The Tower of Hashi

Welcome adventurer from another realm. This one-shot campaign is designed for Level 2 and Level 3 characters for party sizes from four to six players. It was created for some light hearted fun for the HashiCorp Community team. It helps to enjoy the game if you work at HashiCorp.

Background

In the ancient realm of Deevops, the source of power and magic has long been traced to a set of ethereal beings called, The Providers. Some legends tell of the Providers being constructed from the mind of an ancient being, known only as The Pewter. As the story goes, this being conjured forth the power to manipulate shapes, knowledge and thought from raw energy. As the The Pewter became more and more enamored with the essence of the energy itself and studied it with deeper inspection, it was consumed by its subject. At a single moment eons ago, called the Refactoring, The Pewter, wrapped entirely in pure energy, shattered into multiple shards, known today as The Providers. The largest and most powerful of these shards coalesced to form natural streams of arcane power that only those with highly attuned senses and ample training could understand.

Over the ages since, different civilizations across Deevops have associated themselves with individual Providers. In the West, Wizards the Valley study the Saw Provider; in the South the technocratic civilization of Redmount seek to harass the power of the Azul Provider; in the East the high priests of Eng worship the untapped strengths of the Goog Provider; and in the North, the dark warlock clerics of Legacy focus their energy on raising up other lesser providers to challenge the larger providers. In modern times, a small devoted civilization of arcane sensitive practitioners have coalesced in the central region of Deevops, called Hashi. Largely agnostic to the individual providers, the citizens of this region have sought to find a balance across all providers. At the center of this region, stands the Tower of Hashi, said to contain a convergence of all the different providers. It is just outside the Tower that our adventure begins.

Introductions

Read aloud the following information for the players at the table.

Who, what, why?

Each of you is a hero from some land in Deevops, lauded for your expertise. Some of you have knowledge of the arcane, some are famous for your acts of bravery, while others have gained notoriety for your prowesss in combat. Each of you has received an invitation or instruction to meet here, at the foot of the Tower of Hashi at sunset on Heart's Eve of Summer. You look around the collection of other adventurers and take a moment to introduce yourself to the group.

Take turns for each adventurer to describe who they are and why they may have travelled to this Tower.

Read aloud the following information.

The Tower of Hashi

Dominating the local landscape in front of you stands a four story, hexagonal tower reaching over 100ft into the dusky sky. This is the famed Tower of Hashi. The structure is made of a dark grey stone and stands at the apex of a small hill giving it a commanding view of the small town surrounding it and the vast flat grassland plains that stretch in every direction. The top of the tower is shrouded in a dark swirling cloud that your vision is unable to penetrate. You can smell the ozone thick in the air as you observe occasional arcs of pure energy that spark along the surface of the building. The ground around the tower is scorched and singed to a perimeter of more than a hundred feet. Small piles of rubble and smoking lumber lay in all directions. At the perimeter of the destruction, stand small groups of guards with hexagonal symbols on their shields and armor. You presume them to be the local militia, or Hashi Corps.

You are approached by tall, clear eyed noblewoman, dressed in grey robes with an ornamental pendant - a dangling gold hexagon. She clears her throat with a small cough and addresses the group....

The party now begins a dialog with the leader of Hashi, Chief Warden Jaynet McDavid. She is thoughtful, polite, and friendly. She is the source of the call for help that these adventurers have answered. She explains that some kind of corruption has infected the tower and disrupted the arcane flows. The Hashi Corps have tried to breach the tower and uncover the source of the problem, but failed. Now it is up to this group of adventurer's to solve the mystery - for a handsome reward. All facts known to Jaynet are summarized in the side table.

1

Intro | TOWER OF HASHI

What does Jaynet know?

Jaynet can speak to the history of the tower and describe its general layout. She can also describe the events of the past fortnight, since the corruption started.

  • The ground floor is the Sourcewell and is the nexus point of the arcane flows from The Providers
  • The 2nd floor is the de Counsel Hall, a large meeting chamber designed to educate all arcane sensitive beings interested in the ways of Hashi
  • The 3rd floor is the Keylock, a narrow chamber that secures access to the upper floors
  • The 4th floor is an expansive floor called the Production Chamber where arcane forces are packaged and made ready for delivery to the rest of Hashi
  • The 5th floor is the Observatory that is largely open to the night sky for celestial observation but also contains some defensive weapons.

The Entrance

Once the party is convinced by the Chief Warden to take on this task, she beckons over her high priest, High Rector Marque Maison. The Rector is a studious, knowledgeable and careful human male who is deeply immersed in the Tao of Hashi. He is clothed in plain hessian robes, that are edged with rainbow trim. Any player with a passive perception of 12 of higher can observe that his robes hide some stout armor and, while he is a man of faith, he has clearly spent time in battle. He speaks quickly about the supporting magic he can provide to the party. He urgently pushes them toward the tower as a small group and as they walk he explains two vital things:

  • The raw arcane energy seems to be flowing from the top of the tower, and the High Rector will provide a divine shield to try to protect them from its effects on the way over. Once inside the building they should be protected from the worst of it, but exiting the building without his protection will be highly dangerous.
  • He hands one tome over to a player that just says Math and he gives a different player a second book with Messaging carved into the leather cover (see appendix). He explains that opening and reading aloud from each of these books will call forth an old Tao spirit to help them if they are in need of assistance. However, the spirit will only exist for 60 seconds and can only be used once.

For every round as they cross the 100ft of open ground roll 1d20, on a result of 11-20 have the characters make DC10 Constitution saving throws. On failure, take 1d4 lightning damage (2d4 if wearing metal armor) from energy arcs that pierce the Rector's shield. Two consecutive failed saves slows movement by 10ft per round extending the time it takes to cross.

Upon reaching the Tower Entrance, the High Rector ushers them inside quickly and turns to retreat to the perimeter. He makes a hexagonal shape with his fingers and says "May the Tao be your guide. Trust is the path to triumph." As he returns to the perimeter, one last arc strikes his divine shield and you see him stumble to his knees. A collection of Hashi Corps footmen rush to help him and drag him to saftey.

Sourcewell

Before the characters is an industrial looking room with boxes, crates and mechanical equipment in great disarray.

Sourcewell

Before you is a large hexagonal room with a sunken, stone flaggoned, hexagonal center and extremely high ceilings. Four enormous pipes emerge from the walls and feed toward the center of the room. Above the room is an immensely complex network of connected smaller pipes that disappear into the stone walls and ceiling. A 10ft wide perimeter walkway surrounds the center and on the opposite wall there are is a set of double oak doors simmering with arcane energy.

The room is in disarray because there are ruptures in the four main pipes spewing arcane energy into the room, one for each of the providers. Where the arcane streams meet there is crackling column of bright white energy tearing straight up through the building. Restoring order to the confluence of the Provider energy seems imperative.

This room is a skill challenge to repair or restore the pipes, which, will shut off the vertical rupture and unlock the door to the elevator room to the next levels. Full repair restores the majority of the functioning to the labyrinth of pipes above their heads. Any reasonable collection of actions will determine success here (DC10), failure will produce ephemeral Provider Sprites that can taunt or damage (1d6 arcane) the player character and then immediately vanish. Each repaired pipe reveals a scorched parallelogram on the floor; all four comprise the Terraform logo.

Once the arcane flows in the pipes are restored, the vertical column of energy dissipates and the remaining, undamaged pipes return to active use. The pipes glow with a soft rainbow hue and, where there are ruptures, small multi-colored clouds of arcane steam form. The shimmering across the oak doors ceases and the players can proceed to a platform lift to the next level.

2

Sourcewell | TOWER OF HASHI

de Counsel Hall

To the player's surprise the platform lift from the Sourcewell operates easily and ascends some 50ft into the air past the pipes and connections of the lower level. They emerge on the next floor:

de Counsel Hall

A long reactangular room lies before you with luxurious furnishing along the walls. To your right, is an enormous portrait of a proud knight (Vesh de Counsel), the namesake of this room, holding a trident and large, mesh, gladiator's weighted net. On the left wall, the same physical weapons hang as revered ornamental decoration. In the middle of the room is an immensely long, dark stained teak table that has been rent in two by the force of the arcane column. The side walls pulse with a broad spectrum of colors as the arcane provider flows are channeled back to normal. This room was clearly created to impress visiting dignitaries of Hashi's technical prowess. At the far end of the hall, two broad wooden staircases curve up to the higher floors.

Two translucent cubes on either side of the table block the player's paths. They are Cubes of Netes (see monster stat block for Gelatinous Cube, modify to 60 starting hitpoints and add the Subdivide property) and will attack any player that approaches within 5 feet of them. Unless provoked, they will not move. The cubes have a special property when on death, they split and reform as two smaller cubes at half hit points in the next round.

The gladiator net on the wall is a powerful weapon for these cubes. Throwing the net over a cube, dissolves it on a pile of 3 inch cubes whose attacks do no damage and just tickle the players as the trudge through the pile. Any player that uses strength for their weapon attacks may throw the net with a normal attack action (check for proficiency), while other players should make an athletics check. The trident is almost 10ft long and has the sentinel property for just gelatinous cubes - treat it like a polearm and a player can poke a cube indefinitely to keep it at bay.

The hole torn in the floor and table by the arcane column can be crossed with a DC10 athletics or acrobatics check or by the use of other improvised techniques. The cubes may take opportunity attacks for players crossing on the table between them. The far end of the hall provides a double staircase that curves up to the next floor.



Cube of Netes

Large Ooze, unaligned


  • Armor Class 6
  • Hit Points 60(4d10 + 40)
  • Speed 15ft./stationary

STR DEX CON INT WIS CHA
14 (+2) 3 (-4) 20 (+5) 1 (-5) 6 (-2) 1 (-5)

  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
  • Languages --
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover.

A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.

The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

Subdivide. Upon reaching 0 hit points, the cube disperses and in the next round, reforms as two smaller cubes, each with half the hit points of the original and half the size.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.


3

de Counsel Hall | TOWER OF HASHI

Keylock

This corridor blocks access to the higher floors of the tower.

Keylock

Extending out before you is a narrow, tall corridor that looks somewhat like a library...however, the walls are covered with four inch cubic blocks each engraved with a single letter. All alphabets that you know of are represented. You see common, dwarvish, elven, draconic, abyssal, etc. The right wall of the corridor is buckled, presumbly from that arcane column from below, with many blocks strewn across the floor. At the end of the corridor, you see an enormous steel door, with a single lever at the end of a four inch wide groove or shelf cut into it. Proceeding through the door appears to be the only way forward.

This is a combination lock for the players to solve via a word jumble. The door is not trapped and relies on solving its passcode to operate as the key. When a player pulls the lever, runes alight in the door itself showing the codes below in the native language of the player. The player needs to retrieve the corresponding blocks from the shelves or the floor and solve the anagram. This is a group skill check and at least 50% of the players must break their code before the door unlocks.

Door Codes
Roll Code Answer
1 OLPEINOYRYFADD No Deploy Friday
2 TNNLORFTIOOEHE
OGSOWWCKLS
Workflows not Technologies
3 MMLASOCMOLSLDP
EPBEURIAO
Simple Modular Composable
4 YIBMIUAMLTIT Immutability
5 RSMIIETETSESSLNY Resilient Systems
6 SAIPATRMMG Pragmatism
7 AIHTAUOFDTOTOT
IINNICCGORUOAMH
Automation Through Codification
8 FRDSOIHOTNONNI
IHOVCAGIRUCGIET
Versioning Through Codification
9 MNOSEOSINTEMEP
ICRLACTSUNEUQCGIAS
Communicating Sequential Processes

Distribute the codes randomly, but uniquely to all players in the group and give them an opportunity to puzzle it out. Solving some of these codes can be challenging even with internet access. Codes 4 and 6, can be solved using online tools and should provide a clue to the source of the other codes. Code 1 is the only anomaly and can be heavily hinted at without making the rest of the challenge too easy. If you sense your party getting bogged down with this puzzle, be generous with hints and consider loosening the opening criteria.

After the door unlocks, before the party stands a large circular platform that operates as an elevator shaft to take them to the next floor of the tower.

Production Chamber

Production Chamber

The elevator brings you to the top of shaft and you emerge into a room interwoven with multiple conveyor belts carrying small boxes and crates. All the belts move toward a single destination: a large scale that waits for enough boxes to land on it before it tips down and deposits the boxes on teleportation circles crackling with energy from the Providers. One of the belts is non-functioning, destroyed by the arcane energy pillar that had ruputured this floor.

Crawling all over the boxes and belts are what appear to be roughly a dozen highly agitated reptilian humanoids in various states of panic. Discarded and broken packages and crates are scattered around the room. One koblod is running frantically on the conveyor belt, kicking and throwing off any box that arrives.

The Production Chamber is over run with Kobolds who worship the dragon on the floor above. The repair of the streams in the Sourcewell has restarted the deployment system in the Production Chamber. Packages appear on the conveyor belts and are routed to the Weigh Point Scale which deposits them in the appropriate Provider teleportation circle for deployment. The teleportation circles only work for the packages and have no effect on creatures in the room.

The Kobolds are screaming at each other in Draconic. "Break it! Break it!", "Why is it working again?", "Do something!", "Master will be most angry!" The players can try to charm, calm or intimidate the kobolds (DC15), but if they question too closely about their master or insult or threaten him, they will attack. Treat the kobolds as low HP minions - almost any damage to them will cause their demise. They are, however, loyal to the Master on the floor above and will willingly sacrifice their lives to protect him.

After defeating or pacifying them, at the end of the room are iron stairs that lead outside of the tower itself and up to the Observatory platform.

4

Keylock | TOWER OF HASHI



Complexity Dragon

Large Dragon, Chaotic Evil


  • Armor Class 18 (natural armor)
  • Hit Points 127 (15d10 + 45)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • Roll Initiative +2

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2)

Saving Throws DEX +5, CON +6, WIS +3, CHA +5

  • Damage Immunities Acid
  • Senses Blindsight 30ft, Darkvision 120ft, Passive Perception 16
  • Languages Common, Draconic
  • Challenge 7 (2,900 XP)

Amphibious. The dragon can breathe air and water

Energy infused. The dragon's body crackles with pure energy that operates like the Absorb Elements spell. When taking elemental damage, the dragon may use a reaction to gain resistance to that damage and infuse its next physical attack with an additional 1d6 damage of the triggering type.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws

Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 15 (2d10+4) piercing damage plus 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6+4) slashing damage.

Acid Breath (Recharge 5-6) The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.

Observatory

The top level of the Hashi Tower contains the origin of the disruption to the arcane Providers.

Observatory

As you climb the metal stairs, you emerge to the exterior of the tower. You still see the dark cloud swirling overhead, but the arcs of pure energy seem to have dissipated and you sense no risk from the previous storm. You decide to push on to the Observatory.

As you reach the top, you find a large, flat, hexagonal platform, without any guardrails, that the covers the top of the whole building. On the side opposite you, stands an enormous brass telescope, ten feet in diameter and over forty feet long. It stands pointed to the heavens but slightly tilted due a rupture in the floor where the arcane pillar must have emerged from the building.

Standing before you, is a humanoid figure with black scaled skin and green eyes, clad in dark armor. Ripples of arcane energy crackle over his body and pop with sparks as he flexes his muscles. He looks directly at you, cracks his neck, licks his lips and says

"I presume you are responsible for interrupting my feast..."

The humanoid is a transformed young black dragon that has been gorging himself on the unfiltered arcane pillar. It has accelerated his growth and given him special powers. He cannot be reasoned with and will transform into his full form, the Complexity Dragon, at the first opportunity.

This will be a challenging fight for any party, but there are some advantages at their disposal. The players can use their Messaging and Math books to summon great elders of Hashi, Darmon and Hitchell (see appendix). These spirits can fight with the adventurers or take advantage of the Tower's special defenses, the Polychromatic Cannons. If the elders are not summoned by the party, the DM should identify the cannons a potentially useful weapons.

Polychromatic Cannon

At the northern and southern-most apex of the tower stand two large, brass mechanical objects. Pipes loop over the lip of the tower feeding rainbow-colored streams of arcane energy into a complex looking device that is topped with a long barrel that has sighting marks along its length and handles at one end. It looks like some kind of advanced defensive weapon.

5

Observatory | TOWER OF HASHI

Whether instructed by the elders or on their own volition, the players can use the Polychromatic Cannons to attack the dragon. Roll a proficient standard ranged attack (range 300 ft.) with either a spell attack modifier or a suitable attack modifier against the dragon. Upon a hit, deal 2d6 arcane damage and apply one additional condition based on the table below (no saving throw for the dragon). Each condition successfully applied lasts exactly one round, but players are free to repeatedly fire the cannons.

Polychromatic Cannon Effects
Roll Color Debuff
1 Green Enfeeble (half damage for attacks & spells)
2 Gold Slow (half speed, -2 AC, single action)
3 Purple Bane (minus 1d4 on attacks and saves)
4 Blue Fairy Fire (attackers have advantage)
5 Red Blindness (disadvantage on attacks)
6 Orange Earthbind (speed zero, attackers have adv.)

This fight is the culmination of the adventure, but it has plenty of dangers. Give each player at least one chance to perform some heroic action before the dragon is defeated. Play up the rainbow effects from the Polychromatic Cannon. Allow the environment to be used for cover, parkour moves or to collapse spectacularly. At the end, the heroes should be standing with the Complexity Dragon slain and the future of Hashi secured.

Heroes of Hashi

As you exit the Tower of Hashi, tending to your wounds and depleted from your exertions, you notice that the night's storm has dissipated and the first glow of dawn is showing on the eastern horizon. You hear the chants of the Hashi Corps at the perimeter, cheering your success. Chief Warden Jaynet McDavid and High Rector Marque Maison approach you with a small coterie of guards. Jaynet says,

"Your actions tonight have saved the people of Hashi from sure devastation and restored order to the arcane powers of the Providers. I declare you all, the Heroes of Hashi."

6

Observatory | TOWER OF HASHI

Appendix

Special Characters


Darmon (Wizard)

Medium Humanoid, Lawful Good


  • Armor Class 14 (Mage Armor)
  • Hit Points 37
  • Speed 30 ft.,
  • Roll Initiative +0

STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 13 (+1) 20 (+5) 14 (+2) 12 (+1)

Saving Throws STR -1, CON +1, INT +8, WIS +5, CHA +1

  • Spell Resistance Advantage on saves vs spells
  • Senses Darkvision 60ft, Passive Perception 12, Passive Investigation 18
  • Languages Common, Draconic, Dwarvish, Elvish

Spell Casting. Darmon is a 7th level Evocation Wizard with the following spells prepared:

Cantrips: Friends, Mage Hand, Prestidigitation, Ray of Frost

Level 1: (4 slots) Absorb Elements, Burning Hands, Heroism, Mage Armor, Magic Missile, Shield

Level 2: (3 slots) Enlarge/Reduce, Invisibility, Levitate, Misty Step

Level 3: (3 slots) Fireball, Hypnotic Pattern, Lightning Bolt

Level 4: (1 slots) Blight

Actions

Attack. Darmon will try to use the most powerful spells at his disposal or the Polychromatic Cannon.

Summoned when the tome of Messaging is opened. Source character available on D&D Beyond: Darmon.


Hitchell (Monk)

Medium Human, Lawful good


  • Armor Class 17
  • Hit Points 45
  • Speed 45 ft.
  • Roll Initiative +4

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 13 (+1) 12 (+1) 16 (+3) 10 (+0)

Saving Throws STR +2, DEX +7, CON +1, INT +1, WIS +3, CHA +0

  • Evasion on DEX saves, 0 damage on success, half damage on fail
  • Senses Darkvision 60ft, Passive Perception 13, Passive Insight 16
  • Languages Common, Sylvan

Fey Touched Can cast Bless and Misty Step once per long rest

Staff of Healing (2 charges) cast Mass Cure Wounds

Ki infused. Has 7 Ki points that can be used to fuel ki features:

  • Fist of Four Thunders (2 ki) Cast Thunderwave
  • Fist of Unbroken Air (2 ki) Add shove (DC 14) and 3d10 bludgeoning damage to a hit
  • Sweeping Cinder Strikes (2 ki) Cast Burning Hands
  • Stunning Strike (1 ki) On hit DC14 CON save to stun target until next turn
  • Flurry of Blows (1 ki) Spend 1 ki to use Bonus Action to make 2 unarmed strikes

Actions

Staff Melee, Reach 5ft, +7 to hit, 1d6+4 bludgeoning damage

Unarmed Strike Melee, Reach 5ft, +7 to hit, 1d6+4 bludgeoning damage

If the opponent is out of range, Hitchell will use his staff to heal the party, or Misty Step to close the distance, or the Polychromatic Cannon if one is available.

Summoned when the book of Math is opened. Source character available on D&D Beyond: Hitchell.

7

Appendix | TOWER OF HASHI

Pre-generated characters

Level 3 pre-generated characters available for players.

Class Specialization
Level 3 Warlock Eldritch Cannon, Human
Level 3 Cleric Twilight Domain, Human
Level 3 Paladin Oath of Devotion, Dragonborn
Level 3 Rogue Thief, Lightfoot Halfling
Level 3 Artificer Alchemist, Rock Gnome
Level 3 Wizard Evocation, High Elf

Flavor Loot

Items to be awarded or discovered at any point in the adventure to help with player engagement.

Helm of Chart

Wondrous Item, uncommon (requires attunement)

While wearing this helm, the character is able to anticipate the changes to the situation more clearly. The character gains +2 to initiative rolls and cannot be surprised

Razor of Ochym

Wondrous Item, uncommon (requires attunement)

A pearl handled dagger with a very short blade. It is largely ineffective in combat but does provide the bearer with special advantages: +2 to investigation, Sleight of Hand and Lockpicking rolls.

Hashilton Music Box

Wondrous Item, uncommon

A small, finely crafted, clockwork music box that when opened plays a familiar tune. Upon hearing, up to six party member receive 5 temporary hit points for one minute. The music box can only be used once per day.

Acknowledgements

Many thanks to the wonderful Developer Relations team at HashiCorp for indulging me with playing D&D as a team building activity. Also, thank you to the HashiCorp leadership team, whose good humor and humility not only permitted me to create this adventure but encouraged me to share it more broadly. This adventure was made with the amazing tools from The Homebrewery and DnDBeyond. Lastly, thanks to my children, O&S, who have re-ignited my childhood Dungeons & Dragons passion and have patiently let me practice my dungeon mastery. ~ Adam FitzGerald

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Appendix | TOWER OF HASHI