Burials of Teganshire Post 10 of 30

Here at Griffon Lore Games, we’re big fans of grim, gritty hard fantasy.

That isn’t navel-gazing, nihilistic, and “subverting expectations.” In other words, heroic fantasy. A DM can attach heroic fantasy to any game world, and most line of products, and I encourage you to do so. Genuinely heroic fantasy is all about choices and the consequences of decisions. Decisions made by what players believe is the right thing to do given the circumstances and what they know.

First, let’s talk about Hollywood, the comic industry, and the book publishing industry shooting itself in the foot, first. I call it—the Triad of Suck.

The Triad of Suck–a generation of crap

Hollywood’s Three Decades of Crap

Current RPG products, for the most part, have avoided the pitfalls expounded by Hollywood’s fascination with navel-gazing, nihilistic fiction since the early 90s. By its very makeup, a fantasy RPG game is composed of players running PCs, in a story of their own or the DMs making. Since milquetoast conflict doesn’t sell RPG products, players, by and large, play in an environment where the stakes are significant, conflict abounds, and heroes live and die by both their choices and the whims of the dice. Since it’s a game, players recognize dice whimsy as part and parcel of RPGs.

It’s not all bad in Hollywood, but a lot of it is. Then there are the books.

Genre Book Publishing’s Three Decades of Crap

Current RPG products, for the most part, have avoided the pitfalls expounded by traditional book publishing’s fascination with navel-gazing, nihilistic fiction since the early 90s. By its very makeup, a fantasy RPG game is composed of players running PCs, in a story of their own or the DMs making. Since milquetoast conflict doesn’t sell RPG products, players, by and large, play in an environment where the stakes are significant, conflict abounds, and heroes live and die by both their choices and the whims of the dice. Since it’s a game, players recognize dice whimsy as part and parcel of RPGs.

Is this sounding familiar? It’s not all bad in traditional publishing, and independent publishers have rushed to fill in the gap.

But a lot of it is self-serving, non-entertaining drek. Then there are comic books.

Comic Book Publishing’s Three Decades of Crap

Current RPG products, for the most part, have avoided the pitfalls expounded by comic book publishing’s fascination with navel-gazing, nihilistic fiction since the early 90s. By its very makeup, a fantasy RPG game is composed of players running PCs, in a story of their own or the DMs making. Since milquetoast conflict doesn’t sell RPG products, players, by and large, play in an environment where the stakes are significant, conflict abounds, and heroes live and die by both their choices and the whims of the dice. Since it’s a game, players recognize dice whimsy as part and parcel of RPGs.

Detect a pattern here? It is, indeed, the triangle of suck. And the commonality between the three is the departure from the hero’s journey.

The Hero’s Journey is the Foundation of Conflict

And without foundation, all the fun factors in a fantasy game have no root. In a narrative, the hero’s journey is about the conflict that drives character growth.

In a D&D game, it’s all about the opportunity to overcome the conflict as a game. Players will grow their PCs as players will. Either they progress their PC through role-playing, or they don’t. This is where “DM as a referee” is better than “DM as a story-teller.”

Now I know what you’re thinking. We’re talking D&D, and D&D is a game, so where do the foundations of mythology come into play?

When Campbell was describing the hero’s journey, he wasn’t pulling a trope out of his butt—he was explaining life writ large via an archetype, a distillation, of if you will, of legend and mythology. Ignoring it, making fun of it, wishing it would go away, is only a blip in the grand entertainment universe. It’s never going to change because it’s human nature, stamped with the approval of Human History.

But, the “Triad of Suck” did impact D&D, less for what it did, but more for removing the concept from gameplay and game design.

Hitting (multiple) Rock Bottoms is the Hallmark of the Journey

The Hero’s Journey in graphical format:

Graphic provided by wiki commons

See the Abyss? That’s the low point that makes what’s next all the more delicious. How applicable is the singular hero’s journey to D&D? If a DM uses it as a blueprint to a campaign—highly relevant.

Now I know what you’re thinking. You’re thinking that I’m talking about a STORY-TELLER CAMPAIGN when D&D is a GAME. SHAME ON ANTHONY. But that’s just it—you can use the format in an open-world, sandbox, player-driven campaign. It just needs some thought. Let’s use two examples.

Two Examples of the Hero’s Journey in Player-Driven Plots

Example One: Count Torc Mac Ceti

The PCs are the vassals of a stern, but highly-supportive, wealthy, and influential baron—their lands’ border another Barony, one Count Torc Mac Ceti. The PCs are in charge of the crossroads town Kamshire, and Torc Mac Ceti has made several inquiries that he would covet the PCs alliance—but the PCs, involved in a series of adventures for their baron, have declined him thus far.

One day the PCs receive word that one of their woods in now infested with a rather large green dragon. Indeed, the dragon sends them word he would like to meet with the PCs (gulp). The dragon seems like an amiable fellow—he cleaned the woods out of monsters and bandits (something the PCs always meant to do). In return for a safe wood, he requires, uh, a cow. A fat cow. Once a month. And a barrel of wine. To go with the cow. PCs are left with the impression this dude is old (and a bit lazy) and would rather avoid conflict.

Now, the vast majority of the players will think this dragon is an impressive addition to their PCs’ lands. And obviously, if the DM wanted to use the dragon to kill them all, then he would have done so. A dozen cows and barrel of wine a year for a dragon buddy? Heck yeah!

Aaaaaand there it is.

Several months go by, and the relationship works. Sure, the dragon has an evil streak, but then again, the PCs are no choir boys themselves. To protect their baron, they’ve gotten their hands dirty. The dragon sends word—he’s captured a wanted criminal, someone the baron has been looking for. The PCs take delivery of the rascal and give the dragon a magic item as thanks. This relationship seems good. Healthy even.

And then one month the dragon says, hey. This month I’ll need a virgin maiden instead of a cow.

the dragon

Whoops.

Now, the PCs refusing the dragon or not, it doesn’t matter. If they deliver the virgin, the dragon screams, “She’s not a virgin!” as he drops her body in the town square and destroys Kamshire. If they fail to deliver the virgin, the dragon attacks and destroys Kamshire. If they try to kill the dragon, he is way above their league, TPKs the party, and destroys Kamsire. It’s a dragon. They are mid-level PCs. If they die, the bewildered baron, their liege brings them back, using up all his influence with the church to do so. Or the PCs roll new characters—1st Level survivors of the Terrible Dragon.

This is a low point for the players but a high point in the campaign world! And the dragon isn’t the real villain here, only a weapon. He’s demanded a virgin because Count Torc Mac Ceti paid him a lot of money to do so. Mac Ceti is the party’s nemesis, and he’s just getting started.

But was that organic?

Not really, but Count Torc Mac Ceti sure is a villain. How the PCs deal with such a tyrant will be interesting, considering they still don’t know the real reason the dragon went off in the first place. Killing the monstrous beast is only the start (uh, nothing personal, guys, it was just business. You’re not still mad, are you?). Depending on the direction they go, the destruction of their town, and the death of all their friends (and possibly loved-ones) was just the beginning of a terrible, terrible time.

This kick in the gut works because the DM didn’t plot the campaign.

He just plotted the PCs’ downfall. It’s up to them to crawl out of the hole—and start their heroes’ journey.

Example Two: Organic Your Way into Jail

Let’s back up the clock. The PC’s noble sponsor (let’s call him Baron Winstead) is besieged and mired in dirty politics at every turn. He’s been having the PCs do some things he can’t have traced to himself.

The players are having fun. Each adventure is a backdrop in politics and drama, and their PCs are getting rich in the process. The rewards go beyond the coin—the baron gives them influence, marrying one of his daughters to a PC.

And then, they get arrested and thrown into the King’s Dungeon. All the DM had to do is keep track of their legitimate mistakes, and when one was made that was serious enough, well, that was it, then. The PCs are stripped of their lands and titles, their sponsor’s hand slapped. They’re tossed in a dungeon designed to hold adventurers such as themselves, with the key thrown away.

In this example, the PCs committed crimes against bad guys but got caught—a less dramatic but certainly more organic route to the heroes’ journey than the dragon melting everyone’s face off in town with acidic clouds of doom.

And the DM has many drama options here, for example—the marriage of the baron’s daughter, a PC’s wife, was annulled and she was married off to the Count next door, one Torc Mac Ceti, and the PCs know him to be one bad dude.

This is a journey of self-discovery. In this campaign, just who are the bad guys? How do they get out of jail that they so lawfully belong in, and then what? How do the PCs go from zeros to heroes?

Beyond the Plot Tick—Failure Mechanics

Even if the DM doesn’t nudge the PCs into a catastrophe, the PCs can go on a hero’s journey by acting heroically in the face of failure. A DM needs to have both, really. He both needs to push the PCs into a state where only the heroic survive, yet give those heroes a chance for setbacks so they can learn to become heroes.

Failure Mapping NPCs

The easiest way to start planning for the PCs’ downfall is to map out what happens when the PCs fail with people by tracking dispositions: what happens when these NPCs are Unfriendly, and what happens when they are Hostile?

  • Local Nobility
  • Merchants
  • Townfolk
  • Bartender
  • Guards
  • Bard
  • Landlord
  • Innkeeper
  • Hunters
  • Thieves
  • Beggars

Failure Mapping Modules

Once the NPCs are mapped to their two fail states, the next step is to map out failure conditions for every adventure, which necessitates choosing experiences where it isn’t “all or nothing.” If you possess such a module (and I have dozens), it’s easy to change the tone of the module by putting in failure conditions:

  • The PCs never get there due to a random encounter—what happens?
  • The antagonist defeats the PCs and drives them off—what happens?
  • The PCs commit a category error (they went through the adventure thinking the problem was one thing when it was another)—what happens?
  • The PCs obtain a partial victory—what happens?
  • The PCs meet all their objectives, but the bad guy gets away—what happens?

“What happens?” should be a state that adds tension:

  • The PCs stop the investment of the abandoned castle but know the escaped bad guy is going to seek revenge, probably at the worst possible time
  • The PCs clear out the castle and kill the bad guy, but on the way home, they notice flying scouts above the castle. Again. They always have the option to go back and just raze the place to the ground and fill the dungeon with lava.
  • They never made it to the dungeon, and now the ogre magi fortifies it and stocks it with armored ogre shock troops in heavy armor (ha, ha, ha)
  • The PCs capture the bad guy, turn him in for King’s Justice, only he plays a political game, and someone lets him go!
  • The PCs TPK and the bad guy get their gear and use it to terrorize the region. Hello, new PCs, you’re in for a rough ride.

Rule-of-Thumb

As a rule of thumb, adding at the minimum four conditions to a module, half successes, and half failures, to various degrees, is an excellent way to turn even the most rail-roady module into engaging campaign action. And if the PCs keep hitting all cylinders, then they should reap the rewards—and the DM should ratchet up the difficulty until a single failure becomes catastrophic.

Failure creates high stakes and tension. Successes bracketed by failures create a game table of righteous D&D. If your PCs aren’t failing their way to success—then why bother playing a game if they can never lose?

Put players on a hero’s journey. By switching a mentality to “the module is the game” to “the player’s success and failure is the heroes’ game,” organically creates a world that is a journey of their own making.

Let them fail.

Burials of Teganshire on Indiegogo

Crossbow Man takes failures personally. Without subverting expectations.


Previous 30 Days of BoT | Next 30 Days of BoT


 

Burials of Teganshire post 9 of 30

Let’s depart the campaign and adventure philosophy and dive into encounters. Ladies and Gentlemen, I present to you, the Lothmar meta mimic for Pathfinder 1E. Yes, it’s a mimic of a mimic. Ha. Ha, ha, ha, AH HA HA AH MWA HAHAHAHAHA!

Ahem.

Encounter: The Old Man and the Ghost Wagon

On any road the PC party is traveling on, they find a wounded, delirious old man in the ditch. He claims that a “wagon with no horse or riders,” came across their own wagon in the opposite direction. When the animated wagon got closer, it “screeched like the damned, laughing and giggling” as it attacked the horses, and then the other occupants of the old man’s wagon.

This is the extent of his knowledge. He claims it was a “haunted ghost wagon” and doesn’t have any details of how it attacked or if the rest of his companions are alive or dead. He says the wagon took a bite of him and then yelled, “Begone, old fool, least GHOST WAGON kills you too!”

The old man is thoroughly traumatized and is suffering from post-traumatic stress. Still, PCs with a Perception check of 13 or higher will reveal that he wants to deliver a helpful description, but no longer has the mental faculties to do so. Giving him some water and tending to his wounds will go a long way into calming him down, but the old man, who says his name is “Old Jim,” is helpless if left outdoors by himself.

Medieval Wagon

The Battle Site

It doesn’t take long for the party to find the gruesome battle site: a broken wagon, two dead draft horses, and two dead men, all four mostly eaten, body parts everywhere.

A Heal DC check of 15 reveals the wounds from a large mouth with sharp teeth. A DC 20 shows sticky, goo-like substance from the meta mimic’s adhesive. A DC or 25 reveals the men also suffered from some other type of catastrophic damage, the meta mimics cosmic damage delivered by its bite. Only a Knowledge Arcana DC of 25 or more will type the damage as “cosmic damage from the void beyond.”

Wagon tracks go down the road (without horses or oxen to pull them), the ghost wagon seemingly heading back from which it came. No tracking roll needed.

Combat Encounter

The Ghost Wagon will not be hard to find. It is moving at 30 ft. per round (using its movement for both its action and movent phases). Touching it or using ranged weapons will start combat. The meta mimic, while battling the PCs will periodically go “Oooooooo!” and “Mwahahahaha GHOST WAGON WILL EAT YOU!” It also taunts any healer in the party if another PC dies, calling them a “loser” and blaming them for the PC’s death.

It fights to the death. If the PCs only use ranged weapons, it turns into its true form, flies above the archers/crossbowmen, and then turns into a wagon to fall on their heads.

The meta mimic is reasonably intelligent. If it incapacitates a PC, it will keep attacking the PC until the PC is dead.

Combat variation

A fiendish DM can dramatically bump the encounter difficulty by having two regular mimics, as chests, hitching a ride in GHOST WAGON. All three of them think this is hilarious, and as the GM, you should find it pretty funny, too.

Your players, however, as play-testing revealed, will not think it funny at all.


Pathfinder 1E Lothmar Meta Mimic

Lothmar Meta Mimic | CR 5 | XP 1,600
Lothmar meta mimic | NE Huge to tiny aberration (shapechanger)
Init +3; Senses greensight 120 ft., see in darkness; Perception +12

Defense

AC 18, touch 10, flat-footed 18 | hp 90
Fort +6, Ref +1, Will +7
Immune acid, mind-affecting effects; Resist negative energy 5
Weaknesses vulnerability to force effects, vulnerability to sonic

Offense

Speed 15 ft., fly 30 ft. (good)
Melee bite +10 (1d10+6), pseudopod slam +10 (1d10+6 plus adhesive grasp effect)
Space 0 to 15 ft.; Reach 15 ft.
Special Attacks cosmic acid constrict (1d10+6) on adhesive grasped victims

Statistics

Str 18, Dex 8, Con 18, Int 12, Wis 12, Cha 10
Base Atk +6; CMB +12; CMD 21 (can’t be tripped)
Feats Improved Initiative, Step Up, Throw Anything
Skills Acrobatics -1 (-9 to jump), Climb +15, Disguise +0 (+20 when mimicking objects), Fly -1, Knowledge (dungeoneering) +12, Perception +12, Spellcraft +12, Stealth +2; Racial Modifiers +20 Disguise when mimicking objects
Languages Common, Undercommon, Aklo
SQ cosmic shapechange

Special Abilities

Adhesive Grasp (DC 18) (Ex) Automatically grapple, those grappled cannot get free while the meta mimic is alive. Victims can make a contested Strength roll to remain in place (the meta mimic has a +4). Otherwise, the meta mimic will draw the grasped victim in range of its mouth to bite. Anyone attempting to grapple the mimic is automatically grappled in return.

Cosmic Acid Constrict: When the Lothmar meta mimic grapples a creature, it uses its strength and connection to the void to do 1d10+6 void damage. If already grasping a victim, the meta mimic can generate another pseudopod to slam other opponents. It can do this an unlimited number of times (once per round), although once constricting a victim the meta mimic will not attack it with an extra pseudopod—preferring to bite it instead.

Cosmic Shapechange (Ex) The Lothmar meta mimic can use its action to polymorph into an object (huge or smaller) it can see or sense, making an exact duplicate of the object in both form and function. It can also shapechange back into its pure form, a viscous, semitransparent blob-like cloud of smoke. Its statistics are the same in each shape (although the Lothmar meta mimic can only fly in its smoke form). Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Immunity to Acid The Lothmar meta mimic is immune to acid damage.

Immunity to Mind-Affecting effects The Lothmar meta mimic is immune to Mind-Affecting effects.

Energy Resistance, Negative energy (5) The Lothmar meta mimic has Energy Resistance against Negative Energy attacks.

Vulnerability to Force Effects The Lothmar meta mimic is vulnerable (+50% damage) to force effects that deal damage.

Vulnerability to Sonic The Lothmar meta mimic is vulnerable (+50% damage) to Sonic damage.

Fly (30 feet, Good) The Lothmar meta mimic, when in smoke form, can fly.

See in Darkness Sees perfectly in darkness of any kind, including magical darkness.

Greensight (120 ft.) (Su) Senses through thick plant matter as if it was transparent.

Step Up When a foe makes a 5 ft step away from the meta mimic, it can move 5 ft to follow them.

Throw Anything Proficient with improvised ranged weapons.

Description

Thoroughly malevolent, witty, and annoyingly snarky, the Lothmar meta mimic is an evil aberration from “somewhere else.” Often confused with regular or giant mimics, the meta-mimic is much more dangerous due to its innate ability to copy objects it can sense, including complex objects composed of smaller pieces, such as a wagon.

Meta mimics seem to bend the laws of physics to copy objects, and they can mimic anything from a tiny teacup to horse carriage to a wine barrel. They cannot “invent” objects to copy; they must see or have seen an object to polymorph into.

Mistaken Identity

Explorers and their like often confuse a meta mimic with an animated object or construct, that is, up until the meta mimic reveals its mouth with sharp teeth. Compounding the problem is the meta mimic will “hang out” with animated objects, mimics, or giant mimics, and striking at the most convenient time for maximum comedic effect, according to the mimic.

Cruel Monsters

Meta mimics are cruel, but only insofar as amuse itself with its morbid sense of humor. For example, a meta mimic would think it’s quite funny to suddenly lunge at an adventurer in armor standing over a pit of alligators, in hopes of having them slip and fall in surprise. Then it would attack anyone coming to rescue, or, if the adventure is alone, extend a pseudopod to help, but leave the legs to the alligators as it feasted on the “top part.”

Unknown Ethereal Origins

Little is known about the meta mimic, other than it is susceptible to force damage, lending evidence to its origin being the Ethereal Plane. While it can speak (often to taunt people that it is munching on), it never reveals anything about its culture (if it has one), origins, or anything of import. Some guess that the meta mimic originally came across an actual mimic, and copied as much as its form and attributes as it could.

Survivors of the Lothmar meta mimic describe it as having some “soul-sucking, void attack from the beyond.” They also specify that it is not concerned with its safety or any natural functions, and seems only to exist to kill, maim, and taunt surprised victims.

It is also unknown why Lothmar meta mimics are bothered and damaged by loud noises. If the meta mimic knows, it isn’t telling. They even don’t seem to have a brain or at least a normal one, and they are entirely immune to psychic damage (nor do they respond to telepathy).

When a meta mimic dies, it reverts to its non-object form and dissolves into smoke until gone.


Burials of Teganshire

Add the meta mimic to Burials of Teganshire by backing it on Indiegogo today!Burials of Teganshire

 Crossbow Man Don’t Need no Wagon


Previous 30 Days of BoT | Next 30 Days of BoT


 

Burials of Teganshire post 8 of 30

Let’s depart the campaign and adventure philosophy and dive into encounters. Ladies and Gentlemen, I present to you, the Lothmar meta mimic for 5E. Yes, it’s a mimic of a mimic. Ha. Ha, ha, ha, AH HA HA AH MWA HAHAHAHAHA!

Ahem.

Encounter: The Old Man and the Ghost Wagon

On any road the PC party is traveling on, they find a wounded, delirious old man in the ditch. He claims that a “wagon with no horse or riders,” came across their own wagon in the opposite direction. When the animated wagon got closer, it “screeched like the damned, laughing and giggling” as it attacked the horses, and then the other occupants of the old man’s wagon.

This is the extent of his knowledge. He claims it was a “haunted ghost wagon” and doesn’t have any details of how it attacked or if the rest of his companions are alive or dead. He says the wagon took a bite of him and then yelled, “Begone, old fool, least GHOST WAGON kills you too!”

The old man is thoroughly traumatized and is suffering from post-traumatic stress. Still, PCs with a Wisdom (Insight) check of 10 or higher will reveal that he wants to deliver a helpful description, but no longer has the mental faculties to do so. Giving him some water and tending to his wounds will go a long way into calming him down, but the old man, who says his name is “Old Jim,” is helpless if left outdoors by himself.

Medieval Wagon

The Battle Site

It doesn’t take long for the party to find the gruesome battle site: a broken wagon, two dead draft horses, and two dead men, all four mostly eaten, body parts everywhere.

A Wisdom (Medicine) DC check of 10 reveals the wounds from a large mouth with sharp teeth. A DC 15 shows sticky, goo-like substance from the meta mimic’s adhesive. A DC or 20 reveals the men also suffered from some other type of catastrophic damage, the meta mimics cosmic damage delivered by its bite. Only an Intelligence (Arcana) DC of 20 or more will type the damage as “cosmic damage from the void beyond.”

Wagon tracks go down the road (without horses or oxen to pull them), the ghost wagon seemingly heading back from which it came. No tracking (Survival) roll needed.

Combat Encounter

The Ghost Wagon will not be hard to find. It is moving at 30 ft. per round (using its movement for both its action and movent phases). Touching it or using ranged weapons will start combat. The meta mimic, while battling the PCs will periodically go “Oooooooo!” and “Mwahahahaha GHOST WAGON WILL EAT YOU!” It also taunts any healer in the party if another PC dies, calling them a “loser” and blaming them for the PC’s death.

It fights to the death. If the PCs only use ranged weapons, it turns into its true form, flies above the archers/crossbowmen, and then turns into a wagon to fall on their heads.

The meta mimic is reasonably intelligent. If it incapacitates a PC by bringing them to 0 hit points, it will keep attacking the PC until the PC is dead.

Combat variation

A fiendish DM can dramatically bump the encounter difficulty by having two regular mimics, as chests, hitching a ride in GHOST WAGON. All three of them think this is hilarious, and as the DM, you should find it pretty funny, too.

Your players, however, as play-testing revealed, will not think it funny at all.


Lothmar Meta Mimic for 5E

Description

Thoroughly malevolent, witty, and annoyingly snarky, the Lothmar meta mimic is an evil aberration from “somewhere else.” Often confused with regular or giant mimics, the meta-mimic is much more dangerous due to its innate ability to copy objects it can sense, including complex objects composed of smaller pieces, such as a wagon.

Meta mimics seem to bend the laws of physics to copy objects, and they can mimic anything from a tiny teacup to horse carriage to a wine barrel. They cannot “invent” objects to copy; they must see or have seen an object to polymorph into.

Mistaken Identity

Explorers and their like often confuse a meta mimic with an animated object or construct, that is, up until the meta mimic reveals its mouth with sharp teeth.

Compounding the problem is the meta mimic will “hang out” with animated objects, mimics, or giant mimics, and striking at the most convenient time for maximum comedic effect, according to the mimic.

Cruel Monsters

Meta mimics are cruel, but only insofar as amuse itself with its morbid sense of humor. For example, a meta mimic would think it’s quite funny to suddenly lunge at an adventurer in armor standing over a pit of alligators, in hopes of having them slip and fall in surprise. Then it would attack anyone coming to rescue, or, if the adventure is alone, extend a pseudopod to help, but leave the legs to the alligators as it feasted on the “top part.”

Unknown Ethereal Origins

Little is known about the meta mimic, other than it is susceptible to force damage, lending evidence to its origin being the Ethereal Plane. While it can speak (often to taunt people that it is munching on), it never reveals anything about its culture (if it has one), origins, or anything of import. Some guess that the meta mimic originally came across an actual mimic, and copied as much as its form and attributes as it could.

Survivors of the Lothmar meta mimic describe its bite as having some “soul-sucking, void damage from the beyond.” They also specify that it is not concerned with its safety or any natural functions, and seems only to exist to kill, maim, and taunt surprised victims.

It is also unknown why Lothmar meta mimics are bothered and damaged by loud noises. If the meta mimic knows, it isn’t telling. They even don’t seem to have a brain or at least a normal one, and they are entirely immune to psychic damage (nor do they respond to telepathy).

When a meta mimic dies, it reverts to its non-object form and dissolves into smoke until gone.


Burials of Teganshire

Add the meta mimic to Burials of Teganshire by backing it on Indiegogo today!Burials of Teganshire

 Crossbow Man Don’t Need no Wagon

Previous 30 Days of BoT | Next 30 Days of BoT