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<title>The Internet Vagabond :: Pathfinder One-Shot: The Crater of Igrevor</title>
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<span class="first">T</span>he
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<span class="first">I</span>nternet
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<span class="first">V</span>agabond
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</div>
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</a>
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</header>
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<main>
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<article>
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<h1 id="preamble-to-the-pathfinder">Preamble to the Pathfinder</h1>
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<p>For many years now, I’ve been playing in several Pathfinder games. I very much
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enjoy the system, if only because I love options in roleplaying games. During
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the COVID-19 pandemic and lockdown, in addition to my weekly game, a second
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group started a weekly game. This one, unlike the campaign I’ve been playing in
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for the last 6 years (we’re level 9), sees the characters level up after
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each adventure, and is meant more as a quick and fun string of one-shots. After
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a few weeks of Lizzie starting and running the “campaign,” I volunteered to run.
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This post covers my one-shot <code class="language-plaintext highlighter-rouge">The crater of Igrevor</code>.</p>
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<h2 id="background">Background</h2>
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<p>Before hopping in, a little background. The party at this point had gone on
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several adventures and made a name for themselves in a relatively small town.
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They decided to settle down, and because the details of this town weren’t known
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at the time, all the players collaborated to establish the Town of Ulriksted. I
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took some liberties with the what we established, and decided that a powerful
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wizard has also moved to the town, seeing it as an opportunity for trade, but
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also a good place for a fancy tower. Wizards love their towers. Thus, Igrevor
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was born.</p>
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<div class="language-plaintext highlighter-rouge"><div class="highlight"><pre class="highlight"><code>Igrevor Thel'lessell
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Lawful Neutral Elf
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Cleric of Abadar: 3 // Wizard (Conjurer: Teleportation): 3 // Mystic Theurge: 10
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</code></pre></div></div>
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<p>As a follower of Abadar, Igrevor is very interested in trade and travel, both on
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the material and other planes. His arcane studies also focus on extraplanar
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travel and research. And because I’ve always been interested in the <code class="language-plaintext highlighter-rouge">Mystic
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Theurge</code> class, I decided this was a perfect opportunity to make use of it. As a
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trader, I focused his build on several magical crafting feats: wonderous items,
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magical arms and armor, and constructs.</p>
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<p>Igrevor’s tower sits to the north of town, along the river which flows through
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Ulriksted. He offers his arcane services to the town, as well as crafting and
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selling his magical wares to adventurers when they travel through. Unfortunately
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for him, a powerful <a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/hag/hag-night">Night
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Hag</a>
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has taken an interest in him, and has been haunting his dreams for a while now.
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Being a powerful wizard, he’s been able to defend himself and his tower
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accordingly, but the Hag has decided to get some assistance. You see, Igrevor
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has established a powerful teleportation and planar travel system within his
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tower, albeit a well protected one. The Hag, studying this herself, conspired to
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exploit this with the help of a several extraplanar allies: Several
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<a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/xill">Xill</a>
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raiding parties, to which she provided
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<a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/nightmare/">Nightmare</a>
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mounts; and two <a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/-primal-umbral/umbral-dragon-juvenile">Umbral
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Dragon</a>
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brothers.</p>
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<h1 id="the-crater-of-igrevor">The Crater of Igrevor</h1>
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<blockquote>
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<p><em>While enjoying a pint and a quiet night at Tuckleberry’s tavern, The Leaf and
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Lyre, the party is rudely interrupted by the sound of a massive explosion,
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north of town. As they race outside, they see a swirling vortex of colors
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stretching high into the sky, roughly where Igrevor’s tower is. Screams shortly
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follow, and as the party pulls their attention closer, they see looming shapes
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approaching the town.</em></p>
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</blockquote>
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<p><strong>Encounter: Xill Raiding Party</strong></p>
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<blockquote>
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<p><em>Four-armed, flame-red insect-like humanoid creatures, riding upon steeds of
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smoke and fire</em></p>
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</blockquote>
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<p>The first encounter is relatively easy for the party, considering at this point
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they’re level 9. There are 4 Xill, each riding a Nightmare. Each has a special
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elemental key, tied to each of the four elemental planes: earth, air, water, and
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fire. The last Xill looted also has a note, written in Infernal: “These keys
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will keep the portals open, and the tower inaccessible. Once you have your new
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hosts, return to the Ethereal plane. DO NOT LOSE THEM!” Whoops.</p>
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<blockquote>
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<p><em>As you move further, the party can clearly see the vortex of colors that now
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envelop Igrevor’s tower. A chaotic flow of earth, wind, water and fire create an
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impenetrable globe around what remains of the upper half of the tower, which
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hangs unsupported in the sky. Beneath it, a crater is all that remains of the
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bottom of the tower. As the party draws closer, you can make out 4 shimmering
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portals, at each of the cardinal directions. From each, a distinct color and
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element can be seen: north, a verdant green and stony landscape identifies a
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portal to the plane of earth; south, a clear portal surrounded by gusts of
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strong winds indicate the portal to the plane of air; to the west, a fiery
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hellscape indicates the portal to the plane of fire; and to the east, a flood of
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water flowing from the portal to the plane of water. Where the 4 regions meet,
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the elements clash and swirl about, surging upward, creating the sphere around
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the tower. As the party takes in the scene, they suddenly receive a Sending from
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Igrevor: <strong>In dire need of assistance. Tower under attack. Must close portals.
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Please hurry! WILL REWARD! Use teleportation circle in foyer; top of tower</strong></em></p>
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</blockquote>
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<p>At this point, I also introduce a small mechanic related to the portals: Each
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elemental portal gives the PCs a boon:</p>
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<ul>
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<li>Plane of Earth: DR 1/- for each elemental planar portal open</li>
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<li>Plane of Fire: Aura, 5ft: 1 fire damage for each elemental planar portal open</li>
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<li>Plane of Water: Fast Healing 1 for each elemental planar portal open</li>
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<li>Plane of Air: Bonus 1ft. Movement speed for each elemental planar portal open</li>
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</ul>
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<p>Each of these boons is removed as soon an the associated portal is closed.</p>
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<p><strong>Puzzle: The Elemental Portals</strong></p>
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<p>To reach the tower, the party much figure out a way to close the portals.
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Initially, each portal claims a quarter of the ground around the portal. Closing
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a portal causes the adjacent portals to claim the ground, increasing their power
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and decreasing the power of the opposite portal. If coordinated, it should be
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possible for the party to close all portals simultaneously.</p>
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<blockquote>
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<p>Earth Portal</p>
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<ul>
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<li>Trying to close the earth portal causes vines to sprout. If fire is still
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open, the fire aura burns away the vines before they can entangle.</li>
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<li>Closing the earth portal causes the fire and water portals to increase in
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power, and the air portal to decrease in power (modified DC)</li>
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<li>Entangle, DC 15: Thorny vines restrict movement and deal damage. Each round,
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any creature trying to move through the area must make a reflex save or become
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entangled, reducing movement speed to 10 feet and dealing 1d6 acid damage.
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<ul>
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<li>If the Fire or Water portal has been closed, the DC increases by 2, to a
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maximum of 19 if both portals are closed.</li>
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<li>If the Air portal has been closed, the DC decreases by 2</li>
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<li>If a creature enters the area with the fire aura, the entangle checks
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automatically succeed: The aura from the plane of wire withers the vines as
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they try to wrap around you.</li>
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</ul>
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</li>
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</ul>
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</blockquote>
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<blockquote>
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<p>Fire Portal</p>
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<ul>
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<li>Trying to close the fire portal causes intense heat waves. If water is still
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open, the aura cools the temperature</li>
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<li>Closing the fire portal causes earth and air to increase in power, and the
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water portal to decrease in power (modified DC)</li>
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<li>Heat Waves, DC 15: Intense heat radiating from the portal causes damage and
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fatigue. Each round, any creature trying to move through the area must make a
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fortitude save or become fatigued and take 1d6 fire damage.
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<ul>
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<li>If the Earth or Wind portal has been closed, the DC increases by 2, to a
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maximum of 19 if both portals are closed</li>
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<li>If the water portal has been closed, the DC decreases by 2</li>
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<li>If a creature enters the area with the water aura, the fatigue checks
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automatically succeed: The aura for the plane of water cools the area,
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keeping the heat at bay.</li>
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</ul>
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</li>
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</ul>
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</blockquote>
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<blockquote>
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<p>Water Portal</p>
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<ul>
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<li>Trying to close the water portal causes buffeting waves and sheets of rain to
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disorient and hamper the player. If the air portal is still open, the aura
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keeps visions clear.</li>
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<li>Closing the water portal causes the earth and air portals to increase in
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power, and the fire portal to decrease in power (modified DC)</li>
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<li>Stormy Weather, DC 15: Torrential rain and slick ground causes difficult
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terrain and disorientation. Each round, any creature trying to move through
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the area must make a reflex save or fall prone, and a will save or become
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disoriented, moving in a random direction (Roll 1d4: 1, move in intended
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direction; 2, move to the left; 3, move to the right; 4, move backwards)
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<ul>
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<li>If the Earth or Wind portal has been closed, the DC increases by 2, to a
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maximum of 19 if both portals are closed</li>
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<li>If the earth portal has been closed, the DC decreases by 2</li>
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<li>If a creature enters the area with the air aura, there is no risk of
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disorientation. If a creature enters the area with the earth aura, there is
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no risk of falling.</li>
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</ul>
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</li>
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</ul>
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</blockquote>
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<blockquote>
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<p>Air Portal</p>
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<ul>
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<li>Trying to close the air portal causes strong winds and electrical shocks. If
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the earth portal is still open, it helps to resist the winds.</li>
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<li>Closing the air portal causes the fire and water portals to increase in power,
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and the earth portal to decrease in power (modified DC)</li>
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<li>Tornado, DC 15: Strong winds buffet and shock. Each round, any creature trying
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to move through the area must make a fortitude save or be blown 10 ft away
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from the portal, and take 1d6 electricity damage.
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<ul>
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<li>If the water or fire portal has been closed, the DC increases by 2, to a
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maximum of 19 if both portals are closed</li>
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<li>If the earth portal has been closed, the DC decreases by 2</li>
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<li>If a creature enters the area with the earth aura, the push checks
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automatically succeed: The earth aura grounds you, giving you resistance to
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the forceful winds</li>
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</ul>
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</li>
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</ul>
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</blockquote>
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<blockquote>
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<p><em>As the last portal closes, the last remnants of the elemental sphere around the
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tower dissipate. The tower floats silently above the group, with ruins frozen in
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the air hanging beneath it. The closest pieces, which could be used to climb
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into the tower proper, are 20 feet in the air.</em></p>
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</blockquote>
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<p>With the four elemental portals closed, the tower is now accessible. The party
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must somehow ascend 20 feet into the air to get to the lowest ruins, and then a
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Climb (DC 10) check to get to the rest of the tower, 10 feet further up. This,
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like a few other obstacles, was a way to force the party to use resources. The
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sorcerer of the group knows fly, and so this was a way to get him to use a
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spell. The way I tend to run many of my games is to try and force my players to
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think about their resources, and manage them accordingly. To be fair, I try to
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give alternatives. For example, the party could use rope to climb up. I think in
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this case, they used either <code class="language-plaintext highlighter-rouge">Mage Hand</code> or a familiar to loop rope around some
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rubble, then the fighter climbed up and attached a better rope, and they were
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able to ascend without expending many resources at all.</p>
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<blockquote>
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<p><em>Once inside, there is a corkscrew stairwell along the walls of the tower,
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ascending roughly another 20 feet. At the top, light and shadows play on the
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wall near where the stairs enter a new floor.</em></p>
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</blockquote>
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<p>If the party is perceptive or stealthy enough, they can notice several figures
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waiting on the next floor, as well as get the drop on them!</p>
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<p><strong>Encounter: Xill and Night Hag</strong></p>
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<blockquote>
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<p><em>A tall, gaunt figure with long limbs stands with two more Xill. Her skin
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stretches tightly across her bones, and a grin stretches across her nightmarish
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visage. Claws and fangs betray her intent.</em></p>
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</blockquote>
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<p>Here, again, I tried to force a change of tactics. The room the party fights in
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is only 20 by 20. The usual <code class="language-plaintext highlighter-rouge">Fireball</code> approach would be dangerous. The party
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was clever and perceptive, though, and the sorcerer was able to approach the
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room invisibly, and place a <code class="language-plaintext highlighter-rouge">Fireball</code> in a way so as to kill the Xill. The Hag
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is immune to fire, conveniently, and so the party had to deal with her some
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other way. Also, she can cast <code class="language-plaintext highlighter-rouge">Invisibility</code> at will, which helper her get the
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drop on the party. The sorcerer <code class="language-plaintext highlighter-rouge">Fireball</code>’s the room, ducking down the
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stairwell to avoid the blast. While no one can see her, she goes invisible. The
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party doesn’t see any threats, enters the room, and she pounces. Hag’s are great
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opponents. They have a great kit for DMs to play with; great defenses, including
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damage reduction, a solid set of immunities, and spell resistance 24! The lore
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of hags, as extraplanar scavengers and traders, is also fascinating. I’d like to
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use one in a future campaign, especially an evil campaign, and have this be a
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companion NPC or something.</p>
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<p>With this encounter completed, the party stands in the aforementioned foyer, and
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on the ground they see an arcane circle: the teleportation circle.</p>
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<blockquote>
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<p><em>The corpse of the night hag fades into shadow, as it disappears from the
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material plane. With the room now secured, you see arcane symbols inscribed in
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the center of the room. This must be the teleportation circle Igrevor mentioned
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in his sending. As you step into the circle, you find yourself transported to a
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large, cylindrical room. An inner wall breaks at four equidistant places,
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revealing an outer wall, and a shimmering pool of light in a small alcove.</em></p>
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</blockquote>
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<blockquote>
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<p><em>Exploring the space, the inner room has the teleportation circle, and many
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arcane symbols drawn into the stone and the walls.</em> A Knowledge(Arcana) or
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Spellcraft, DC 15, reveals the symbols to be protections related to
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teleportation, plane shifting, and the like. <em>Checking the outer ring, you find
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the four aforementioned pools, as well as a wall of force blocking a hallway.</em></p>
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</blockquote>
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<blockquote>
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<p><em>Oh a whim, you glance up, and see two spheres circling the room. One is pure
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white, and the other black. They maintain a perfect distance from each other.</em> A
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Knowledge(Planes), DC 15, identifies the spheres as being made of pure positive
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and negative energy, respectively. <em>You now notice, as the spheres pass by the
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alcoves, the pools briefly shift towards the color of the sphere, and the wall
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of force slightly…</em></p>
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</blockquote>
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<p>Or, at least, that was the original intention. As so often happens, I wasn’t
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quite satisfied with this part of the original adventure, and modified this it
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slightly. Originally, the party was going to fight a “Planar Scion.” Initially,
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the party would find two humanoid energy beings, one made of positive energy and
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one made of negative energy. The beings would be indestructible, and the party
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would have to merge them to create a single being, which was now vulnerable.
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But, I couldn’t figure out a good way to convey this information, while making
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the combat engaging, in the time I had, so I scrapped it for a puzzle instead.</p>
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<p><strong>Puzzle: Spheres and Pools</strong></p>
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<blockquote>
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<p><em>As you navigate the room, you find the hallway leading from this room, and an
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opaque barrier blocking the way forward.</em></p>
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</blockquote>
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<blockquote>
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<p><em>Oh a whim, you glance up, and see four spheres circling the room. Two are pure
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white, and the others black. They maintain a perfect distance from each other.</em> A
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Knowledge(Planes), DC 15, identifies the spheres as being made of pure positive
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and negative energy, respectively. <em>You now notice, as the spheres pass by the
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alcoves, the pools briefly shift towards the color of the sphere, and the
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barrier slightly dissipates</em></p>
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</blockquote>
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<p>The only way through this barrier is to stop the rotating spheres. As alluded to
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in the descriptive text, the pools and the spheres are related. As the spheres
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pass over the pools, they shift the pools from clear towards the color of the
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sphere, and I added that the spheres appear to slow down very slightly. The
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party had to use positive and negative energy sources to shift the pools to the
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appropriate attunement, which stopped the spheres, and opened the barrier.</p>
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<p><strong>Final Encounter: Umbral Dragon</strong></p>
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<blockquote>
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<p><em>As the spheres stop, above the pools, they descend into the pools, and
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dissolve the barrier blocking the way out of the room. Moving through the
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hallway, you come to a large meeting hall. An oak table, which could almost
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seat the entire town of Ulriksted, sits in the middle of the hall, with chairs
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and tables strewn about. Making your way into hall, you see Igrevor to your
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right, as he finishes casting a spell and striking down one of two juvenile
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dragons standing opposite him. He turns to you, and speaks, “The Lords of
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Ulriksted! And just in time! I am sorry, friends, I cannot assist you further;
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one of these beasts took most of my arsenal to defeat. I beg your assistance!”
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As he finishes, you see a sphere arise around him, and him kneel to catch his
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breath.</em></p>
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</blockquote>
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<p>The boss battle! The juvenile Umbral Dragon! I toned down the beast a bit, but I
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definitely shouldn’t have. It was a good fight, and the barbarian did not hold
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back. As the party defeated them, Igrevor thanked them, and their reward was any
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single magical item that he can make. In addition, because I’m prone to giving
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my PCs overpowered items, I allowed each of them to have an item made from the
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scales of the dragon, which gives them the immunities of the dragon. This turned
|
||
out to be a <em>very</em> powerful option: immune to cold, death effects, negative
|
||
energy, paralysis, sleep.</p>
|
||
|
||
<h1 id="aftermath">Aftermath</h1>
|
||
|
||
<p>I had a lot of fun with this one. The party made their way with through with
|
||
consistent progress, and the boss battle was challenging but not overwhelming. I
|
||
think, if run again, I wouldn’t tone down the boss. I ended up running a
|
||
follow-up adventure, which is currently untitled, but which became a two parter,
|
||
and the driving motivation for my upcoming third adventure. I look forward to
|
||
sharing those as well! Feel free to make use of this adventure in your own
|
||
games!</p>
|
||
|
||
<h1 id="maptools">MapTools</h1>
|
||
|
||
<p>But wait, there’s more! This adventure was my first foray into MapTools, a free
|
||
and open-source virtual table top system. It allows you to create detailed
|
||
maps, add tokens, set sight lines, and much more. You can host a server locally
|
||
that your players can connect to, and they can move things around themselves.
|
||
Or, if you’re a bit lazier like me, you can share your screen on your voice call
|
||
of choice, and just move the tokens for players instead. I had a lot of fun
|
||
crafting Igrevor’s Tower in MapTools, and then sharing that with my players
|
||
during the session. It really made the game more enjoyable, and more immersive
|
||
than just a standard voice-and-video call.</p>
|
||
|
||
<p>The community for the MapTool suite has built a lot of tokens, tile sets, and
|
||
additional assets to really explore and build <em>exactly</em> what you want. I
|
||
certainly made good use of CSP’s Dungeon Geomorphs (available for free directly
|
||
within MapTools, and made by <a href="https://www.crookedstaff.co.uk/">Kristian
|
||
Richards</a>), <a href="https://immortalnights.com/tokensite/">Devin
|
||
Night’s</a> tokens (some of which are
|
||
available for free, but are well worth the price) and Torstan’s Markers and
|
||
Objects (also available directly within MapTools). I’m not sure if the campaign
|
||
will load without those enabled, but for anyone interested, you can find a link
|
||
to the campaign maps for this adventure <a href="https://www.theinternetvagabond.com/src/campaigns/crater_of_igrevor.cmpgn">here (click to download)</a>.</p>
|
||
|
||
<h1 id="100-days">100 Days</h1>
|
||
<p>I’m writing this post as part of
|
||
<a href="https://100daystooffload.com">#100DaysToOffload</a>, an initiative to inspire
|
||
writing habits. Perhaps you could do the same.</p>
|
||
|
||
<h1 id="sources">Sources</h1>
|
||
|
||
<ul>
|
||
<li><a href="https://www.rptools.net/toolbox/maptool/">MapTools</a></li>
|
||
</ul>
|
||
|
||
<div class="author_info">
|
||
Bill Niblock
|
||
<a href="https://unlicense.org/"
|
||
aria-label="Code dedicated to the public domain under Unlicense">
|
||
<span class="fa fa-cc-pd" aria-hidden="true"
|
||
title="Code dedicated to the public domain under Unlicense"</span>
|
||
</a>
|
||
<a href="https://creativecommons.org/publicdomain/zero/1.0/"
|
||
aria-label="Published to the public domain under CC0">
|
||
<span class="fa fa-cc-zero" aria-hidden="true"
|
||
title="Content dedicated to the public domain under CC0"</span>
|
||
</a>
|
||
2020-07-10
|
||
<br />
|
||
[
|
||
|
||
<a href="/topics/gaming">gaming</a>
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My name is <span class="p-name">Bill Niblock</span>. <span
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