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Mini Quest The Cult of The Jelly God

Borlis, the proprietor of the Boar & Baron inn, has been working with a group of cultist miners who have turned the villagers of Duskvale into sacrifices for their god. When the characters encounter an odd sight on the road of a rabbit levitating inside a gelatinous sphere, they are ambushed by 20 hooded cultists. Borlis confesses that the cultists threatened him and forced him to provide sacrifices in exchange for gold, and he is now at the characters' mercy. The villagers will imprison Borlis if spared and ask the characters to deal with the cultist miners, offering Borlis' inn and possessions as a reward.

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0% found this document useful (0 votes)
323 views6 pages

Mini Quest The Cult of The Jelly God

Borlis, the proprietor of the Boar & Baron inn, has been working with a group of cultist miners who have turned the villagers of Duskvale into sacrifices for their god. When the characters encounter an odd sight on the road of a rabbit levitating inside a gelatinous sphere, they are ambushed by 20 hooded cultists. Borlis confesses that the cultists threatened him and forced him to provide sacrifices in exchange for gold, and he is now at the characters' mercy. The villagers will imprison Borlis if spared and ask the characters to deal with the cultist miners, offering Borlis' inn and possessions as a reward.

Uploaded by

TOMOKO TERUYA
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CULT OF THE

JELLY GOD
Tnis adventure begins as the characters are travelling in a remote
region of the Realm and approach the village of Duskvale.

This region is far from the main trade routes. A place where
A Mini Quest
By David Dudka

only the most hardy folk live, people who care little for the
politics of the Realm or the Border Kingdoms. They survive
by the plow and hunting spear, living or dying based on their
Boris Sturnmusk
own skill, not the whims of nobility.
When they pay him he'll just toss the coins on a pile of other coins
A cluster of about thirty homesteads encircle a two story Inn. sitting on the bar almost as if they are trivial to him. Again if
A shingle hangs crookedly from a post identifying the inn as questioned he'll respond glibly, “You appear more concerned
the Boar & Baron. Some of the homesteads have an about my gold than I am. I'm worried about thieves. If any
abandoned look and the locals eye you warily as they go coins go missing I'll know it was you. Ha ha.”
about their daily chores.
If the characters decide to check out one of the abandoned homes
The village has no general store or merchant but any villager will they'll find all of the family's belongings are still present. If Borlis is
advise the characters that the inn proprietor, Borlis Sturnmusk asked about the empty homes he'll shrug, “Winter fever took
keeps some goods on hand. Otherwise, the locals will keep to most of them. Like I said, when hard times come some people
themselves. If the characters explore the village they will note that survive and other don't.”
about a third of the homes are boarded up. The townsfolk are wary
because people have been going missing over the past few While the townsfolk will do their best to avoid the characters, if
months. compelled to talk they will reveal that they don't know what
happened to the families except that they disappeared under
Inside the inn they will be greeted by Borlis. He is gruff and mysterious circumstances. They ultimately don't trust strangers so
opinioned but offers good ale and hot food. will not accept any help offered.

Borlis Sturnmusk The following morning the characters can resume their travels.
We don't get many travelers in these parts except adventurers About five miles down the road the cultists will be waiting in
and tax collectors. The former find death more than they find ambush.
glory or reward. As for the latter I hope they fall short of coin
when it comes time to pay the devil his due. The folk here The morning is slightly gray but pleasant enough as you
have done more for the Baron than he's ever done for us. resume your journey leaving the odd village of Duskvale
What hardship has he known? How many failing seasons has behind. To the northeast you see a chain of mountains, their
he faced? How many of his kin and neighbors has he buried white capped peaks towering over the fields and forests of the
in the ground by his own hands? Out here we are on our own lowlands.
and when times are tough you do what you must to survive.
As your thoughts turn to the dangers that lie ahead you spot a
If they ask about the name of the Inn Borlis will simply reply, “The strange site further up the road. A jack rabbit is hovering
Baron resembles a boar in appearance and demeanor so it unmoving in the middle of the road about six inches off the
seemed an appropriate pairing.” ground.

Borlis has a storeroom where he keeps a wide variety of normal The jackrabbit is inside a gelatinous sphere. Any character who
equipment plus a fair amount of mining supplies (picks, shovels, makes a perception check against DC 15 can see the outline of the
rope, lanterns, etc). If asked about the mining supplies he'll nearly transparent gelatinous creature. The sphere will suddenly
respond, “I do some trade with a mining camp northeast of start rolling directly at the characters with the rabbit going around
here. Whatever they need I provide.” and around inside the gelatinous mass. It will not attack but will roll
right through their group and down the road behind them (stats for
Borlis is in league with the miners who have turned into cultists. gelatinous monsters detaild on page 4). Unless destroyed the
Their main trade these days is live bodies to sacrifice to their god. sphere will disappear.
Borlis is responsible for the missing villagers. The characters will
find Borlis' prices to be quite reasonable, about half the normal As the characters are distracted by the sphere twenty hooded
cost. He's not concerned about how much the characters pay cultists will swiftly move form their hiding spots in the trees and
since he expects to get the items back once the characters are surround them.
captured by the cultists. If asked about his low prices he'll simply
reply:
Borlis Sturnmusk
That junk has been sitting around this place for years. This
morning it wasn't worth a copper because nobody was
buying. Now it's worth a few silver at least.

An observant character will also notice that Borlis only charges


them for about half of their drinks. If they inquire, he'll respond,
“Who's counting? What are you a tax collector? Ha ha.”
Again, Borlis doesn't really care because he believes this is their
last meal and he'll be getting all of their gold anyway.

Borlis wears what appears to be a fine chain around his neck with
a square gold talisman of some kind inset with a skull and some
strange script. If they asked about it he'll respond, “What this old
thing. It's a luck charm. Keeps the evil banshee's and what
not at bay. I'm jest of course, no banshees here.”
Ed Shim (order #21723026)
Borlis
Please I beg you show mercy. It is the miners that are behind this.
They are the fanatics! I've done business with them for years then
a few months ago they show up speaking strangely about a lost
god and secret treasures. They gave me a whole bag full of those
square gold coins and toldl me it was a divine gift. They promise
plenty more gold but in return I need to offer sacrifices. They said
if I didn't then it will be my life that will feed their god's hunger.
What was I to do? Sure I gave up some of the townsfolk and
strangers on the road but you do what you must to survive. You
would have done the same in my place?

Borlis' fate is up to the characters. If they inform the villagers of his vile
deeds they will imprison him so he can face the Baron's justice the next
time a tax collector arrives. They will ask the characters to deal with the
miners and offer them Borlis' Inn and belongings as a reward. Borlis
has a stash of 500 square gold coins in a locked chest in the cellar of
the Inn.

The mining camp is located 10 miles northeast in the foothills of the


mountain range. The camp consists of a few dozen abandoned mining
shacks. In the largest they can find a journal written by the camp elder.
A two month old entry reads:

Journal Entry
Yesterday we broke through one of the tunnel walls to find
ourselves standing in a lush green valley lost to time. In the
distance was a ruin of some ancient temple. Tomorrow I will lead
an expedition. I am certain that our hard days of mining are over.
Untold treasures await us.

Their leader will step forward. The cultists have set-up another ambush inside the mine. As soon as
the characters reach a junction of several tunnels they will attack in a
Hooded Cult Leader reckless mob fighting to the death.
Faith without form be with you brothers and sisters. Blessed
fate has brought you along this road. All that you have shall 8 Cultists (Init +1, AC 14, Hp 5, Atk +3 sickle and torches (d6))
be given to he that dwells below. What does not become one
Once the cultists have been slain read the following:
with the whole will be given back to those that serve.
Surrender your weapons for your blood is precious to him
As the last cultist falls you spot quivering movement in one of the
and need not be spilled without divine purpose.
corridors ahead. In the flickering torchlight a glistening pillar of
translucent slime creeps into view. Rolling around it's base are
The cultists are fanatical and cannot be reasoned with. They are
intent on capturing the characters and feeding them to their Jelly two spheres similar to the one you saw on the road. While the
God Izcozicomecoatl. If the characters are foolish enough to pillar has no obvious method of sight you feel it's hungry gaze
surrender they will be removed of all their possessions, bound upon you. Subtle rage ripples across is jelly-like surface as the
tightly and marched off to the temple for sacrifice. spheres roll forward to attack.

While the cultists have numbers, they are mostly miners and
farmers and have little combat experience. If a third (7) of them
are slain the rest will flee to the temple. Any cultist who is captured
will refuse to talk other than to repeatedly chant, “Praise be the
whole. Praise be the mass that dwells below.”

19 Cultists (Init +1, AC 14, Hp 5, Atk +3 clubs/sickle (d6))

Cult Leader (Init +1, AC 15, Hp 20, Atk: +4 trident spear (1d6+2))
Spells
0 level (DC 12) – bleed, guidance, light, resistance
1st level (DC13) – bane, cause fear, doom, cure light wounds.
2nd level (DC 14) – Cause mod wounds, death knell, hold person

Each of the cultists is wearing a fine chain with a square gold


talisman identical to the one worn by Borlis (Talismans are equal
to 1 gold coin). The leader carries a sack with 40 of these strange
square coins.
After the battle the characters can detect fresh air coming from deeper
About thirty minutes after the ambush Borlis will come riding up
in the mine. Upon investigation they will find an opening that exits into a
the road in a horse drawn cart. He's come to meet the cultists and
lush valley hidden deep in the mountains. The mine tunnel is supported
collect his reward (40 gp) plus any items he sold to the characters.
by four wooden beams (Hardness: 5, Hp: 20, Break DC 23). If three of
He will be surprised to find the characters alive and will attempt to
the support beams are destroyed this section of the tunnel will collapse
flee back to the village. If he makes it back he will try and rouse
sealing off the valley (Reflex DC 14 to escape the avalanche of rock –
the villagers by blaming the characters for the disappearances.
failure results in 6d6 damage).
Unlike the cultists Borlis is an opportunist and not a fanatic so he
The characters have discovered the secret valley of Izcozicomecoatl,
will happily answer the character's questions if he believes it will
the Jelly God.
save his life.

Ed Shim (order #21723026)


This valley has been hidden away for
nearly a thousand years and was once
the site of a lost civilization that
worshipped the jelly god.

When the miners broke through they


explored the valley for riches and fell
under the sway of Izcozicomecoatl who
5.
offered gold in return for sacrifices to
sate his endless hunger.

4.
1. The high cliff walls of the mountains
encircle this lost valley. In the
distance the spire of an ancient
temple rises above the thick forest 3.
canopy. Just ahead through the trees
you spot the junction of a
cobblestone path that heads north
and curves east and west.

A woman wearing a white gown and


2.
a simple gold circlet walks down the
north facing path towards you. In one
hand she holds a staff topped with a
non-descript cube of gold. In the
other she carries an ornate silver 1.
pitcher.

The woman will wait at the junction for


the characters to approach. She will
then turn and bid them to follow her to
area #2. Investigating the stone cube will reveal writing carved into the
cobblestones around the stature. There are also several hundred of
2. Ahead the priestess holding the staff and pitcher waits for you
in front of a 10 foot tall stone cube.
the square gold coins scattered around the base (222 gp). The
writing reads:

Cult Priestess
Behold his beginning (gesturing to the stone cube). The whole Behold the beginning of that which
of Izcozicomecoatl forgives your tresspass. To honor your has become your god Izcozicomecoatl.
strength of arms he welcomes you to this holy place. He
knows you have many questions. Soon all that Worship this image.
Izcozicomecoatl knows will be known to you and all that is Behold the beginning of that which has become your god
known to you will be know to him. His mass waits for you at Izcozicomecoatl. Worship this image.
the temple. I will lead you there but first drink in
celebration of this union.
The pitcher contains gelatinous liquid from the body of
Izcozicomecoatl. Anyone consuming it must make a
DC 16 fortitude save or be paralized. They will also
take 2d6+6 acid damage per round until they die or can
throw up the gelatinous mass (Fortitude DC of 12).

If they refuse to drink the priestess will become visibly


frustrated.

Cult Priestess
Do you not seek enlightenment? The whole of his
knowledge has been offered yet you dare refuse? I
warn you that his wrath will be upon you if you do
not bow to his desires!

Give the characters a perception roll (DC 15) to notice


a gelatinous cube moving out from behind the stone
block. If the characters continue to refuse the priestess
and the cube will attack.

Priestess (Init +1, AC 13, Hp 16, Atk: +6 staff (1d6+2))


SA See staff details to the right. Staff of Izcozicomecoatl (+2 magical staff)
Spells On a natural role of 19-20 any medum sized target or
0 level (DC 12) – bleed, guidance, light, resistance smaller must make a DC12 save or be paralyzed for
1st level (DC13) – bane, cause fear, doom, cure light 1d6 rounds.
wounds.
2nd level (DC 14) – Cause mod wounds, death knell,
hold person

Ed Shim (order #21723026)


3. Acrumbling
large stone sphere sits at the center of this area a top a
stone dias. It is likely an effigy of the gelatinous 5. Asigngreat temple rises before you. While ancient it shows little
of ruin, a testament to the skill of those who constructed
spheres you encountered earlier. it. Five stone arched doorways lead inside. Carved into the
stone around the edge of the door frames are the shapes of
Carved into the cobble stones around the base of the dias are the squares, circles and rectangles.
words:
Behold the messengers of The top of the tower is adorned with statues similar to those
you encountered in the valley. Carved into the stone above the
Izcozicomecoatl. Do not interfere with doors are the words:
their passing.
Behold the messengers of Izcozicomecoatl. Do not interfere with the dwelling place of Izcozicomecoatl.
their passing.
Entry without offering is sacrilege.
A black metallic ring (named Leo Noctis) inset with two emeralds The dwelling place of Izcozicomecoatl. Entry without offering is
sits on top of the sphere (200 gp). To recover the ring a character sacriledge.
must carefully climb up on the crumbling dias (climb DC 18). If they
fail the dias will break causing the sphere to roll. Characters must
make a reflex save (DC 14) or be crushed for 4d6 damage. THE TEMPLE
The ring allows the wearer to change into a black panther once per
night (does not work in daylight). Following a transformation the Please refer to the temple map on the following page.
wearer must consume at least 5lbs of meat, preferably raw. The
character gains the following stats when in panther form:
A.You enter a large hall with two archways leading north and a
single archway leading east and west. The floor, walls and
AC 15, Hp same, Speed 40 ft, climb 20ft, swin 20ft, Atk 2 claws +7 ceiling are adorned with bas relief carvings depicting the
(d4+4), bite +8 (d8+4+grab), SA Pounce, rake (2 claws +7 (d4+4)), civilization that once lived in this valley and the construction
+11 acrobatics, +11 stealth, climb +16, perception +9 of the temple.

4. inA large stone obelisk stands before you. It is obviously made


the image of the gelantinous pillar you fought in the mine.
By examining the carvings the characters can see that in the
earliest depictions the people of the valley were populous, however,
the latest carvings only depict a handful of people finishing the
Carved into the cobblestones around the base of the statue are the temple. The civilization was consumed by the very god they
words: worshipped. The last carving shows the final worshippers throwing
themselves into a pit at the heart of the temple.
Behold the sentinals of The carvings are inlaid with gold, silver and precious gemstones
Izcozicomecoatl. Submit and obey. worth a total of 3,000 gp but will take several days to extract.
Behold the sentinals of Izcozicomecoatl. Submit and obey.
The characters will be attacked by two gelatinous pillars (DC 15 to
Stuck in the cracks of the cobblestone is a bue gem woth 75 gp spot) before they leave this room.
(DC 12 to remove). Before the characters leave this area a single
cultist will approach holding another ornate silver pitcher. This small chamber appears to be a waiting area. A long stone

Cultist B. bench rests against the west wall. Four men in hoods sit upon
the bench. They appear to be deep in prayer and don't notice
Izcozicomecoatl foregives your fear and ignorance. Witness your entry. Carved into the wall above the bench is the image
the gift that he offers. Do not be afraid. of a man with outstretched arms inside another carving of a
cube.
The cultist will take a deep drink from the pitcher and immediately
start convulsing in pain dying within minutes. To the characters The three cultists will whisper repeatedly, “Praise be the whole.
horror he will rise with gelatinous ooze flowing from his eyes, nose Praise be the mass that dwells below.”
and mouth. The acidic substance is also leaking out of an ever
growing hole in his abdomen. The dead cultist will hold out the
pitcher to the characters a wait for them to drink. He will not attack
even if attacked but will follow them.

Gelatinous Sphere
Init +1, AC 13, Hp 15
Atk Slam +4 (d4+d4 acid)
SA: Paralysis (DC10)
Ooze Traits
Sense Life
Gelatinous Pillar Gelatinous Cube
The paralytic effect of gelatinous monsters Init 0, AC 9, Hp 25
forms Izcozicomecoatl is less effective than Init -5, AC 4, Hp 50
Atk Slam +3 (d4+d6 acid) Atk Slam +2 (d6+d6 acid)
natural gelatinous cubes. If you feel the SA: Paralysis (DC12)
paraltytic abilities replace it with an extra d6 SA: Paralysis (DC14)
Engulf (DC 10) Engulf (DC 12)
acid damage if they fail their save. Ooze Traits Ooze Traits
Sense Life Sense Life
Ed Shim (order #21723026)
The cultists will continue their chant even if they are attacked. They
know they cannot defeat the characters in open combat so will not
even try. If left alone, however, they could pose to be a nuisance
later in the adventure.

4 Cultists (Init +1, AC 14, Hp 5, Atk +3 sickle (d6))

This area is identical to area B. The cultists will assume the


G.
C. characters will be dealt with by Izcozicomecoatl and will do nothing
but pray and accept whatever fate the characters deal them.

This stone room contains a large square shaped pool of


D. crystal clear liquid. The pool appears to be about ten feet D. E. F.
deep. From the bottom you see the reflection of gold, silver
and gemstones. There is also what appears to be a sword
made of silver and gold.
B. C.
The liquid is in fact fresh water that is safe to touch and drink. A.
Dwelling at the bottom of the pool, however, are four nearly
invisible gelatinous spheres (DC20 to spot) that will attack anyone
who tries to take the treasure.

At the bottom of the pool are 126 gold coins, 312 silver coins and 6
gemstones worth 25 gp each. The sword is ceremonial (½
damage) and worth 150 gp. Izcozocomecoatl will try and appeal to their greed in a last effort to
convince the characters to become his servants. Presumably, they
will refuse at which point the three will cry out in rage.
E. The floors, walls and ceiling of this room are carved in what
you have come to recognize as the many forms of the avatars
Royal Guard of Izcozicomecoatl
of Izcozicomecoatl; cubes, pillars and spheres.
Soon...ugh....all that you....garggg.....are will be...garl....mine.
From the central northern passage three humanoid shapes
approach. As they draw near you see they are three naked men The royal guards will attack. The characters will have to slay both
mostly engulfed inside gelatinous pillars. Their feet hover the pillars and the cultists inside. The pillars attack by twirling
about a foot above the ground. Only their arms extend beyond around in circles as the cultist hold onto the outstretched morning
the gelatinous shell. Each hand holds a wicked spiked stars.
morning star. The center figure speaks but his voice is thick
Cultists (Init +1, AC 10, Hp 16, Atk: 2 x morning stars +4 (1d8+1)
with ooze making his words slurred.
SA the cult leader cannot be directly attacked until the pillar is
slain.
Royal Guard of Izcozicomecoatl
I...ugh....offer....garggg.....you immort...glag...ality and
you.....hurg.....refuse but you....are...garl....strong....so I
will....kak...give wealth for....oghl....sacrifices.
F. This room contains a pool similar to that found in D. At the bottom
of the pool is 122 gold, 189 silver and a locked stone chest (DC 20)
that is a part of the floor and cannot be lifted. Once opened a pair
of ornate metal bracers and a bottle wil float towards the character.
These items are inside a gelatinous sphere that will attack. The
bracers give +1 AC and grant the immunity to paralysis. The bottle
is a potion of extra healing.

This stone room contains no bas relief depictions or items


G. save for a ten foot wide circular hole in the floor and an
inscription around the hole that reds:

Behold Izcozicomecoatl
Behold Izcozicomecoatl

Looking into the hole will reveal a stone shaft leading deep into the
earth. As the characters watch a layer of gelatinous matter will
surge upward. Anyone in the vicinity of the hole will need to make a
reflect save (DC14) or be struck by the rising mass taking 2d6+d6
acid damage (no save required).

The gelatinous monstrosity that is Izcozicomecoatl rises out


of the hole. Inside of it's form you see the bodies of past
victims mixed with indigestible treasures. Gelatinous tendrils
reach out towards you as more of it's bulk continues to spew
from the depths. With the room quickly filling with this
gelatinous terror you fear a battle here would likely mean your
doom.

It is extremely unlikely this is a fight the characters can win as the


mass that is Izcozicomecoatly is the size of the entire cavern
depicted beneath area G on the map and will fill the room.

The characters should run, however, Izcozocomecoatl is so


enraged that he will pursue them right to the mines and out into the
realm. The only way Izcozozomecoatl can be stopped is if he is
destroyed (no small task) or the characters collapse the mine
sealing the valley from the outside world.

The race to the exit should be tense with the mass of


Izcozocomecoatl close behind them. Any cultists the characters left
alive from area B or C will also be waiting for them in the valley and
will do everything they can to prevent their escape.
Ed Shim (order #21723026)
Some examples of events that take place during their flight: Once the characters reach the mine read the following:

● From behind you the pursuing mass of Izcozocomecoatl You reach the entrance to the mine that leads out of this
convulses as orifices along it's surface erupt sending cursed valley. Behind the gelatinous mass that believes itself
gelatinous spheres hurling towards you. The characters to be divine continues its pursuit. If you do nothing it will
will have to make reflect saves (DC 14) to avoid being struck. escape into the Realm possibly leading to the death of
Additionally, 1d4+2 gelatinous sphere's will now join the thousands if not the ruin of everything. Yet stopping it appears
pursuit. impossible.

● You hear the cry of “Heretics!” as cultists rush from the If they don't think about collapsing the tunnel on their own give
trees directly towards you. With the mass of them a perception check (DC 12) to notice the four pillars they
Izcozocomecoatl close behind you will have to deal with spotted earlier (Hardness: 5, Hp: 20, Break DC 23). If they can
these fanatics quickly. Give the characters 1d4+2 rounds to destroy three of the four pillars the tunnel will collapse sealing
deal with the cultists (2 per character) before Izcozocomecoatl Izcozicomecoatl inside the valley.
arrives.
The characters will not have time to destroy the pillars before
● The central mass of the pursuing monstrosity bulges and Izcozicomecoatl arrives and they will have to survive long enough
erupts sending hundreds of indigestible items hurling enough to bring down the tunnel.
into the air. As you race desperately to escape coins,
weapons, armor and other items begin raining down on Once they are free they can take satisfaction in that they have
averted a major disaster for the Realm. Of course any agent of
you. The characters will have to make three reflex saves (DC
Baron will pass of tales of giant gelatinous gods as pure nonsense.
14). If they fail roll a d6.

● 1,2 or 3 – Hundreds of coins pelt you from above.


They inflict 2d4 damage and the character must make a
Reflex save (DC 12) or trip.
Izcozicomecoatl
● 4 – A sword (or other weapon) falls from the sky blade The Terrasque of Oozes
first striking you. (1d8+2 damage). Init -5, AC 4, Hp 525, Atk 6 slams +2 (2d6+d6 acid), SA Paralysis
● 5 – A helmet lands perfectly on your (DC 12), Englulf (DC 14), Ooze traits, Sense Life.
head...backwards. You are blinded. The helmet is stuck
and will require a Reflex or Strength roll to remove (DC Izcozicomecoatl started as a humble gelatinous cube who was fed
12). so many sacrifices it gained intelligence and continued to grow at
● 6 – A large chest hurls towards you from above. Give an exponential rate. In the event the characters manage to slay this
the character a second Reflex save (DC 16). If they monstrosity they will find the equivalent of a small dragon horde of
succeed they are just struck for 3d6 damage. If they fail treasure inside it's mass: 3,245 gold, 6,111 silver, various gems
they are struck plus the chest breaks apart in an and artifacts worth a total of 4,500 gp plus four randomly rolled
explosion of coins (2d4 extra damage plus Fort save (DC magical items.
14 or be stunned for 1d4 rounds).

Other Mini Quest adventures:

Maze of the Man-Bull


The Baron's Bastard
Rise of the Vampire
Song of the Siren Queen
The Hollowing of Greyhaven
BewarE the Wyvern Wood
The Mad Manor of Astabar
Terror at Inaruk
Revenge of the Kobold King
Return to the Doom Tower
The Lost King
Madness of the Mouther
Sword of the Archon
JAWS OF THE LANDSHARK
The Call of Widows Cape
The talisman of moloch

Ed Shim (order #21723026)

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