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Vampire the Masquerade Session Zero (with Lore By Night)
Posted: Thu, 09 Apr 23:11:06
Posted: Thu, 09 Apr 23:11:06
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Vampire the Masquerade Session Zero (with Lore By Night)
Punk Pantheon EP 3: The Concert
Posted: Thu, 09 Apr 23:10:26
Posted: Thu, 09 Apr 23:10:26
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Punk Pantheon EP 3: The Concert
CYBERPUNK RED - Gutter Rats - session 15 WELCOME TO NEO-VEGAS (part 1) - GM Rob Mulligan
Posted: Thu, 09 Apr 23:09:50
Posted: Thu, 09 Apr 23:09:50
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CYBERPUNK RED - Gutter Rats - session 15 WELCOME TO NEO-VEGAS (part 1) - GM Rob Mulligan
CYBERPUNK RED - Gutter Rats - session 14 WE CAN'T STOP HERE, THIS IS BAT COUNTRY - GM Rob Mulligan
Posted: Thu, 09 Apr 23:09:50
Posted: Thu, 09 Apr 23:09:50
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CYBERPUNK RED - Gutter Rats - session 14 WE CAN'T STOP HERE, THIS IS BAT COUNTRY - GM Rob Mulligan
Special Episode: Treasure Without Money
Posted: Thu, 09 Apr 23:07:09
Posted: Thu, 09 Apr 23:07:09
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Special Episode: Treasure Without Money
NEVERNOWHERE 19. Punily Plundering the Itty Bitty City
Posted: Thu, 09 Apr 23:06:25
Posted: Thu, 09 Apr 23:06:25
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NEVERNOWHERE 19. Punily Plundering the Itty Bitty City
Iron Kingdom Outlaws episode 82
Posted: Thu, 09 Apr 23:05:11
Posted: Thu, 09 Apr 23:05:11
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Iron Kingdom Outlaws episode 82
Ballad Hunters: Thomas the Rhymer
Posted: Thu, 09 Apr 23:04:44
Posted: Thu, 09 Apr 23:04:44
A new episode has been added to the database:
Ballad Hunters: Thomas the Rhymer
Review: City of the Ape-Men:: A better Dread than Dread. Isle of Dread, not societal commentary Dread
Posted: Thu, 09 Apr 21:17:51
EMDT
OSRIC
Levels 5-8
Linquar the Eternal has fallen, its palaces and temples decaying in the teeming jungles. Few dare to head for the misty island plateau where the ruins stand, and even fewer have succeeded in claiming its treasures from the savage ape-men who now rule in its citizens’ stead. The great city is largely forgotten, and even its name only refers to a squalid pirates’ nest that had once been its trading outpost. What had been the capital of the isles is known as a cursed and abandoned place that’s better left undisturbed. But more often, it is simply known by its current inhabitants… as the City of the Ape-Men!
This sixty page adventure is an Isle of Dread, but with ape-men in the lost city. A complex environment with large groups to challenge the parties looting efforts, it does a hex crawl with some locations being mini-dungeons. Bring those cargo ships to haul away the loot and avoid the pirates while dodging the secret masters manipulation of the apes. The logistics game is the only thing missing.
We’ve got the ol Dread here, a jungle island with some dinos and ‘big fucking snakes’, the former seat of an empire that prospered from the spice farmingo n the island. Their former slaves, the ape-men are now all that’s left, along with a smaller island off the coast that has a pirate town on it that can serve as a home base. You hex crawl the island looking for spice, pirate-loot, and the wonders of the fallen empire. Don’t worry, in spite of dinos and ape-men there are also a handful of giant frogs, frog-lizards and frogodiles.
The hex encounters, about twenty, range from the very small “R. The weird rock: A large stone with a spongy, greasy surface stands here with nuggets of a rare ore embedded in it (2500 gp).” to more involved paragraphs to handful (sixish) of mini-dungeons. These range from the “wildlife wants to eat you”, with flying manta rays and dinos and snakes and spiders, to monoliths and locales from the old empire, usually with some mythical bend to them. (Meditation on the holy ruins on the highest peak gives you a +1 to two stats … if you can make it to the top.)
Running throughout we’ve got LARGE groups of ape-men running around, like, in groups of five to forty. And then in their bases near the lost city, proper, groups of forty to seventy. Ouch! I love a large group of enemies to challenge high level parties in an open environment like this where the party can plan and plot, and flee in a crazed terror through the jungle when the masses appear.
The apes are divided in to three factions, buying for power. They hate each other, but, also, they hate all humans more. Like, ravenously hate them. They are taking instructions from their GODDESS, a talking statues. We’ve all seen Oz, so we know what’s up, Turns out that there are tunnels full of spider people who are the secret masters, subtly working the apes against each other to keep their numbers low. But, also, they are gonna make sure that nosey adventurers get fucked up hard. Once technologically advanced, their crashed spaceship is on the island also. Don’t worry, it doesn’t really go gonzo at all. The whole place is nice and sandboxy.
I do have a few issues though.
I can’t make much sense of the elevation contour lines on the map. I think the text says something like the island rises to 1200 feet high, and the map says that contour lines represent 1200’ feet. I assume there’s a typo in there somewhere, but, also, I’ve had a REAL hard time making sense of the contour lines on the map. There IS a separate map that just shows the contours, and it helps a lot, but that’s alot of referencing back and forth when trying to relay information to the party.
The hex crawl instructions are decent, and none of those fucking environment/humidty rules that I hate dealing with in crawls. “You can’t wear platemail!” Fuckoff. You’ll have to kiss me first. My major issue is, with most hex crawls and this one, the lack of mentioning how far you can see/landmarks when getting high up. It makes sense to climb a tree, or a plateau, to see what’s around (See also: the Fallout Red Glow At Night) and a sentence about that would have been nice.
Given that there is a high likelihood of this being a treasure extraction game, the pirate town could have used a little more as well. It’s covered in several pages and there are several factions there as well. A little more on off-loading the goods and/or a pirate ship/response to the party brining in loot would have been nice. A sample raiding ship or two, perhaps? There is enough, generally, to understand that there SHOULD be complications but a sentence or two, maybe a paragraph, on potential extraction play would have slotted in quite nicely for this one.I might quibble as well with their being simple ruins that are unlooted in a town full of destitutes, or bordellos opening at sundown in a lawless place, but those are just quibbles. It’s also full of good human nature type things like “Linquar’s beggars are downtrodden wretches begging for scraps. At night, more aggressive begging also takes place if the beggars outnumber the opposing party 2:1”
This is a better jungle crawl than Dread. Where Dread was a little sparse this contains the makings of a nice long game, with factions and complications, as well as a base, to help support that longer arc of a game. There are real rewards for dealing with a group of forty flying dinos, or making it through the ape-city, or climbing the highest peak. Intelligent play, by following ruined roads that see from up high, will help direct the party to most places. Three is a place to recruit and offload loot. The apes are presented as SO hateful, though, that it doesn’t leave much room at room for factions, other than, perhaps, subtly working them against each other.
This is $6.40 at DriveThru. The preview is the first thirteen pages, which shows the island map and some of the town and general instructions. That’s probably enough, although, as always a page of the island encounters or lost city encounters would have been nice as well.
https://www.drivethrurpg.com/en/product/559570/city-of-the-a...
Posted: Thu, 09 Apr 21:17:51
by bryce0lynch
By Gabor LuxEMDT
OSRIC
Levels 5-8
Linquar the Eternal has fallen, its palaces and temples decaying in the teeming jungles. Few dare to head for the misty island plateau where the ruins stand, and even fewer have succeeded in claiming its treasures from the savage ape-men who now rule in its citizens’ stead. The great city is largely forgotten, and even its name only refers to a squalid pirates’ nest that had once been its trading outpost. What had been the capital of the isles is known as a cursed and abandoned place that’s better left undisturbed. But more often, it is simply known by its current inhabitants… as the City of the Ape-Men!
This sixty page adventure is an Isle of Dread, but with ape-men in the lost city. A complex environment with large groups to challenge the parties looting efforts, it does a hex crawl with some locations being mini-dungeons. Bring those cargo ships to haul away the loot and avoid the pirates while dodging the secret masters manipulation of the apes. The logistics game is the only thing missing.
We’ve got the ol Dread here, a jungle island with some dinos and ‘big fucking snakes’, the former seat of an empire that prospered from the spice farmingo n the island. Their former slaves, the ape-men are now all that’s left, along with a smaller island off the coast that has a pirate town on it that can serve as a home base. You hex crawl the island looking for spice, pirate-loot, and the wonders of the fallen empire. Don’t worry, in spite of dinos and ape-men there are also a handful of giant frogs, frog-lizards and frogodiles.
The hex encounters, about twenty, range from the very small “R. The weird rock: A large stone with a spongy, greasy surface stands here with nuggets of a rare ore embedded in it (2500 gp).” to more involved paragraphs to handful (sixish) of mini-dungeons. These range from the “wildlife wants to eat you”, with flying manta rays and dinos and snakes and spiders, to monoliths and locales from the old empire, usually with some mythical bend to them. (Meditation on the holy ruins on the highest peak gives you a +1 to two stats … if you can make it to the top.)
Running throughout we’ve got LARGE groups of ape-men running around, like, in groups of five to forty. And then in their bases near the lost city, proper, groups of forty to seventy. Ouch! I love a large group of enemies to challenge high level parties in an open environment like this where the party can plan and plot, and flee in a crazed terror through the jungle when the masses appear.
The apes are divided in to three factions, buying for power. They hate each other, but, also, they hate all humans more. Like, ravenously hate them. They are taking instructions from their GODDESS, a talking statues. We’ve all seen Oz, so we know what’s up, Turns out that there are tunnels full of spider people who are the secret masters, subtly working the apes against each other to keep their numbers low. But, also, they are gonna make sure that nosey adventurers get fucked up hard. Once technologically advanced, their crashed spaceship is on the island also. Don’t worry, it doesn’t really go gonzo at all. The whole place is nice and sandboxy.
I do have a few issues though.
I can’t make much sense of the elevation contour lines on the map. I think the text says something like the island rises to 1200 feet high, and the map says that contour lines represent 1200’ feet. I assume there’s a typo in there somewhere, but, also, I’ve had a REAL hard time making sense of the contour lines on the map. There IS a separate map that just shows the contours, and it helps a lot, but that’s alot of referencing back and forth when trying to relay information to the party.
The hex crawl instructions are decent, and none of those fucking environment/humidty rules that I hate dealing with in crawls. “You can’t wear platemail!” Fuckoff. You’ll have to kiss me first. My major issue is, with most hex crawls and this one, the lack of mentioning how far you can see/landmarks when getting high up. It makes sense to climb a tree, or a plateau, to see what’s around (See also: the Fallout Red Glow At Night) and a sentence about that would have been nice.
Given that there is a high likelihood of this being a treasure extraction game, the pirate town could have used a little more as well. It’s covered in several pages and there are several factions there as well. A little more on off-loading the goods and/or a pirate ship/response to the party brining in loot would have been nice. A sample raiding ship or two, perhaps? There is enough, generally, to understand that there SHOULD be complications but a sentence or two, maybe a paragraph, on potential extraction play would have slotted in quite nicely for this one.I might quibble as well with their being simple ruins that are unlooted in a town full of destitutes, or bordellos opening at sundown in a lawless place, but those are just quibbles. It’s also full of good human nature type things like “Linquar’s beggars are downtrodden wretches begging for scraps. At night, more aggressive begging also takes place if the beggars outnumber the opposing party 2:1”
This is a better jungle crawl than Dread. Where Dread was a little sparse this contains the makings of a nice long game, with factions and complications, as well as a base, to help support that longer arc of a game. There are real rewards for dealing with a group of forty flying dinos, or making it through the ape-city, or climbing the highest peak. Intelligent play, by following ruined roads that see from up high, will help direct the party to most places. Three is a place to recruit and offload loot. The apes are presented as SO hateful, though, that it doesn’t leave much room at room for factions, other than, perhaps, subtly working them against each other.
This is $6.40 at DriveThru. The preview is the first thirteen pages, which shows the island map and some of the town and general instructions. That’s probably enough, although, as always a page of the island encounters or lost city encounters would have been nice as well.
https://www.drivethrurpg.com/en/product/559570/city-of-the-a...
Review: The Faceless Howl:: In spite of some great specificity it mostly fails to create the environment it is going for
Posted: Thu, 09 Apr 21:16:21
Kabuki Kaiser
OSR
Levels 1-4
It was bound to happen. Too many relics. Too many books. Too much past stacked in one place, the Monument Valley of scrolls and mouldy tomes. The Lucubrarium of Unobsolescence has gone wrong. In Bec–de–Corbin nearby, folk forget their names mid–sentence. Chalk–pale, traits blurred by scratches and hollow wrinkles, eyes sunk. Static. Howls in the night. The militia still stands at the keep and demands tolls, then forgets what it’s doing. The rain just won’t stop. Thugs move in, bold as daylight. And when night comes, the lights go out.
This 44 page digest adventure uses seven or eight pages to describe about forty locations in a town and in a two level library/abbey. You can tell what it is trying to do, but in spite of some great specificity it mostly fails to create the environment it is going for.
There’s this library place, including relics, with a small town around it. Some kind of memory eater/void monster shows up and people start forgetting their names. Some of them no longer have faces. Others are worse, their heads a ragged black blob and howling continually. You show up in town, make it to the library/abbey, and … do whatever. Loot the place for relics I guess.
Kabuki has some decent ideas and can conjure up some great imagery. The whole “forget your own name” is a nice touch. The ragged face monsters and howling and so on are quite appealing to me, personally (ever since The Void supplement for 3.0, I was captivated by it. Who doesn’t love Munch? At one point one of the random atmosphere tables has “A white noble dress fit for a young lady, nailed to a wall, torn. THAT’S NOT ME, written across the chest in coal.” Well now, that’s a statement, isn’t it? There are little bits and pieces of shit like this scattered throughout that are just great imagery.
Let us transition somewhat to the following entry. This particular location is a part of the “in town” section. “Falkenrot Manor Earl Falkenrot’s a ghoul — kept secret for ages by his family. When the Faceless came, they wandered off and left him here, locked down in the cellar. Half– Faced, black pits for eyes, ravenous.” Nice concept. Decent ghoul description. Mostly backstory. As a concept for something it’s great. As an actual place, meant to adventure in, it’s pretty lousy. And there is A LOT of this.
The town map is irrelevant, just a kind of conceptual thing with some numbers on buildings. The descriptions are short and=, again, just concepts. “Watchtower Deserted. An alarm fire atop has been spent. Did anyone see it?” Well I don’t know, did they? Are there consequences one way or another to that?
That bit at the end, it’s some kind of hipster pretension. And THAT absolutely IS prevalent everywhere. The whole “let’s put in a meaningless question under the pretext of giving the DM possibilities!” There’s a forest wolf encounter. The wolves are hungry and want to steal food and run off, mostly. That’s great! Except we also get “No food, they come in.’ This is supposed to, I think, convey a sense of menace. It does not. Nearby this, in a description meant to be atmospheric, about the journey to the town, it ends with something meant to convey the inclusion of the party in the description. “Chatter about the heist, maps, treasure. Or dead silence. Up to the table.” Why, yes, it is up to the table. But also, what’s with the sentence “Up tp the table?” Ol Craig used a cut down sentence, with dropped words and fragments, in order to save space. Space clearly isn’t an issue here given the ‘luxurious’ room given to simple tables. A couple of pages for “Which of the six howlers show up” could be compressed to maybe six short sentences. Or, the text implies that only three howlers exist, so, perhaps not having a table at all? This sort of needless randomness drives me crazy; an adventure is almost always better when the locales are themed around the specifics of a creature rather than just giving a random determination, for these sorts of encounters.
And how about those dungeon rooms? “Portcullis: Disjointed and stuck shut. S7 STR with up to 4 characters adding their STR to lift/bend. One attempt only.” Great! That’s how we get those thirtyish rooms down into the quite small page count devoted to locations, with the bulk of the text being other tables. The interactivity here boils down to finding, say, the wormacide that helps you fight the giant bookworms, or being confident in answering a forgetful sphinx’s riddles.
Not Kabuki’s best work. It feels like it needs another couple of polishes to make everything come together and work as a cohesive whole. Better integration of the various major enemy groups, and a more solid effort in brining out the … joylessness? Melancholy? The forgetful nature of things.
This is $5 at DriveThru.The preview really shows off the worse parts of the adventures, the sparse table nature. Things change, the text style and descriptive style, deeper in and that, being the bulk of the adventure, is where the preview should have focused.
https://www.drivethrurpg.com/en/product/556896/the-faceless-...
Posted: Thu, 09 Apr 21:16:21
by bryce0lynch
By Patrice CrespyKabuki Kaiser
OSR
Levels 1-4
It was bound to happen. Too many relics. Too many books. Too much past stacked in one place, the Monument Valley of scrolls and mouldy tomes. The Lucubrarium of Unobsolescence has gone wrong. In Bec–de–Corbin nearby, folk forget their names mid–sentence. Chalk–pale, traits blurred by scratches and hollow wrinkles, eyes sunk. Static. Howls in the night. The militia still stands at the keep and demands tolls, then forgets what it’s doing. The rain just won’t stop. Thugs move in, bold as daylight. And when night comes, the lights go out.
This 44 page digest adventure uses seven or eight pages to describe about forty locations in a town and in a two level library/abbey. You can tell what it is trying to do, but in spite of some great specificity it mostly fails to create the environment it is going for.
There’s this library place, including relics, with a small town around it. Some kind of memory eater/void monster shows up and people start forgetting their names. Some of them no longer have faces. Others are worse, their heads a ragged black blob and howling continually. You show up in town, make it to the library/abbey, and … do whatever. Loot the place for relics I guess.
Kabuki has some decent ideas and can conjure up some great imagery. The whole “forget your own name” is a nice touch. The ragged face monsters and howling and so on are quite appealing to me, personally (ever since The Void supplement for 3.0, I was captivated by it. Who doesn’t love Munch? At one point one of the random atmosphere tables has “A white noble dress fit for a young lady, nailed to a wall, torn. THAT’S NOT ME, written across the chest in coal.” Well now, that’s a statement, isn’t it? There are little bits and pieces of shit like this scattered throughout that are just great imagery.
Let us transition somewhat to the following entry. This particular location is a part of the “in town” section. “Falkenrot Manor Earl Falkenrot’s a ghoul — kept secret for ages by his family. When the Faceless came, they wandered off and left him here, locked down in the cellar. Half– Faced, black pits for eyes, ravenous.” Nice concept. Decent ghoul description. Mostly backstory. As a concept for something it’s great. As an actual place, meant to adventure in, it’s pretty lousy. And there is A LOT of this.
The town map is irrelevant, just a kind of conceptual thing with some numbers on buildings. The descriptions are short and=, again, just concepts. “Watchtower Deserted. An alarm fire atop has been spent. Did anyone see it?” Well I don’t know, did they? Are there consequences one way or another to that?
That bit at the end, it’s some kind of hipster pretension. And THAT absolutely IS prevalent everywhere. The whole “let’s put in a meaningless question under the pretext of giving the DM possibilities!” There’s a forest wolf encounter. The wolves are hungry and want to steal food and run off, mostly. That’s great! Except we also get “No food, they come in.’ This is supposed to, I think, convey a sense of menace. It does not. Nearby this, in a description meant to be atmospheric, about the journey to the town, it ends with something meant to convey the inclusion of the party in the description. “Chatter about the heist, maps, treasure. Or dead silence. Up to the table.” Why, yes, it is up to the table. But also, what’s with the sentence “Up tp the table?” Ol Craig used a cut down sentence, with dropped words and fragments, in order to save space. Space clearly isn’t an issue here given the ‘luxurious’ room given to simple tables. A couple of pages for “Which of the six howlers show up” could be compressed to maybe six short sentences. Or, the text implies that only three howlers exist, so, perhaps not having a table at all? This sort of needless randomness drives me crazy; an adventure is almost always better when the locales are themed around the specifics of a creature rather than just giving a random determination, for these sorts of encounters.
And how about those dungeon rooms? “Portcullis: Disjointed and stuck shut. S7 STR with up to 4 characters adding their STR to lift/bend. One attempt only.” Great! That’s how we get those thirtyish rooms down into the quite small page count devoted to locations, with the bulk of the text being other tables. The interactivity here boils down to finding, say, the wormacide that helps you fight the giant bookworms, or being confident in answering a forgetful sphinx’s riddles.
Not Kabuki’s best work. It feels like it needs another couple of polishes to make everything come together and work as a cohesive whole. Better integration of the various major enemy groups, and a more solid effort in brining out the … joylessness? Melancholy? The forgetful nature of things.
This is $5 at DriveThru.The preview really shows off the worse parts of the adventures, the sparse table nature. Things change, the text style and descriptive style, deeper in and that, being the bulk of the adventure, is where the preview should have focused.
https://www.drivethrurpg.com/en/product/556896/the-faceless-...
March 2026 Solo Games Review: Ratings, Awards, and More
Posted: Thu, 09 Apr 19:30:50
March might be well behind us at this point, but it was a busy one worthy of plenty of reflections! I started off the year pretty slowly with very few solo games, which meant I was waiting for things to turn around… And that they did. March was a very busy month with so much to look back over. April will likely be just as busy, yet first, some March highlights!
Lessons of the Month
I love solo games, from the start of discovering a new title to figuring out the strategies after playing many times. This hobby is one that isn’t designed to be full of pressure to play.
Lots of games brought me a lot of joy, and I loved getting back into the regular habit of playing again! It’s OK to take breaks, because the flood gates are bound to open up. Ha!
If anything, I’m less inclined to buy a lot of new games with so many awesome experiences on my shelves, just waiting.
Getting more unplayed solo games to my table has been great. I can’t wait to find out what becomes a new favorite!
Full Listing of March 2026 Award Winners
🏆 Action-Packed Scene: Dwellings of Eldervale
🏆 Back for More: Daydream
🏆 Calico Critters Twin: Stable Times
🏆 Freshly Hatched Box: Stable Times
🏆 From the Ashes: Pandemic: Fall of Rome
🏆 Inspired by Nature: Fantastic Factories
🏆 It’s a Trap!: Dwellings of Eldervale
🏆 Next Gallery Exhibit: Stable Times
🏆 Roses are Red: Dwellings of Eldervale
🏆 Surprise Party Time: Pandemic: Fall of Rome
🏆 The Gold Cheesecake: Daydream
🏆 The Jeweled Crown: Dwellings of Eldervale
🏆 Uh-Oh, Hot Dog!: Pandemic: Fall of Rome
🏆 Winner of All: Dwellings of Eldervale
Continue to the Full Post »
Youtube Video
Posted: Thu, 09 Apr 19:30:50
by Jessica
Look back at the highlights from memorable solo games and the lessons to carry forward in this review of March 2026.March might be well behind us at this point, but it was a busy one worthy of plenty of reflections! I started off the year pretty slowly with very few solo games, which meant I was waiting for things to turn around… And that they did. March was a very busy month with so much to look back over. April will likely be just as busy, yet first, some March highlights!
Lessons of the Month
I love solo games, from the start of discovering a new title to figuring out the strategies after playing many times. This hobby is one that isn’t designed to be full of pressure to play.
Lots of games brought me a lot of joy, and I loved getting back into the regular habit of playing again! It’s OK to take breaks, because the flood gates are bound to open up. Ha!
If anything, I’m less inclined to buy a lot of new games with so many awesome experiences on my shelves, just waiting.
Getting more unplayed solo games to my table has been great. I can’t wait to find out what becomes a new favorite!
Full Listing of March 2026 Award Winners
🏆 Action-Packed Scene: Dwellings of Eldervale
🏆 Back for More: Daydream
🏆 Calico Critters Twin: Stable Times
🏆 Freshly Hatched Box: Stable Times
🏆 From the Ashes: Pandemic: Fall of Rome
🏆 Inspired by Nature: Fantastic Factories
🏆 It’s a Trap!: Dwellings of Eldervale
🏆 Next Gallery Exhibit: Stable Times
🏆 Roses are Red: Dwellings of Eldervale
🏆 Surprise Party Time: Pandemic: Fall of Rome
🏆 The Gold Cheesecake: Daydream
🏆 The Jeweled Crown: Dwellings of Eldervale
🏆 Uh-Oh, Hot Dog!: Pandemic: Fall of Rome
🏆 Winner of All: Dwellings of Eldervale
Continue to the Full Post »
Youtube Video
Product For Sale: The Dark of Hot Springs Island
Posted: Thu, 09 Apr 18:56:08
Condition: Very Good
Location: United States
Posted: Thu, 09 Apr 18:56:08
by bkirchhoff
$10.00 for RPG Item: The Dark of Hot Springs IslandCondition: Very Good
Location: United States


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