The House of Thanras The Necromancer
An Arr-Kelaan Adventure for 5-8 Characters of 4th-7th level
[Castle Line]

The Basement

Thanras frequently uses the twisting corridors of the Theodoptra sewer system to enter and exit his home undetected, and has built his basement with an easy access to a main sewer tunnel. Because he knows that the Theodoptran Thieves Guild, the Evening Fog, also makes use of the tunnels and sewers, he has included powerful defenses to deter thieves. The Guild leaders all know of Thanras' true nature and have largely forbidden their members from risking their lives and the wrath of a powerful necromancer, but thieves occasionally test the defenses anyway.

1. Central Corridor
(Ceiling Height: 10'; Illum: dull blue Continual Light)

The central corridor of Thanras' house contains two traps to protect against incursions coming through the sewers. First, to stop thieves and other intruders, there is a pressure plate very close to the secret door. It spans the entire width of the corridor and is five feet wide. When the plate is depressed, a trio of ballistas will fire directly down the corridor. Aimed at about chest height for a Human and firing down the left, right, and center of the corridor, the ballistas hit as a 5 HD monster (THAC0 16) and do 4d6 damage on a successful hit.

Second, and far more dangerous, opening the secret door sets into motion a surge of magic which will awaken the rest of the basement's defenses. Upon opening the doors, the adventurers will notice a spark of bluish energy swiftly travel down each wall at about shoulder height. The spark will pass through two small metal plates on either wall and continued down, turning corners until they pass through every wall and come together behind the ballistas. Embedded in each metal plate is four rows of three coins each; one gold, one silver, and one copper. To disarm the defenses, it is necessary to press the coins in the following order (from top to bottom) gold-gold-copper-silver. If any other sequence is entered, the defenses will become fully alert.

Embedded in the stone walls of the basement are numerous stone skeletons (AC 3; MV 6; HD 3; hp 24; THAC0 16; #Att 2; Dmg 1d6/1d6; SD ½ damage from slashing/piercing weapons; Ml 19-20; XP 120). Stone skeletons are identical in appearance to normal skeletons except that their bones have been turned to solid stone by a potion made from the venom of a medusa's hair and the breath of a basilisk. The stone bones are then wired together with strong silver wire to increase the amount of damage the skeletons can withstand. Also, they are turned as Wights. Stone skeletons attack by slashing with their sharpened, claw-like finger bones. When they are still embedded in the wall, they can only be detected under bright light (like Continual Light) as a very faint silver outline of a skeleton. Once activated, stone skeletons are aware even when still embedded in the wall and will try to attack from the rear, or opposite sides at the same time gaining maximum surprise advantages; they surprise on 1-4/6. Any twenty foot stretch of wall can contain one stone skeleton and each of the rooms in the basement (except areas 1 and 7) have a pair. There are four stone skeletons in this central corridor.

2. Wine Cellar
(Ceiling Height: 10'; Illum: Continual Light)

Thanras keeps his supply of common wines in this large room of racks made from damp resistant redwood. Though the wine cellar houses a vast variety of good quality wines from all over The Lands, none of the bottles are worth more than a gold piece. These wines are used by Thanras for regular meals and general entertaining.

3. Storage and Hidden Cells
(Ceiling Height: 10'; Illum: dull blue Continual Light)

More barrels of basic household supplies -- sugar, flour, corn meal, salted fish and pork - line the walls of this room. Barrels are piled up to the ceiling against the east wall, disguising the nature of the wall. A stonework foot pedal is hidden behind a barrel in the southeast corner of the room and, when activated, the wall and the barrels immediately in front of it will sink down into the floor to reveal the three iron barred cells beyond. The tops of the barrels and the top of the 'wall' become the floor before the cells. Each iron cell door is locked (Thanras holds the keys in his belt pouch).

As a necromancer, he occasionally performs experiments upon living beings to determine the nature of life energy and death energy. At present, Thanras has captives in all of the cells. In the first cell is a middle-aged beggar, Mogdhan, who was captured while begging on the corner in front of Thanras' house. In the second cell is a pair of street kids, Loa and Jaeh, homeless teenagers lured into Thanras' clutches by promises of food and shelter. In the third cell is a 4th level thief, Coezau, who had the misfortune of finding the secret trigger to the basement sewer entrance while Thanras himself was inspecting the wine cellar. Alerted by the basement defenses, Thanras quickly captured Coezau with spells and placed him in the cell for later.

The prisoners have not badly mistreated, and have actually been fed rather well because Thanras needs strong sources of life energy for his experiments.

Mogdhan, Loa, and Jaeh wish only to be released before the necromancer can use them for his evil purposes.

Coezau, on the other hand, would very much like a chance to bury a dagger in the necromancer's back. He will attempt to join the party, promising to tell them all that he knows about the upper floors in exchange for a chance at the wizard. If the party allows him to join, he will only ask for a weapon (a knife, dagger, or short sword). He will be faithful to the party and follow the directives of their leader, but will still try to reserve a large portion of treasure for himself. He is Chaotic Good, has 15 hp, is currently AC 8 due to his 17 DEX. Coezau is friendly enough, but harbors a deep hatred for the necromancer and will attempt to kill him given any chance.

4. Storage
(Ceiling Height: 10'; Illum: dull blue Continual Light)

Barrels of basic household supplies -- sugar, flour, corn meal, salted fish and pork - line the walls of this room. Against the south wall is a set of cabinets containing bottles of cooking oils and spices.

5. Work Area
(Ceiling Height: 10'; Illum: Continual Light)

Thanras' servants use the tables of this room to begin preparing meals. They draw oil from the barrels and portion out the dry goods stored in areas 3 and 4. The cabinets are full of glassware and pottery as well as numerous metal measuring cups and a fine set of brass scales and weights (worth 80gp).

6. Garbage Disposal
(Ceiling Height: 10'; Illum: None)

This room is for the discreet disposal of bodies and other objects that Thanras wishes to keep secret. At the bottom of a 12' pit, a lone Gelatinous Cube (AC 8; MV 6; HD 4; hp 26; THAC0 17; #Att 1; Dmg 2d4; Ml 10; XP 650) slithers about, neatly disposing of any garbage from the house. Several pipes leading from the privies above end here, dumping their waste into the gelatinous cube's pit. A level on the wall flushes the bottom of the pit with water, to wash away into the main sewers those items that the gelatinous cube cannot consume.

7. Hidden Stairway to First Floor
(Ceiling Height: 10'; Illum: Continual Light)

A careful search of the northern wall of area 5 will reveal a 'doorway' of slightly darker stone at the top of which are set two small gemstones, one red and one green. If either stone is touched, the red stone will glow.

The trigger to the doorway is a false barrel directly beside the workbench in area 4. It is empty and connected to the floor by a metal wire. If the barrel is tipped forward (towards the workbench or center of the room) the wire will activate a device buried in the floor. The green gem will begin to glow, and the red one will fall dark. While the green gem is glowing, it is possible to walk through the 'doorway' passing directly through the stone as if it were illusion. The green gem will glow for approximately ten minutes after the barrel is tipped. Anyone caught in the 'doorway' when the red gem begins to glow will be knocked back into area 5 and will take 1d10 points of damage as if they'd had a heavy door slammed against them.

If the defenses have been activated, stone hands will reach up from the stairs to slow the characters' advancement (move at ½ speed) and will effectively negate any DEX bonuses to AC. There are more stone skeletons in this room than in any other; two at the top of the stairs as well as four more in the room below.

8. Secret Wine Reserve
(Ceiling Height: 10'; Illum: None)

Hidden behind a pivoting wall is Thanras' prized collection of Rhinnish wines. On elegant redwood wine racks, cradled on soft velvet cushions, are two dozen wine bottles. Each bottle is ten to fifteen years old and worth 200 to 300gp to a wine dealer. A few empty cushions indicate that Thanras' does occasionally open a bottle for special occasions.

The Ground Floor

These areas are extremely lavishly decorated and largely unguarded as they are the part of the house most likely to be visited by guests. Thanras goes well out of his way to maintain the appearance of being a low level mage of considerable wealth. None of his neighbors or friends know that he is, in fact, a necromancer and that he is a member of the hated and feared Ebon Blade.

1. Entrance Hall and Parlor
(Ceiling Height: 20'/35'; Illum: Continual Light lamps)

This area is large enough to host a good sized party or a modest dance. A small moveable stage can be set up along the wall for a small chamber orchestra or bards' group. It is well lit by Continual Light lamps built into the railing of the large curving staircases.

2. Cloakroom
(Ceiling Height: 20'; Illum: Continual Light lamp)

This small room is used to store the cloaks and coats of Thanras' guests when he entertains. It currently holds only a number of non-magical cloaks and overcoats used by Thanras, his apprentice Zeuza, and his servants as well as one Human-sized Cloak of Elvenkind which Thanras uses when stalking victims for his experiments.

3. Main Library
(Ceiling Height: 20'; Illum: Continual Light lamps)

This vast room is used as both library and living area, and contains a vast array of non-magical books. Organized very well, as befits an upstanding wizard such as Thanras appears to his neighbors, the library contains few books of arcane nature and none on spell casting. Instead, travel guides, volumes of Elven poetry, books of artwork, tales of adventure, histories, and other mundane subjects are represented. All of the furniture is exquisitely upholstered and tasteful. The windows look out upon a very pleasant view of the city down towards the waterfront.

4. Dining Room
(Ceiling Height: 20'; Illum: Continual Light lamps, silver candelabras)

Thanras entertains guests in this huge dining room with lavish meals of expertly prepared foods. Light comes from stylish candelabras and overhead Continual Light lamps. The table and chairs are made from the finest Llusellanaerian hardwoods and the dinner services are solid silver (platters, knives, forks, and spoons are worth a combined 1200gp).

5. Kitchen
(Ceiling Height: 20'; Illum: Continual Light lamps)

Thanras' servants prepare excellent meals here with a stove which heats magically. Small quantities of cooking oils, supplies, and spices fill the cupboards with the bulk of the house stores being kept in the basement storage rooms.

6. Freezer
(Ceiling Height: 20'; Illum: Continual Light lamps)

Permanently cold, this room stores fresh fruits, vegetables, and meat for the many social dinners which Thanras hosts to distract others from his true nature. Many of the foods are exotic, but all are safe to eat.

The First Floor

These rooms are used as the living quarters for Thanras, his apprentice Zeuza, and his house servants. Only Thanras' rooms are guarded, though there is a trapped chest in Zeuza's chambers.

1. Hallway and Balcony
(Ceiling Height: 15'; Illum: Continual Light)

The balcony looks out over the parlor below, and the hallway leads through a pair of oak and glass double doors deeper into the house. On the west wall at the top of the stairs is a large painting of Thanras, seated in the library. It is very realistic, one of those unnerving painting where the eyes seem to follow the movement of people viewing it.

Thanras can see through the eyes of the painting by holding a magical stone and concentrating, and can plan his attack or escape based on what he sees. He cannot cast spells through the painting. He can, however, activate a trapdoor in the central section of the balcony, dropping an entire section and spilling anyone on it onto the stone tiled floor of the parlor below (doing 2d6 damage).

At the time the adventurers enter his home, he will be alerted to their presence and will be watching through the painting ready to use the trapdoor to cover his escape. Getting to the stronghold of the Ebon Blade with news of the adventurers' return is far more important than risking his own life trying to stop them, here in his house. Thanras will only confront the characters if absolutely necessary and, then, only as cover for his escape.

2. Guest Bedroom
(Ceiling Height: 15'; Illum: Oil lamp on nightstand)

Well appointed with a bed, night stand, wardrobe, dresser, and curtained privy area, this room is where Thanras' guests stay.

3. Male Servant's Quarters
(Ceiling Height: 15'; Illum: Oil lamp on nightstand)

Less lavishly decorated than other rooms in the house, the male servants' quarters contains a small table, a curtained privy, and six double bunks lined up against the wall. Beneath each bed is a pair of locked footlockers which contain the personal items of Thanras' male servants; largely clothing and small change.

4. Female Servants' Quarters
(Ceiling Height: 15'; Illum: Oil lamp on nightstand)

Less lavishly decorated than other rooms in the house, the female servants' quarters contains a small table, a curtained privy, and six double bunks lined up against the wall. Beneath each bed is a pair of locked footlockers which contain the personal items of Thanras' female servants; largely clothing and small change.

5. Outdoor Balcony
(Ceiling Height: N/A; Illum: None)

This balcony provides a very pleasant view of the eastern sections of Theodoptra and a nice view down Harborway Street to the waterfront. The stone railing is four feet high and it is a 25' drop to the street below. Perched on the corners of the railing are two friendly-looking gargoyles. They are merely decoration, but are expertly sculpted and can be removed from the railing; theu are worth 125gp each.

6. Guest Bedroom
(Ceiling Height: 15'; Illum: Oil lamp on nightstand)

Well appointed with a bed, nightstand, wardrobe, dresser, and curtained privy area, this room is where Thanras' guests stay.

7. Zeuza's Room
(Ceiling Height: 15'; Illum: Continual Light lamp)

Thanras' apprentice, Zeuza, resides in this well-appointed room. More lavishly decorated than any of the guest rooms, Zeuza leave few clues to his true nature for the servants to find. There is one Fire Trapped chest (4d6 damage) in the corner of the room containing a small portion of Zeuza's personal wealth; 4574sp, 1885gp.

8. Thanras' Bedroom
(Ceiling Height: 15'; Illum: Continual Light lamps)

The most exquisitely decorated room in the whole house, Thanras' bedroom is a blank of decoratorial excess. A huge bed, dressers, wardrobes, dressing table, divan, and reading chairs make up the bulk of furniture in this room. Several paintings decorate the walls, mostly landscape scenes except for one painting of a beautiful dark-haired woman on the wall above the carved headboard of the bed.

9. Closet
(Ceiling Height: 15'; Illum: Continual Light lamp)

All of Thanras' collection of well-tailored robes and other clothing can be found here. Inspection of the clothing racks will reveal two heavy black robes with sleeves that end in curious metal hooks. If anyone but Thanras touches these robes, or enters the closet and then attempts to leave, they will animate and attack. The animated robes (AC 4; MV 6; HD 4; hp 30; THAC0 14; #Att 2; Dmg 1d6/1d6; SA smothering; SD 1 point of damage from pierce/bludgeon weapons; Ml 19-20; XP 180) will attack with their metal claws while seeking to enshroud their victims. In any round that the animated robes hit with both claw attacks, the victim must make a save vs. poison or become surrounded by the robes and begin suffocating. A suffocated character will lose one point of CON per round until they reach 0 at which point they will die. The only way to prevent the suffocation is to destroy the animated robe. In the various pockets of Thanras' robes can be found a total of 237gp and 196sp.

10. Bath
(Ceiling Height: 15'; Illum: Continual Light lamp)

A huge bathing tub dominates this room. Large enough for several people when filled, it has controls for both hot and cold water. A sink with hot and cold running water stands beside a ceramic privy. If both hot and cold water controls are turned to the maximum, the sink will drop into the floor revealing a small passageway into the wall. When the characters enter this room, they will hear the sounds of voices coming from the other side of the wall behind the sink; the sounds of Thanras and Zeuza tricking the door in area 12 to open. They will not, however, be able to hear the exact words.

11. Hidden Storage
(Ceiling Height: 15'; Illum: None)

Two more animated robes lurk in this dark room, waiting to attack anyone but Thanras who enters. There are also numerous disguises and a complete, non-magical, makeup kit that Thanras uses to conduct reconnaissance for the Ebon Blade. The characters will recognize one of the disguises as belonging to one of the 'citizens' who testified against them at the trial; further indicating Thanras' involvement in their predicament. At the far back of the room is a large chest (Fire Trapped for 4d6 damage) containing a small part of Thanras' treasure; 1565cp, 532sp, 1049pp, 21 gems (5 X 10gp, 5 X 50gp, 5 X 100gp, 3 X 500gp, 1 X 1000gp, 2 X 5000gp), 5 art objects (small white marble coffer: 853gp, fine mahogany pendant: 16gp, elven-made obsidian bracelet: 299gp, excellent brocade and silk robe: 765gp, well-made jasper and obsidian helm: 923gp). This chest is enchanted with a wizard's version of the 2nd level priest spell Frisky Chest. Thanras' version of the spell accomplishes the same effects through the school of Conjuration/Summoning and bringing a largely harmless nature spirit (like the fox spirit of the door in area 12) into the chest or item.

12. Hidden Stairway to Tower
(Ceiling Height: 15'; Illum: None)

At the top of the dark stairway is an enormous wooden door with a fiercely scowling face carved into it. At the top of the door, carved in the stone doorframe, is the legend "The Word is Palathu." If the door is touched, the face will come alive and simply tell anyone but Thanras or Zeuza to go away.

No amount of physical force can open the door; any physical attacks directed at the door will be transfered to the attacking creature and anyone trying to force the door open will take damage equal to half their STR score. The door will also reflect any spells cast upon it back to their caster.

The door is infused with a fox spirit, a particularly mischievous sort of nature sprite, and powerfully radiates magic. The only way to open the door is to make it say 'Palathu'. The door knows this, and will actively avoid saying that particular word. Thanras created the door, thinking the fox spirit would make a good guardian, but the plan backfired on him and now even he and his apprentice must trick the door to enter his own laboratories.

Both Thanras and Zeuza have devised two different methods for opening the door;

1.) Silly, but effective, by telling it a knock-knock joke:
    "Knock, knock."
    "Who's there?"
    "Palath."
    "Palath who?" At which time the door will open and begin cursing.

2.) Repeatedly mispronounce the name until the door gets frustrated with hearing it and blurts out the proper pronunciation.

Another way that will make the door open is to spell a number of words and get the door to pronounce them. If more than two other words are spelled out, the door will forget what it is doing and will then properly pronounce 'Palanthu'. If the adventurers spell two or less words before spelling 'Palanthu' the door will figure it out and become indignant (and, also unwittingly inform them that more words probably will confuse it).

It is possible to hear people attempting to trick the door into opening from the other side, and Thanras will use the delay to the best of his abilities for setting up defenses and preparing to escape.

The Tower

Thanras and Zeuza will escape to these areas in the event the adventurers are not stopped by the guardians in the basement and the numerous traps. Thanras will abandon his apprentice Zeuza at the first hint of real trouble and teleport (using his Ring of Spell Storing) to the stronghold of the Ebon Blade. After being abandoned, Zeuza will put up as much of a fight as he can and will attempt to control the defenses of the tower intelligently.

1. Storage
(Ceiling Height: 30'; Illum: None)

This room is used as storage for the numerous items and components that a necromancer and his apprentice would need to further their studies and work their magic. There are enough components here to cast d8 of any spell residing in either of Thanras' or Zeuza's spell books. Though there is value to wizards, most of the items are of little value to others.

Also 'stored' in alcoves along the wall are six iron skeletons (AC 1; MV 6; HD 4; hp 32; THAC0 16; #Att 2; Dmg 1d6+1/1d6+1; SD ½ damage from slashing/piercing weapons; Ml 19-20; XP 240). Similar to the stone skeletons in the basement, iron skeletons have had their normal bones replaced with iron replicas and are wired together with platinum wire. They are turned as Ghasts. Their iron claw-like fingers do slightly more damage. Any attack roll of 1 against an iron skeleton causes non-magical weapons to shatter.

2. Alchemical Laboratory
(Ceiling Height: 30'; Illum: None)

Glassware, metal tubes, and pottery containers of arcane materials fill the shelves of this room. Items in jars are 90% likely to be poisonous (save vs. poison or take 1d8 damage). Though most of the shelves seem to have been emptied, six unmarked potion flasks remain. Three of them are Potions of Extra-healing, two are Potions of Gaseous Form, and one is a Potion of Levitation.

The adventurers will also find the stone which controls the viewing painting in area 1 of the 1st Floor lying on the table, forgotten by Thanras in his haste to gather potions for his own protection and run for the safety of the Ebon Blade stronghold.

Like area 1, there are four iron skeletons stored in niches along the walls. Zeuza will use these skeletons and those from the storage room to cover his attempts to find a teleportation scroll in the Conjuration room.

3. Conjuration Room/Altar to Salsmen
(Ceiling Height: 30'; Illum: Continual Light lamps)

In the center of this vast room is a huge summoning pentagram made from quicksilver poured into channels carved into the floor. At each point of the star burns a black candle. A flickering darkness can be seen in the center of the circle. The darkness will occasionally coalesce into a leering, demonic face with glowing red eyes but it is, however, merely another fox spirit that Thanras was planning on attempting to craft into an item which would later be given as a gift to a nobleman the Ebon Blade has determined was getting too interested in their affairs. The 'gift', a handsomely carved wooden chest stands on the far side of the summoning circle. If the candles are extinguished or the quicksilver drawn out of the channels, the fox spirit will depart in a wild tempest of buffeting wind but without doing any harm.

The southwest corner of the room is dominated by a bloodstained altar to Salsmen, a replica of the Chaos Sword embedded squarely in its center. Any non-Evil character who touches the Chaos Sword will take 2d10 damage from a fierce electrical shock. Close inspection of the altar will reveal the iron rings to which hapless victims are bound to be sacrificed (by a thrust of the replica Chaos Sword through the heart).

If they manage to evade the adventurers, Thanras and Zeuza will be found here in the main conjuration room trying to gather some of their treasure. Both men are, by nature, cowards; Thanras, though, is a powerful coward. He may take the opportunity to cast a Lighning Bolt at his pursuers. He will have already cast Stoneskin upon himself and may even cast a Wall of Fire to cover his escape. He will do absolutely nothing to protect or recover his apprentice, and will leave Zeuza behind when he activates his Teleportation spell from his Ring of Spell Storing. Thanras' destination is his apartments in the underground stronghold of the Ebon Blade in the nearby hills.

Zeuza will have cast Protection from Good, 10' Radius and Protection from Normal Missiles upon himself, and may try one attack with a Vampiric Touch, but he is a much bigger coward than Thanras. He will probably be searching the bookshelves for a scroll with a Teleportation spell on it when the adventurers enter the room. If spotted, he will dash over to the summoning circle and threaten to release the 'demon'. He knows that the fox spirit can't do any harm but doubts that the characters know that. If his bluff is called, or he is harmed in any way, he will beg for his life offering anything the adventurers want in exchange. He knows the location of the Ebon Blade stronghold where Lady Rowanwood, her children, Herolus, and the farmer's son were taken. He also knows almost all of the facts about the framing of the adventurers, except who is behind the order in the first place (Saarthos).

Thanras' and Zeuza's spell books dominate the shelves opposite the altar. Every single book is enchanted with Thanras' Frisky Chest, and the first page of every book is trapped with Explosive Runes (6d4+6 damage, no save for reader, save vs. spell for half damage if within 10'). Activating the runes will not only do significant damage to the reader, but will effectively destroy the book.

Because he has a habit of only writing one or two spells down in a single book, Thanras' twenty five spell books contain the following spells:

Zeuza has likewise adopted his master's style and writes few spells in individual books, his eight spell books contain the following spells:
  In addition to their spell books, there are two treasure chests flanking the altar. The leftmost chest contains 4574sp, 1885gp and the rightmost chest contains 4574sp, 1885gp. These two chests are also enchanted with Thanras' 3rd level Frisky Chest spell.

Thanras
S:8 D:12 C:14 I:18 W:16 R:17
12th Level Necromancer

Alignment: Lawful Evil
Armor Class: 6
Movement: 12
Level/Hit Dice: 10x1d4 + 2
Hit Points: 35
THAC0: 17
No. of Attacks: 1
Damage/attack: 1d6 (staff)
XP: 5,500

Thanras is a powerful necromancer, but a considerable coward. He can be very menacing when he chooses, but is most comfortable in a situation where he holds all of the cards. He is wicked and evil at heart, but does a convincing job of behaving like an honorable low-level mage and businessman. He is very handsome and charming, and typically wears white or light blue robes of superior quality. Unlike most evil necromancers, he does not drape himself in the trappings of evil.

Zeuza
S:6 D:11 C:15 I:17 W:16 R:12
5th Level Necromancer

Alignment: Lawful Evil
Armor Class: 8
Movement: 12
Level/Hit Dice: 5x1d4+1
Hit Points: 18
THAC0: 19
No. of Attacks: 1
Damage/attack: 1d6 (staff)
XP: 3,500

Zeuza is an even greater coward than Thanras, especially since he does not have the same power with his spells. He is not so handsome as Thanras, nor can he manage to be as imposing. He is basically a craven who will do anything to preserve his own skin. Zeuza tries to compensate for his mediocre looks with exquisite clothing of rich, dark red fabrics and sparkling gemstone and gold jewelry; on his fingers he wears a number of jeweled rings (values: 2x100gp, and 2x250gp) as well as a matched pair of jeweled bracelets (value: 450gp for the pair). His favorite item of jewelry is a gold skull pendant with rubies for eyes and opals for teeth (value: 950gp), and he is fond of holding it out on its chain as if attempting to hypnotize with it. He has, however, no powers to mesmerize.

[Castle Line]
[Go Back]Return to Parrying The Ebon Blade.