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| #1nightdruidJun 18, 2003 11:47:08 | Haha, first post ;) Anyways, here's a critter that's been sitting on my computer for at least two years now; might as well post the silly thing Enjoy!Sunrise Dragon Dragon (Fire) Climate/Terrain: Space castles, asteroids Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wrym, or great wrym: solitary, pair, family (1-2 and 2-5 offspring), or clan (10-40 adults, 4-10 offspring). Challenge Rating: Wyrmling, very young, young, juvenile, young adult, adult, mature adult, old, very old, ancient, wrym, or great wrym Treasure: Double standard Alignment: Always lawful Advancement: Wyrmling 6-7 HD, very young 9-10 HD, young 12-13 HD, juvenile 15-16 HD, young adult 18-19 HD, adult 21-22 HD, mature adult 24-25 HD, old 27-28 HD, very old 30-31 HD, ancient 33-34 HD, wrym 36-37 HD, or great wrym 39+ HD One of the most sociable dragon species ever are the sunrise dragons. Crafting cities for themselves and their followers, the sunrise dragons are only encountered in wildspace close to hot fire bodies. A few revert to a more selfish and hateful nature and will use their abilities and followers to gain wealth and power. Sunrise dragons are a breed of dragons that emerged from unions between red and brass dragons. The dragons departed their homeworld generations ago and found a new home in wildspace. To survive in such a harsh environment, sunrise dragons developed strong family ties and built their first citadels. At birth, sunrise dragon's scales are a dull rust-red color. Hatchlings are kept near the nest until they reach the very young age category, though they have little to fear from predators. As the dragon ages, it's scales take on a warm orange color along their underbelly. A sunrise dragon's back darken to a purple color, leaving a band of red along its sides that blends with its back and underbelly. They have a trio of horned head plates of deep crimson color with small horns. As the dragon ages, the horns grow into a distinctive shape that easily identifies each individual dragon. Their wings are a deep blue color that lighten to maroon at the edges. The pupils of a sunrise dragon fade as it ages; the oldest dragons have eyes that resemble a deep red rising sun. Sunrise dragons lair in cities of their own design that orbit close to fire bodies. They love the heat and dry climate being so close to a sun provides, which is at the very least uncomfortable to humans. Cities with large human populations will orbit farther away from the sun to make life more comfortable for their non-dragon residents. Their cities sport several large, flat platforms where the dragons can sun themselves for hours on end. Spelljammers sometimes mistake these platforms for docks, much to the dragons' annoyance. The cities are overgrown with plants of all sorts to both refresh the atmosphere and to provide food for their herd animals. Sunrise dragons are natural carnivores, though they require surprisingly little food. Their preferred food is krajen, which they enjoy hunting. Most cities raise large herds of domestic animals such as sheep, cattle, or rothe as a supplementary to their diets. Because they do not share territories with many other dragons, sunrise dragons have few conflicts with other dragons. Their relations with radiant dragons are mixed, with some radiant dragons welcomed in sunrise dragon cities, while other radiant dragons are hated enemies of those same cities. They are on good standing with sun dragons and sometimes invite those creatures into their cities. They usually welcome the rare metallic and gem dragons in space, but chromatic dragons are coldly received. Combat Sunrise dragons are surprisingly passive creatures, not liking to engage in physical combat. Instead, they rather allow their followers and guards to engage in physical combat. Only if an opponent proves too much for their guards will a sunrise dragon enter melee. Sunrise dragons usually attack en-mass, calling in all dragons in range to join in. They will use their claws and bite attacks to eliminate weak, isolated foes and their breath weapon to destroy large groups of creatures quickly. They will gang up on strong opponents, attempting to rend them apart with their claws and breath weapons. Older dragons will use their sleep breath weapon and natural fear-ability to scatter and neutralize weak foes like sailors and hired marines. Any prisoners taken are given the option of joining the ranks as followers, slaves, or food. Breath Weapon (Su): A sunrise dragon has two types of breath weapons. The first is a line of fire and the second is a cone of sleep gas. Any creature inside the cone of sleep gas must make a will save or enter a deep slumber for 1 round per age category of the dragon. Fire Subtype (Ex): The dragon gains immunity to fire and suffers double damage from cold attacks on a failed save. Create Elements (Sp): Once per day, a sunrise dragon can create roughly 1,000 cubic feet of material per age category of the dragon that it can mold into any shape it desires. The dragon must concentrate for 10 minutes to make use of this ability, making it difficult to use in combat. If used to create fire, it vanishes quickly but will cause 1d8 points of damage per age category of the dragon to any creature caught in the area of effect. The dragon can use this ability to create their cities, creating stone building blocks, filling water reservoirs, and refresh the air about the city. Voidflight (Ex): Once the sunrise dragon reaches Ancient status, it can travel in wildspace as if it were a radiant dragon. The dragon can travel 100 million miles a day and can travel for up to one day per point of constitution score before requiring rest. After a long journey, the dragon needs to rest at least four hours per day of travel, including sleep, food, and water. Summon Djinni (Sp): A sunset dragon may summon a djinni once per day, as per the summon monster spell. The dragon can summon only one djinni per summons, who will serve the dragon faithfully. Spell-Like Abilities: 3/day - polymorph self; 1/day - suggestion Attack Fort Ref Will Age Size Hit Dice (hp) AC Bonus Save Save Save Wyrmling S 6d12 15 (+1 size, +4 natural) +7 +5 +4 +5 Very young M 9d12 17 (+7 natural) +11 +8 +6 +7 Young M 12d12 20 (+10 natural) +15 +9 +7 +9 Juvenile L 15d12 22 (-1 size, +13 natural) +18 +12 +9 +12 Young adult L 18d12 25 (-1 size, +16 natural) +22 +14 +10 +13 Adult H 21d12 27 (-2 size, +19 natural) +26 +17 +12 +16 Mature Adult H 24d12 30 (-2 size, +22 natural) +30 +18 +13 +17 Old H 27d12 33 (-2 size, +25 natural) +35 +21 +15 +20 Very old H 30d12 36 (-2 size, +28 natural) +39 +23 +16 +22 Ancient G 33d12 37 (-4 size, +31 natural) +41 +26 +18 +25 Wrym G 36d12 40 (-4 size, +34 natural) +45 +28 +19 +27 Great wyrm G 39d12 43 (-4 size, +37 natural) +49 +30 +21 +30 Breath Fear Age Weapon (DC) DC SR Speed Str Dex Con Wyrmling 2d6 (13) -- -- 40 ft., fly 100 ft. (average) 12 10 13 Very young 4d6 (16) -- -- 40 ft., fly 150 ft. (poor) 14 10 15 Young 6d6 (17) -- -- 40 ft., fly 150 ft. (poor) 16 10 15 Juvenile 8d6 (20) -- -- 40 ft., fly 150 ft. (poor) 18 10 17 Young adult 10d6 (22) 20 19 40 ft., fly 150 ft. (poor) 20 10 19 Adult 12d6 (25) 23 21 40 ft., fly 150 ft. (poor) 24 10 21 Mature Adult 14d6 (26) 24 22 40 ft., fly 150 ft. (poor) 27 10 21 Old 16d6 (29) 27 24 40 ft., fly 150 ft. (poor) 30 10 23 Very old 18d6 (30) 28 25 40 ft., fly 150 ft. (poor) 33 10 25 Ancient 20d6 (33) 31 27 40 ft., fly 200 ft. (clumsy) 35 10 27 Wrym 22d6 (35) 32 28 40 ft., fly 200 ft. (clumsy) 37 10 29 Great wyrm 24d6 (37) 35 30 40 ft., fly 200 ft. (clumsy) 39 10 29 Age Int Wis Cha Special Abilities Caster Level Wyrmling 10 11 13 Fire subtype -- Very young 10 11 13 -- Young 12 13 15 -- Juvenile 12 13 15 Polymorph self -- Young adult 14 15 17 Damage reduction 5/+1 1st Adult 14 15 17 Suggestion 3rd Mature Adult 16 17 19 Damage reduction 10/+2 5th Old 16 17 19 Create Elements 7th Very old 18 19 21 Damage reduction 15/+2 9th Ancient 18 19 21 Voidflight 11th Wrym 20 21 23 Damage reduction 20/+3 13th Great wyrm 20 21 23 Summon Djinni 15th Sunrise Dragon Society Sunrise dragons organize themselves families (newly established cities) or clans (well established and old cities). They use their Create Element ability to craft enormous cities for themselves in orbit about a large fire body. These cities take the shape of dozens of discs melded together at the edge with buildings, gardens, and temples upon the flat surfaces. The dragons constantly enlarge their cities, such that over several generations a city can grow into a small island. The larger discs are at the center of the city while smaller discs are at the city's parameter. The cities never stop growing, and in time may become large islands supporting a varied ecosystem. The dragons have found great value in humans and demihumans as servants and guards. A typical city will have at least 10 humans and demihumans per dragon, sometimes more. The non-dragon population include dragon worshippers, servants, artisans, and even slaves. Because of their close contact with non-dragons, half-dragons are common, typically the most favored servants of the dragons. The dragons will seek out young human and demihuman females for the express purpose of producing half-dragons to act as their guards and worshippers. If the dragon population grows larger than 50 dragons, several young dragons will depart the city to found a new one. This new city may orbit the same fire body that the parent city orbits, or it may be in a new sphere altogether. Long established clans may be spread out over a dozen or more cities orbiting the same fire body, able to call upon one another for mutual defense or to oppress nearby worlds. It is also possible for two cities to orbit the same sun be bitter rivals, each constantly working to undo the other. The dragons will use 'hired swords' (read: adventurers) to make conduct raids, spy on, and generally make life miserable for the rival city. To protect themselves from the predators and pirates of wildspace, the dragon cities will field a navy of spelljammers crewed by their most fanatical guards and sometimes carries a polymorphed dragon. A typical city can put as many as 5 spelljammers into space, though most cities have only half as many ships. Ship designs favored by the sunrise dragons include dragonships, squidships, hammerships, and battle dolphins. In general, the dragons favor large, heavy ships that can carry a ample guards and numerous weapons. If a city is directly attacked, every dragon and non-dragon will take up arms against the invaders. A fighting force of nearly fifty dragons backed up by a fanatical army is more than enough to terrify even the largest invasion force! Dragon cities are varied in their politics. Some cities are benign trading outposts for spelljammers, others are monasteries for philosophers and pilgrims, and others still are cruel strongholds for draconic warlords who extend their rule far beyond the walls of their cities. Spelljammers need to be wary when visiting a sunrise dragon city and be aware of all laws the city imposes. Entanglement in the Byzantine legal system of the sunrise dragons is something most travelers will wish to avoid. Even the most lawful good dragon city will have an extremely complicated legal system with many eccentric laws and procedures. |
| #2old_sageJun 19, 2003 7:37:44 | Impressive. It seems like a shame to have left a little gem like this to languish on your hard drive for so long. Anyway, thanks for the new addition. ;) Old Sage of Candlekeep |
| #3nightdruidJun 19, 2003 7:54:43 | Actually, there's more that I haven't gotten a chance to post yet (been busy; shouldn't be a problem today ). I hope to get to posting the rest later, though I think I never finished the PrC for it. Basically, I did a whole city (plus map :D ). |
| #4old_sageJun 20, 2003 5:31:23 | Sounds interesting. I can't wait. ;) Old Sage of Candlekeep |
| #5nightdruidJun 20, 2003 12:34:32 | Sunrise Dragon Addendium Here's the rest of the article, the draconic city of Sundale. This place drove me nuts; it was here that I discovered the not-so-fun parts of 3e, that high-level characters are number-crunching nightmares. Enjoy! ![]() Sundale Village (Dragon city) Population 43 dragons, 700 non-dragons Racial Mix Human 45%, half-dragon 25%, dwarves 20%, elves 5%, halflings 5% Alignment Lawful Neutral Gp Limit Roughly 300,000 gp Assets At least 2,000,000 gp Inns The only inn in Sundale is the Rising Sun, which exclusively caters to sailors from visiting spelljammers. Taverns The Golden Dragon is the only tavern, which is a large, open-air affair with perches so that the dragons can partake in the merrymaking. Supplies Sundale has only one store that caters to passing spelljammers. Watch The town has a Captain of the Watch, Palax (half-dragon F12) and 220 guards (War 2 - 4). Temples The Fifth Claw, a temple dedicated to Bahamut, is the only temple. A well-established and old sun dragon city, Sundale orbits roughly 55 million miles from an ordinary sun. It was founded about 3000 years ago by the Brightwing clan, growing out of a single disc only a few yards across. The city is now almost a mile long and has over fifty individual discs. The lairs of the clan dragons are near the center of the city under enormous, elaborately decorated domes. The dragons are served by almost 700 non-dragons, many that worship the dragons as gods. Half-dragons are common due to long standing traditions involving young dragons and female cultists. Mothers of half-dragons command great respect in the community and granted many special privileges. Defense Sundale has a defensive navy of a pair of squidships, the Red Kraken and the Golden Trident. Each ship carries a heavy catapult and two medium ballista. A typical crew is twenty sailors, fifty marines, and at least one polymorphed dragon. A ship will carry fewer crewmen if sent on a long missing. The Golden Trident is used more for diplomatic missions and is the more grandeur of the two ships. The Red Kraken sees more cargo-hauling and pirate hunting duty. The city has a total of 220 armed guards, all fanatically loyal to their dragon masters. A typical guard is a 3rd level warrior armed with a greatsword, heavy crossbow, and a dagger. They wear masterwork scale armor and sometimes (50% chance) carry a vial of alchemist fire or a thunderstone. They are led by the Dragon Champion, Palax. A hardened soldier and dragon zealot, Palax is charged with protecting the dragons from possible assassins or thieves that a visiting spelljammer could bring. He defers to the dragons, but keeps tight control over the non-dragon residents of the city. Temple The only temple in the city is the Fifth Claw, concentrated to the King of Good Dragons, Bahamut. The temple is attended by Merolothovalos, the highest ranking priest of his deity in the city. He is attended by three acolytes, Ragothnym (LG half-dragon m C13), Isolda (LN hf W2/C7), and Jhurhoon (LN adult sunrise dragon C6). The temple is richly decorated with elaborate frescos of Bahamut, his dragon attendants, battles against Tiamat, and his leading the Brightwing clan to found Sundale. The temple is so large that it can easily accommodates even the largest sunrise dragon. The priests make regular offerings to Bahamut for continued prosperity and wealth. Trade Sundale is a hospice for spelljammers. Food and water can be obtained at reasonable prices. The dragons have a large library of spells and scrolls and are willing to trade spells with visiting wizards and sorcerers. Some of the dragons amuse themselves by crafting magical trinkets that they sell to passing merchants for a tidy profit. The dragon purchase magical items, jewelry, art objects, books, and spices. Palax, half sunrise dragon/half human Fighter 12: Medium-size Humanoid (6' 8"); HD 12d12+36, hp 120; Init +5 (Improved Initiative, dex); Spd 20 ft; AC +22 (+10 armor, +1 dex, +1 ring); Atk greatsword +23/+18/+13 (2d6+12) melee; AL LN(E); SV Fort +13, Ref +7, Will +7; Str 26, Dex 13, Con 16, Int 10, Wis 12, Cha 12. Skills: Climb +5, Intimidate +8, Jump +9, Spot +4. Feats: Weapon Focus (greatsword), Weapon Focus (great axe), Improved Initiative, Power Attack, Weapon Specialization (greatsword), Cleave, Point-Blank Shot, Improved Critical (greatsword), Great Cleave, Leadership, Precise Shot, Weapon Focus (heavy crossbow) Special: Darkvision 60 ft, Immunity to sleep, paralysis, fire. Possession: +2 Full Plate Armor, Greatsword +2, Heavy Crossbow +1 of Distance, 25 Bolts +1, Potion of Cure Moderate Wounds, Potion of Endurance, Cloak of Resistance +2, Ring of Protection +1. Palax appears as a golden human with the head of a dragon. He has a massively muscular physique and powerful claws. He considers his bronze plate armor as a second skin and wears it constantly. His greatsword and crossbow are always at his side and in easy reach. The Cloak of Resistance is purple in color and flows around him. Palax has a short tail but he cannot use it to make attacks. A hardened veteran of at least two wars, Palax has fought countless foes and seen many of his friends die due to betrayal or incompetence. This has left Palax a hard and joyless individual, the perfect man to ensure Sundale's security. Palax enjoys the favor of virtually every dragon on Sundale and has almost complete authority over all non-dragons dwelling in the city. He is automatically suspicious of all visitors and will have his agents tail visitors until they depart. Though his tactics can make a visitor feel less than welcomed, he has stopped at least five major theft and assassination attempts. Palax has recently married a young elf and is looking forward to raising a family. Palax commands great respect from his men. Though a hard commander, his men fear Palax too much to cross him. Palax keeps his men busy with drills, voyages aboard Sundale's spelljammers, and even hiring them out as mercenaries in campaigns elsewhere in the sphere to earn real combat experience. Due to Palax's efforts, the defenders of Sundale are well-prepared to handle almost any threat. Merolothovalos, old male sunrise dragon Cleric 15 (of Bahamut): Huge-size Dragon (28' body, 18' tail); HD 27d12+162 + 15d8+90; hp 500; Init +0; Spd 40 ft, fly 150 (clumsy); AC 36 (-2 size, +25 natural; +2 ring; +1 amulet); Atk claw: +33 (2d6+10) melee, bite: +35 (2d8+10) melee; AL LN; SV Fort +23, Ref +18, Will +22; Str 30, Dex 10, Con 23, Int 16, Wis 20, Cha 19. Skills: (9x27 + 5x15) Appraise +33, Bluff +13, Concentration +36, Diplomacy +34, Heal +35, Intimidate +34, Innuendo +14, Jump +19 Knowledge (religion) +33, Listen +35, Move Silently +9, Scry +12, Spot +35. Feats: Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Craft Rod, Craft Wondrous Item, Enlarge Spell, Flyby Attack, Heighten Spell, Multiattack, Scribe Scroll, Silent Spell, Still Spell Spell-like Powers: 3/day - polymorph self; 1/day - suggestion, create elements. Special: Damage reduction 10/+2 Domains: Fire, Air Possessions: Cloak of Resistance +2, Wand of Cure Serious Wounds, Ring of Protection +2, Wand of Hold Person, Wand of Searing Light, Amulet of Natural Armor +1, Scrolls (17 cure critical wounds, 4 neutralize poison, 6 silence, 3 ethereal jaunt, 5 raise dead, 2 true resurrection), at least 18 other minor, 2 medium, & 2 major magic items. Zundaeryx, juvenile sunset dragon: Large-size Dragon (12' body, 8' tail); HD 15d12 +45; hp 150; Init +4 (Improved Initiative); Spd 40 ft, fly 150 (clumsy); AC 24 (-1 size, +23 natural, +2 ring); Atk bite: +22 (2d6+4) melee, claw: +17 (1d8+4) melee; or greatsword +20 (2d6+6) melee; AL LN; SV Fort +12, Ref +9, Will +12; Str 18, Dex 10, Con 17, Int 12, Wis 13, Cha 15. Skills: Bluff +21, Concentration +12, Escape Artist +19, Listen +20, Search +20, Spot +20 Feats: Alertness, Flyby Attack, Improved Initiative, Weapon Focus (greatsword) Spell-like Powers: 3/day - polymorph self. Possessions: Keen Greatsword +1, Ring of Protection +2, Bag of Holding (type 2), Figurine of Wondrous Power (Serpentine Owl). Zundaeryx is a young sunset dragon, with his scales only now turning into a warm orange. He has a small scar on his right forearm, earned in a fight with an owlbear. His scales are supple and smooth, unworn by age. Zundaeryx's faceplate is decorated with small runes that glow brightly if heated. Zundaeryx's human form is Zundax the Slayer, a tall blonde warrior and sell-sword. "Zundax" loves travel and adventure, especially dungeon crawling. He wields a massive greatsword in battle and keeps his dragon form hidden. He will only reveal his dragon form only if all of his fellows have fallen unconscious. He returns to his human form before his fellows awaken or he returns to civilization. Zundax is a cheerful and helpful individual, if a bit greedy with the gold and silver. Zundaeryx hopes to build the greatest horde that Sundale had ever seen. Zundax always keep his ring worn and his sword at his side. He has never used his Serpentine Owl, and plans on saving it until an emergency. Recently, Zundax was accosted by villagers attempting to kill him to steal his magic and gold. He was forced to revert to his dragon shape and punish the evil villagers. Fearful that they would be completely obliterated by the vengeful dragon, the villagers offered a virgin sacrifice. Unsure of what to do with the young girl, Zundaeryx returned home with the girl in tow. The girl is now Zundaeryx's betrothed, though he would rather ditch the pending ceremony and head out for another adventure. Juliana, female human Commoner 2: Medium-size Humanoid (5' 2" tall); HD 2d4; hp 5; Init +2 (Dex); Spd 30 ft; AC 12 (+2 dex); Atk Quarterstaff +0 (1d6 -1); AL N; SV Fort +0, Ref +2, Will +0; Str 9, Dex 15, Con 11, Int 12, Wis 13, Cha 16. Skills: Craft (pottery) +6, Handle Animal +5, Listen +3, Swim +3, Use Rope +4. Feats: Lightning Reflexes Possessions: Quarterstaff, noble's outfit, 5 gp, potion of healing, 200 gp worth of jewelry. A simple girl of 16 summers, Juliana is very pretty for her age. She has straight brown hair that hangs down just past her waist and eyes the color of emeralds. She has several tiny scars on her hands, arms, and legs due to her life of labor. Juliana left her village with only the clothes on her back, but the natives of Sundale have given her many beautiful clothes and even some simple jewelry. Juliana grew up in a small village on the banks of the Mudwash River. The villagers used the riverbed clay to make pottery, but were not above waylaying travelers for extra coin. For years, the village killed travelers and buried them in the thick river mud, until they attempted to waylay the wrong traveler. The warrior Zundax was, in truth, the dragon Zundaeryx. Sorely wounded but enraged beyond reason, Zundaeryx burned half the village to the ground before he retreated to a nearby cave to nurse his wounds. In the meantime, the villagers threw Juliana in chains and left her outside the cave entrance, begging the dragon accept her as a sacrifice and forgive their village. Unsure of what to do with the weeping girl, Zundaeryx took her to the city elders. They determined that she would make an excellent mother for new half dragons, and betrothed her to Zundaeryx. Since their declaration, Juliana has been pampered and primped for her mating ceremony with Zundaeryx. For Juliana, a simple girl from a backwater village, the recent events of her have left her confused and scared. She spends most of her time with Zundaeryx, listening to his adventurous stories with wonder. She secretly wants to accompany Zundaeryx on his next adventure and a lust for adventure is being awakened within the young girl. Dionisia, female half-elf Aristocrat 6/Eggwarden 9: Medium-size Humanoid (4' 9" tall); HD 6d8 + 9d8; hp 70; Init +5 (Improved Initiative, Dex); Spd 20 ft; AC 11 (+1 dex); Atk Rapier +11/+6 (1d6 +1); AL LN; SV Fort +7, Ref +6, Will +14; Str 12, Dex 13, Con 14, Int 16, Wis 12, Cha 17. Skills: Concentration +14, Diplomacy +12, Gather Information +4, Innuendo +10, Heal +17, Knowledge (birthing) +12, Listen +10, Search +15, Sense motive +10, Spellcraft +12, Spot +10 Feats: Endurance, Alertness, Improved Initiative, Weapon Focus (rapier), Expertise, Improved Disarm, Iron Will Possessions: Scale Armor +3, Dioisia is a middle-aged woman with slightly pointed ears and shoulder-length, curly black hair. She has developed draconic characters in the form of pupils that glow like metal, a short tail, and abnormally long legs. Dioisia enjoys a very high station in Sundale and is very wealthy. She wears only the best silken noble outfits and is never seen without several expensive pieces of jewelry. Dioisia is the senior Eggwarden in the city and the favorite servant of the dragons. She has given birth to no less then nine half-dragons and served as midwife for countless births. Dioisia was born on Sundale to a high station, and was groomed for the position of Eggwarden from birth. She has rarely left the city and always at the behest of the dragons. She rose through the ranks and fought for her position through intrigue and some back-stabbing of her friends. Dioisia's duties now are to screen potential mates for the dragons and future Eggwardens, assigning Eggwardens to young dragons and half-dragons, and making sure the dragons are well-cared for. This woman is a master of gossip and intrigue when dealing with Sundale's politics, though she is uncomfortable outside of the city. |
| #6old_sageJun 21, 2003 7:31:13 | Another fine addition Nightdruid. In fact this work of yours has inspired me to dust off some of my old Spelljammer notebooks, and start posting some of my own creations. I will try and have some Spelljammer related stuff posted soon. ;) Old Sage of Candlekeep |
| #7bigmacSep 27, 2015 16:43:14 | This topic has now been archived at the Spelljammer forum at The Piazza. No further posts in this topic will be archived. Please archive other topics at The Piazza, before WotC deletes this forum. |