Decided on a swim instead? Gobblegut will show you some twists and turns, and help you learn how to hold your breath forever!"  
  18. The other bear trap snaps onto Gobblegut, savaging him again and ensuring he won't swim away.  I pull on the pully on the rope around Hookshanks' body to draw the alligator's ire.  Gaedren yells, "What are you doing, Trahim? Dancing with Gobblegut over there? Come out of that smoke and let me dance with you, you coward!" not able to see through the smoke and unsure of what is going on.  
  19. Gobblegut Attempts a surge at the puppet of a corpse in the smoke and lands on one of the bear traps. The bear trap savages the alligator, and he thrashes and attempts to escape.
  20. As I peak through the trap door, Gaedren lets fly a bolt from his crossbow that grazes my head, going through my ear. And Gaedren yells, "I should have fed you to Gobblegut the moment you tried to betray me; I see your promises to return to work were a lie!" I don't see his pet Alligator Gobblegut, but he must be in the pool below. So, being Naturally Gifted I can cast more than a normal gnome, I cast another silent image of smoke and let it pour down the hole, and I lowered attached to some ropes both bear traps just into the water under the trap door. Gaedren yells, "Some smoke doesn't scare me!" I then drop Hookshanks' body with a rope attached to a pully tied around his torso and crossbow bolts like armor spikes through his legs. Hoping I measured right to keep him standing and it sounds like it was I who landed on two feet onto the boards around Gobblegut's tank. Gaedren yells, "Gobblegut! Get him!" as he fires into the tank to rouse the Alligator.
  21. After my parents died, I struggled to keep our family shop profitable. That's when Gaedren Lamm approached me and asked me to make a Shiver drug. It was distilled from the venom of dream spiders and induced sleep filled with vivid dreams that caused the user's body to shake and shiver, giving the drug its street name. At first, I hesitated to get involved with Gaedren, but his smooth talk drew me in. I used my alchemical skills to create the addictive substance he requested. However, as I worked, I saw the dark side of Gaedren's operations. I witnessed the orphans he had kidnapped and the lives he had destroyed. I knew I had to turn on him. Betraying Gaedren wasn't easy, but I couldn't keep working for him after seeing the harm he caused. Gaedren didn't take kindly to my betrayal and kidnapped and tortured me by the corrupt cops he had bribed. It was the same police I had tried to report Gaedren's crimes to, but they betrayed the law and obeyed gold instead. During the torture, I learned that Gaedren killed my parents when they refused to do business with him, It was a shocking revelation that fueled my desire for revenge. I promised to be a good little alchemist and return to work for him, but I was lying to save myself so I could hunt him down. *** All that was left was to pry him out of the basement of this place; I began sawing quietly at the hatch in the office as I thirsted for my revenge against Gaedren. After sawing through I jerked open the hatch and peaked in and withdrew my head as quickly as I could.
  22. I collect from Yargin,  a wand of acid splash (23 charges), acid (3), thunderstone; leather armor, dagger, light crossbow with 10 bolts, brass key, iron key, garnet amulet worth 100 gp. From Hookshanks I collect some studded leather, Masterwork kukri, disguise kit, key to cabinet, 7 gp From a cabinet, I unlock with the Iron key I find six small pouches, four of which contain 50 cp each, and two of which contain 50 sp each.  3 x potions of cure light wounds From Giggles, I collect chainmail, composite longbow (+3 Str) with 20 arrows, flail, 72 gp I search the building and also I am looking for a way down to Gaedren’s room. I drink a cure light to heal up. Collect the caltrops, and pry open the bear traps using block and tackle, before safetying them.  
  23. I carefully peek around the corner, scanning for any sign of Yargin. As I spot him, I duck back behind cover, trying to keep out of his sight. Then, taking a deep breath, I read my crossbow and prepared to take my shot. As I peek around the corner once more, I see Yargin begin to raise his wand, aiming it directly at me. I quickly duck behind the wall, barely avoiding the spray of acid that narrowly misses me. I wait a few moments, catching my breath and listening for movement. When I hear nothing, I take a deep breath and peek around the corner again, firing my crossbow as quickly as possible before ducking back behind the wall. Suddenly, I hear the sound of Yargin's wand firing, and I quickly jump back to safety just in time to avoid the acid that comes flying my way. I can feel my heart pounding as I wait for my next opportunity to strike. I repeat this pattern several times, hiding and firing around the corner at Yargin while he tries to hit me with his wand of acid only when he perceives me. The tension is high, and I know one mistake could cost me my life. But I remain focused and determined, knowing that the fate of the orphans in the Golden Sun Orphanage depends on my success. He hits me twice more. I hit him Thrice more, and he drops to the ground. I then dispatched the other two thugs at my leisure.  I wave the orphans up "It's ok, they're dispatched now; grab what you can; I have directions to a good orphanage and two copper pennies for each of you." and hand them the directions to the orphanage with the two copper pennies pasted on, as they march traumatized and silent past the gore.
  24. I quietly snuck around the corner, my eyes peeled. However, he must have heard me, and Yargin aimed his wand and shot a burst of acid in my direction. The acid hit me square in the chest, burning through my shirt and causing me to stumble back in pain. Despite the acid's burning sensation, I regained my composure quickly and retook aim with my crossbow. This time, my dream was true, and my bolt hit Yargin in the shoulder, causing him to stagger, and I saw his eyes widen with fear. I knew I had him cornered, and he knew it too. "Hit him while I have this coward's attention; he dare not pay attention to me," I yell out to the orphans. "Attack him, or I'll let Hookshanks torture you all,"  Yargin tries to intimidate.
  25. Yargin mostly hiding in the office I decide on grabbing my crossbow to stealth back around to the office door I escaped through, and take a shot at Yargin through that door.
  26. I watched as Bloo, the dog, with a fierce look in its eyes, backed away from me, leaving me with a bleeding wound on my arm. As it stepped back, it accidentally trod on one of the caltrops I had scattered on the ground. I heard a yelp of pain from Bloo as it stumbled and fell to the ground, whimpering. I watched as Bloo's breathing slowed and its eyes slowly closed. The orphans pry at a locked door below and to the left unsuccessfully, and some seem to be considering acting against Yargin but are still unsure. I drink an infusion of Cure Light Wounds; that bite hurt me badly.
  27.  
×
×
  • Create New...