Castle Clover: METACHAT

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BMR
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Post by BMR »

Items for mounted combat or for singing, hmm... Here are a few. You'll have to get the gold to Kalar though, he has exactly 1 gp left to his name, hehe.



Red Standard

This standard is a three-foot long pole atop of which is a red cloth. It is so designed as to be easily strapped vertically to a saddle. Once per day, the bearer of the standard can begin singing to activate its power. All within 30 feet of the bearer of the standard receive a +2 luck bonus on attack and damage rolls, saves, and skill checks while those hostile to the bearer receive a -2 to the same. This effect lasts for 7 rounds.

Spell Used: Recitation (Complete Divine)
Spell Level: 4
Caster Level: Lowered to 7

Command word: 4 (spell level) × 7 (caster level) × 1,800 gp = 50,400 gp
Charges per day: 50,400 gp / (5 / 1 charges per day) = 10,080 gp
Require Class (Bard): 10,080 gp - 30% = 7,056 gp
Require Skill (Perform (10 ranks)): 7,056 gp - 10% = 6,350 gp

Final Cost: 6,350 gp & 254 xp (7 days)




Death Metal Lute

Have you ever felt that thate lute was lacking a little... metal? Well, we've come up with an answer! Once per day while performing with this lute, the hardcore metal bard can say the command word "acersoma", strike pose, and then play a wicked riff that sends a blast of pure sound (strikes unerringly, 7d6 damage, Fort half DC 19) at a target.

(Warning: Never point lute at audience. Check with your stage hands for the appropriate target. Double-check with pyrotechnics people to ensure that the riff perfectly coincides with fireworks for maximum effect)

Spell Used: Sound Lance (Savage Species)
Spell Level: 4
Caster Level: Lowered to 7

Command word: 4 (spell level) × 7 (caster level) × 1,800 gp = 50,400 gp
Charges per day: 50,400 gp / (5 / 1 charges per day) = 10,080 gp
Require Class (Bard): 10,080 gp - 30% = 7,056 gp
Require Skill (Perform (10 ranks)): 7,056 gp - 10% = 6,350 gp

Final Cost: 6,350 gp & 254 xp (7 days)




Headband of Grooviness

Don't you hate it when you're performing, and the idiot plebs didn't thing to set up adequate lighting? Well fret no more! With this headband, the fashionable bard can manifest a series of lights (bright light in a 30-foot radius) flying about his head that make him look like totally cool, dude.

And of course, all bards have had to deal with hecklers in the audience every now and then, and we kept that in mind! The wearer of this headband can will the lights into his hand (move action) and send a painful, but not too painful, blast (standard action, 1d8+1 damage) at the guy messing up your performance to show him that you the man. This does extinguish the lights about your head, but fear not! Give it a few seconds, and the lights will be back (1d4 rounds later), ready for you to continue rocking out!

Spell Used: Nimbus of Light (Complete Divine)
Spell Level: 1
Caster Level: Lowered to 1

Use-activated or continuous: 1 (spell level) × 1 (caster level) × 2,000 gp = 2,000 gp
Continuous: 2,000 gp × 2 = 4,000 gp
Require Class (Bard): 4,000 gp - 30% = 2,800 gp

Final Cost: 2,800 gp & 112 xp (3 days)




Vest of the Performer

Traveling from place to place can be tiring, and performing at the end of long travel can be tough when the climate is less than ideal. So how is the traveling bard to look all pristine and fresh? With the Vest of the Performer! By wearing this vest, the traveling bard can exist comfortably in temperatures ranging from -45°C (-50°F) to 60°C (140°F) without every shivering or breaking a sweat! Even after a rousing hour-long performance, you're guaranteed to look your groovy best.

Spell Used: Endure Elements
Spell Level: 1
Caster Level: Lowered to 1

Use-activated or continuous: 1 (spell level) × 1 (caster level) × 2,000 gp = 2,000 gp
Continuous: 2,000 gp × 0.5 = 1,000 gp
Require Class (Bard): 1,000 gp - 30% = 700 gp

Final Cost: 700 gp & 28 xp (1 day)




Cape of Dramatic Entrances

We all know that first impressions are important. And what can be cooler than making your entrance amidst swirling mist that makes for some awesome drama? Now, with the Cape of Dramatic Entrances, you can do just that! At will, the bard wearing this cape can cause a cloudy mist to appear about him (20-ft radius and 20-ft high, obsucres all sight beyond 5 feet, lasts for 1 minute but can be dispersed by strong winds) in what has been described as a "totally awe-inspiring feat of theatrics"! So come on and grab one now, and never have to worry about making dramatic entrances ever again!

Spell Used: Obscuring Mist
Spell Level: 1
Caster Level: Lowered to 1

Use-activated or continuous: 1 (spell level) × 1 (caster level) × 2,000 gp = 2,000 gp
Require Class (Bard): 2,000 gp - 30% = 1,400 gp

Final Cost: 1,400 gp & 56 xp (2 days)




Thrilling Horn

Ever found yourself set for a dance number, but seemed to lack the appropriate number of backup dancers? Well worry no more! Once per day, with one blast of this horn, you can summon four zombies (1 hd human zombies, lasts for 5 rounds) to you who will obey your every command, perfect for an impromptu dance session! They are clad in their absolute finest, but not quite as fine as you, because let's face it, you're the star!

(The makers of this horn take no responsibility for any potential damage done by zombies summoned by this horn. Warning, zombies are dangerous creatures and should be confined to the stage as they may lunge after the brains of the audience. Side effects of using this horn may include: Uncontrollable dancing, red jumpsuit-wearing, getting thrilled, waving your arms in the air, and sudden voiceovers by awesome dudes.)

Spell Used: Summon Undead III
Spell Level: 3
Caster Level: Lowered to 5

Use-activated or continuous: 3 (spell level) × 5 (caster level) × 2,000 gp = 30,000 gp
Charges per day: 30,000 gp / (5 / 1 charges per day) = 6,000 gp
Require Class (Bard): 6,000 gp - 30% = 4,200 gp
Require Skill (Perform (10 ranks)): 4,200 gp - 10% = 3,780 gp

Final Cost: 3,780 gp & 151 xp (4 days)




Fever Boots

We've all been there. At times, there's the occasional philistine in the audience who doesn't appreciate just how talented and awesome you are. And inevitably, that audience member decides to hurl a less-than-fresh tomato in your direction. So what is the performing bard to do? Duck and dodge? But that looks so unrefined and unstylish! Well, we have the answer with these boots! Once per day, the wearer of these boots can spin around, and then strike a pose with one hand raised and a finger pointing upwards, and the other held downwards with the arm slightly bent. Once this is done, a sudden blast of multicolored lights will strobe around both you and your backup dancers (any allied to the bard within 20 feet). These lights flash different colors and spin around as if reflecting from a mirrored ball. And it not only looks stylish and groovy, it also helps in preventing those tomatoes from connecting with you or your dancers (20% miss chance against any attack that requires a ranged attack roll) for the next minute! So take advantage of the light show, and dance like there's no tomorrow!

Spell Used: Entropic Shield
Spell Level: 1
Caster Level: Lowered to 1

Use-activated or continuous: 1 (spell level) × 1 (caster level) × 2,000 gp = 2,000 gp
Charges per day: 2,000 gp / (5 / 1 charges per day) = 400 gp
Uncustomary space limitation: 400 gp × 1.5 = 600 gp
Require Class (Bard): 600 gp - 30% = 420 gp
Require Skill (Perform (10 ranks)): 420 gp - 10% = 378 gp
Arbitrary (Affects multiple people, not just the bard.): 378 gp + 100% = 756 gp

Final Cost: 756 gp & 30 xp (1 day)




Crying Mask

Ever given a dramatic, tearful, and absolutely heart-wrenching performance, only to find that no one in the audience was touched even in the slightest? We've all been there, and we know that at times, all it takes is a little nudge for everyone to finally appreciate just how amazing a performer you really are. Once per day, you can face the audience while wearing this mask and cause them to feel sorrow and grief (50-foot cone, DC 18 Will save negates, lasts for 3 rounds, -3 morale penalty on all attack rolls, saving throws, ability checks, and skill checks), providing the reaction you should have gotten with your performance. It's not exactly cheating, it's just getting a little help.

Spell Used: Wave of Grief (Book of Vile Darkness)
Spell Level: 2
Caster Level: Lowered to 3

Use-activated or continuous: 2 (spell level) × 3 (caster level) × 2,000 gp = 12,000 gp
Charges per day: 12,000 gp / (5 / 1 charges per day) = 2,400 gp
Require Class (Bard): 2,400 gp - 30% = 1,680 gp
Require Skill (Perform (10 ranks)): 1,680 gp - 10% = 1,512 gp

Final Cost: 1,512 gp & 60 xp (2 days)




Starving Artist's Cloak

It's a sad fact, but we know how it is to feel unappreciated despite your obviously superior musical talent. A lot of us have had to sleep in conditious which aren't of the opulence that we deserve. Still, it's a fact of life, and we have to live with it. As such, we've come up with this lovely cloak that doubles as an excellent blanket against the cold! Right before you go to sleep, activate it with the word "anrod" and an invisible barrier will prevent any of those pesky rats from coming close to you (10-ft radius, lasts 60 minutes, vermin with fewer than 3 HD are repelled.) while you sleep!

Spell Used: Repel Vermin
Spell Level: 4
Caster Level: Lowered to 7

Use-activated or continuous: 4 (spell level) × 7 (caster level) × 2,000 gp = 56,000 gp
Charges per day: 56,000 gp / (5 / 1 charges per day) = 11,200 gp
Require Class (Bard): 11,200 gp - 30% = 7,840 gp
Require Skill (Perform (10 ranks)): 7,840 gp - 10% = 7,056 gp
Arbitrary (Unlike the spell, has no effect on and does not damage vermin with 3 or more HD.): 7,056 gp - 10% = 6,350 gp

Final Cost: 6,350 gp & 254 xp (7 days)




Excellent Saddle

Sure, at times, we bards aren't quite appreciated at our performances and, as regretable as it is, we have to at times take a fast horse and get out of there. But all that bouncing around is hardly great for one's nether regions, and a sharp turn just might cause the poor bard to fall. Well worry no more! With this saddle, you can ride as competently as any other rider out there (+8 competence bonus on Ride checks) whether riding triumphantly into town, or fleeing ignominously away.

Spell Used: Master Cavalier (Complete Champion)
Spell Level: 4
Caster Level: Lowered to 7

Skill bonus (competence) (Bonus squared × 100 gp): 8² x 100 gp = 6,400 gp
Require Class (Bard): 6,400 gp - 30% = 4,480 gp

Final Cost: 4,480 gp & 179 xp (5 days)




Definitely won't be able to get them all, so take your pick. If you can't find any you like, just let me know and I'll figure out a few more.
Last edited by BMR on Sat Jun 13, 2015 3:40 am, edited 1 time in total.
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Post by BMR »

While I'm at it, might as well make a selection for everyone else. Already put together some stuff for Voulton and for Rob, so this list is for Rachelle to pick from:






Gauntlets of Blood Wind

While wearing these gauntlets, the wearer can take a full attack action to use all of its natural weapons at any target up to 20 feet away. This does not grant reach, so does not provide any bonuses for flanking.

Spell Used: Blood Wind (Spell Compendium)
Spell Level: 1
Caster Level: Lowered to 1

Use-activated or continuous: 1 (spell level) × 1 (caster level) × 2,000 gp = 2,000 gp
Continuous: 2,000 gp × 4 = 8,000 gp
Require Class (Barbarian): 8,000 gp - 30% = 5,600 gp
Arbitrary (Maxes out at 20 feet, as opposed to having a 20 ft range increment as with the spell.): 5,600 gp - 10% = 5,040 gp

Final Cost: 5,040 gp & 202 xp (6 days)




Belt of Tireless Rage

Three times per day, when the wearer of this belt uses the Rage ability, any fatigue that would affect the wearer afterwards is immediately negated.

Spell Used: Blood Wind (Spell Compendium)
Spell Level: 2
Caster Level: Lowered to 3

Use-activated or continuous: 2 (spell level) × 3 (caster level) × 2,000 gp = 12,000 gp
Charges per day: 12,000 gp / (5 / 3 charges per day) = 7,200 gp
Require Class (Barbarian): 7,200 gp - 30% = 5,040 gp
Arbitrary (Does not restore ability damage.): 5,040 gp - 15% = 4,284 gp

Final Cost: 4,284 gp & 171 xp (5 days)




Bracers of Divine Rage

Once per day when raging, the wearer of this belt gains an additional +4 bonus to strength and constitution (an additional +2 hp per HD) for the duration of rage.

Spell Used: Bull's Strength
Spell Level: 2
Caster Level: Lowered to 3

Spell Used: Bear's Endurance
Spell Level: 2
Caster Level: Lowered to 3

Use-activated or continuous: 2 (spell level) × 3 (caster level) × 2,000 gp = 12,000 gp (Bull's Strength)
Use-activated or continuous: 2 (spell level) × 3 (caster level) × 2,000 gp = 12,000 gp (Bear's Constitution)
Multiple Different Abilities: 12,000 gp + 50% = 18,000 gp
Total Base Price: 30,000 gp

Charges per day: 30,000 gp / (5 / 1 charges per day) = 6,000 gp
Require Class (Barbarian): 6,000 gp - 30% = 4,200 gp
Arbitrary (Only lasts for as long as the rage lasts, not the (much longer) duration of the spell.): 4,200 gp - 10% = 3,780 gp

Final Cost: 3,780 gp & 151 xp (4 days)




Gauntlet of Dark Power

Any weapon held within this gauntlet is charged with negative energy. Any attack made with a weapon held this way deals an additional 2d8 points of damage. This also affects unarmed attacks or attacks with natural weapons that use the wearer's hands. This has the opposite effect on undead, and instead heals them.

Spell Used: Inflict Moderate Wounds
Spell Level: 2
Caster Level: Lowered to 3

Use-activated or continuous: 2 (spell level) × 3 (caster level) × 2,000 gp = 12,000 gp
Require Class (Barbarian): 12,000 gp - 30% = 8,400 gp
Arbitrary (Only does 2d8, not 2d8+3): 8,400 gp - 5% = 7,980 gp

Final Cost: 7,980 gp & 319 xp (8 days)




Amulet of Undeadbane

Once per day, this amulet can be touched to a weapon to transfer divine power to it. When that weapon is used against undead, it gains a +2 enhancement bonus that stacks with any other enhancement bonuses it might have. It also deals an additional 2d6 points of damage against undead. The weapon is considered good-aligned for the purposes of overcoming damage resistance. This effect lasts for 8 hours.

Spell Used: Undead Bane Weapon (Libris Mortis)
Spell Level: 4
Caster Level: 8

Use-activated or continuous: 4 (spell level) × 8 (caster level) × 2,000 gp = 64,000 gp
Charges per day: 64,000 gp / (5 / 1 charges per day) = 12,800 gp
Require Class (Barbarian): 12,800 gp - 30% = 8,960 gp

Final Cost: 8,960 gp & 358 xp (9 days)
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Post by BMR »

And while I'm at it, stuff for Lynda. MasterK, take your pick.





Mirror of the Kleptomaniac

Three times per day, the owner of this mirror can hold it up and say, "Mirror, mirror in my hand, where's the shiniest treasure in the land?" Upon doing so, the mirror will glow momentarily, and then manifest an arrow on its surface. When the mirror is held horizontally, the arrow will point in the direction of the closest coins, gems, or jewels beyond 10 feet and closer than 600 feet. The arrow persists for 1 minute. It gives no indication as to how valuable the items detected are, nor will it point the way to any magically enchanted items. It will also not function for any other treasure, and only detects the three mentioned above.

Spell Used: Locate Object
Spell Level: 3
Caster Level: Lowered to 5

Command word: 3 (spell level) × 5 (caster level) × 1,800 gp = 27,000 gp
Charges per day: 27,000 gp / (5 / 3 charges per day) = 16,200 gp
Require Class (Ranger): 16,200 gp - 30% = 11,340 gp
Arbitrary (Only functions with gold, jewelry, and gems. Does not function with other things like weapons, armor, or magic items.): 11,340 gp - 20% = 9,072 gp

Final Cost: 9,072 gp & 363 xp (10 days)




Crown of Power

In order to attack the wearer of this crown, the attacker must first succeed on a DC 17 Will save. The wearer of the crown cannot make any hostile actions while the effect is in place. Doing so will disrupt the spell and cause it to cease. At will, the wearer can disable the crown as a standard action, but cannot activate it again. If the wearer voluntarily disabled the crown, it reactivates 1d4+1 rounds later. If the wearer forced the crown to deactivate by performing a hostile action, it reactivates 24 hours later.

Spell Used: Sanctuary
Spell Level: 1
Caster Level: Lowered to 1

Use-activated or continuous: 1 (spell level) × 1 (caster level) × 2,000 gp = 2,000 gp
Continuous: 2,000 gp × 4 = 8,000 gp
Require Class (Ranger): 8,000 gp - 30% = 5,600 gp

Final Cost: 5,600 gp & 224 xp (6 days)




Girallon's Bracers

The wearer of these bracers gains an additional pair of arms. At will, the wearer of these bracers can cause the arms to vanish or reappear. Clothes are not affected by this spell though, and unless what the owner of the bracers takes precautions, the extra arms appearing will tear that person's clothes.

Spell Used: Girallon's Blessing (Savage Species)
Spell Level: 2
Caster Level: Lowered to 3

Use-activated or continuous: 2 (spell level) × 3 (caster level) × 2,000 gp = 12,000 gp
Continuous: 12,000 gp × 1.5 = 18,000 gp
Require Class (Ranger): 18,000 gp - 30% = 12,600 gp
Arbitrary (This item does not grant the claw attacks the spell usually does.): 12,600 gp - 10% = 11,340 gp

Final Cost: 11,340 gp & 454 xp




Bracers of the Elemental Archer

When wearing these bracers and wielding a bow, the wearer can focus on the bracers to imbue the next arrow loosed with elemental damage. This provides an extra 1d6 points of either acid, cold, electricty, or fire damage, chosen at the time the arrow is loosed. Focusing on the bracers to activate them is a move action. This has no effect on criticals.

Spell Used: Weapon of Energy (Spell Compendium)
Spell Level: 3
Caster Level: Lowered to 5

Use-activated or continuous: 3 (spell level) × 5 (caster level) × 2,000 gp = 30,000 gp
Require Class (Ranger): 30,000 gp - 30% = 21,000 gp
Arbitrary (Has no effect on criticals and does not provide the extra damage that go with them.): 21,000 gp - 20% = 16,800 gp

Final Cost: 16,800 gp & 672 xp (17 days)




Dress of Comfort

Each time the wearer of this dress is hit, it expends a charge and releases positive energy into the wearer, healing 2d8+3 points of damage. This dress starts out with 50 charges.

Spell Used: Cure Moderate Wounds
Spell Level: 2
Caster Level: Lowered to 3

Use-activated or continuous: 2 (spell level) × 3 (caster level) × 2,000 gp = 12,000 gp
Charged: 12,000 gp / 2 = 6,000 gp
Require Class (Ranger): 6,000 gp - 30% = 4,200 gp

Final Cost: 4,200 gp & 168 xp (5 days)
Last edited by BMR on Sat Jun 13, 2015 4:19 am, edited 1 time in total.
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Post by BMR »

Time for an update:

Image
Image

Sorry, Feenicks, turns out I'm crap at drawing lizardfolk.
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Post by Gizmog »

Why'd I call for an escort? Where's he going to take us? If hes' taking me somewhere safe to gather wood and work on the wagon where it won't draw attention to this place, that's great. If he's taking me back into the library, that's bad.
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Post by BMR »

Ah, Voulton's staying outside as well? The way I read it, he was going back in with everyone else. Still, prolly a good idea for both Kalar and Voulton to stay outside making preparations rather than Kalar alone.

Hmm... I wonder if it would be possible to turn the wagon into a bloodhulk-carried palanquin. Hehe, although considering how long Kalar's minions typically survive, might be a bad idea.
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Post by Spoonweaver »

A+ on these new character sprites.
I think the lizardfolk looks great.
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Post by Gizmog »

Yeah, Voulton was NOT going back in, he was just encouraging the others to do so while Kalar and Voulton prepare for the trip.
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Post by Spoonweaver »

@pheonix's question:
Yes, Rachelle got her armor.
Also, everyone had plenty of time to buy and sell anything they wanted to.
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Post by BMR »

How deep and fast moving does the river look to us?
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Post by Spoonweaver »

Sorry I missed this question.
The river is very deep (60-70ft) and moderately fast.

@Jame/rob: You don't have to have left stumpy. It's completely up to you.

@BMR/Kalar (again): The tower is 70ft away and roughly 100ft tall (It looks like it used to be taller, but has crumbled quite a bit.)
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Post by Bob the Hamster »

I think it is better if Rob left Stumpy. I don't like the idea of riding on staircases
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Post by BMR »

Hehe, I love Rob's comment about how Stumpy had better have skin.


EDIT: Oh, and no, Kalar won't stay up there while everyone explores. Once the spell wears off, and once the hostile undead are taken care of, he'll follow the party into the tower. He'll leave Hrulgin, most of the lesser undead, and two the bloodhulks behind. He'll take two bloodhulks and three skeletons with him once the fighting above ground is taken care of.
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Post by BMR »

Right now, it's Kalar, Hrulgin, 1 ghoul, 5 zombies, 10 skeletons, and 4 bloodhulks vs how many?
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Post by Master K »

I'm kinda lost as to whats happening right now. We're descending in to a crypt, right?
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