享楽的実践主義

Easy Go! Easy Come!! The Show Must Go On!!! 百聞は一見に如かず! 百見は一遊に如かず!!

myPC Shadyee Shadow Monk8

(Common)「やっと出番かしら?」

PC紹介

【背景】
 なんの運命の気まぐれか?
 野に捨てられてたフォーボルグの赤子がひとり・・・
 運悪く謎の邪悪なNPCモンク影門師匠(混沌にして邪悪)に拾わらて、
暗殺者?としてそのまま育てられ、母親いや両親はおろか親族、人としての
暖かいそういう関わり合いを一切経験することも無く、他の誰からもそれ以外
の世間の事を教えられずに、あまりに無知かつ心が純粋?だったために、
そのまま何も考えずに、無邪気にその手を血に染め続ける・・・
 そして、謎の大いなるNPC大神の気まぐれか? 
 ついにPC彼女は、レーベンロフトの紫の霧の中へ、
その歩みを踏み出してしまったのであった。。。。。。が、
これも謎の運命の悪戯か? 今回の別任務へ駆り出されたのであった!

[Discord募集]DM kenkenさんのフォーゴトン・レルム探訪の第2話での背景選択
・異次元の旅人
君はこのフォーゴトン・レルムではない別の次元界から来た。
変えるための手がかりを探していたらこの地に来たというNPCトュレウスという魔術師がそれを知っているそうだ。
MTG異世界から来たことにしても良い)

PL的補足
 あまりに心が純粋かつ無垢、そして無知のまま成長した、
そういうフォーボルグ少女モンクの冒険記ですw
   CEのアライメントですが、上のPC紹介にあるように、その辺のやばいコトを普通のコトとしてヤッてしまう、 
つまりCEの自覚が無いCEですw
まぁ、その辺が荒れた世界とかでは普通に沢山いるようなキャラですね 。
多次元宇宙的にはフォアゴットン レルムズForgotten Realmsとかレーペンロフトとか、
 まぁ、謎の運命さん?とかに色々と探訪させられている!ってことですww もう8レベルなので、
彷徨う無垢なる女フォーボルグ暗殺者?ですね。
10レベル以上とかで、ドリフターとか名乗れる感じw


PC Shadyee嬢
(Common/UnderCommon)
「・・・・・ここは・・・
 いったいどういう処なのかしら?・・・」

【人格的特徴】
 世間知らず知らずw

【喜ぶもの】
 影門のモンク道(それしか知らないしwww)
 鍛えた技をうまく出来ると嬉しくなる!

【尊ぶもの】
 自分ができる事やり切ること。

【関わり深いもの】
 影門のモンク道。

【弱味】
 やはり、いつものばばっちい系全般。

【外見】
 薄白金ショート、瞳は濃い紫に黒緑系影門モンク道着。
 色白、少しぽっちゃり小顔フォーボルグさん。

《過去の経歴》
 背景孤児にして影門の暗殺者モンク。

《仲間や組織》
 影門モンク系全員が仲間。

《特徴》
 薄白金ロング、瞳は濃い紫に黒緑系モンク道着。
 色白、少しぽっちゃり小顔フォーボルグさん。
 無知かつ無垢。

《その他の特徴》
 清潔第一w

《財宝》
 影門モンク用具一式

テーマ曲
https://www.youtube.com/watch?v=N13qzkWERCo


Player’s Name:Seth
Create Date:2022/06/18(土) Monk1
27Point Buy
UPdate:
2022/06/18(土) Monk2
2022/06/18(土) Monk3
2022/06/18(土) Monk4
2022/11/12(土) Monk5
2022/11/12(土) Monk6
2022/11/12(土) Monk7
2022/11/12(土) Monk8


* 習熟ボーナス込みincludes +3 proficiency bonus Monk11
** 専門化込みincludes expertise, if any
R* 種族からの取得Races
B* 背景からの取得Background+PC紹介
Mx* モンククラスxレベルからの取得Class Monk 

《基本情報》
【PC名】Shadyee
  混沌にして邪悪CEフォーボルグ少女モンク
  年齢25才 身長190Cm 体重80kg
【クラス&レベル】モンク[影門]8レベル 
【種族】フォーボルグ
【属性】混沌にして邪悪
【言語】共通語Commom、エルフ語Elvish、巨人語Giant、地下共通語UnderCommon B*
【神格】NPCsフォーボルグ英雄女神さんたち
【経験点】34,000xp

【受動視認】17=10+4判断力修正値+3習熟ボーナス 暗視60ft.Goggles of Night
【イニシアチブ】+4敏捷力修正値

【AC】19
=10(鎧無し)+4敏捷力修正値+4判断力修正値Monk1取得鎧わぬ守りUnarmored Defense+1リング・オヴ・プロテクション

【移動速度】45ft.=30ft..+15ft.Monk6運足法Unarmored Movement
Monastic Tradition feature:Shadow Step PHB p80[–] Monk6
ボーナス行動で自分の影から60ft.以内の別の影へテレポート
次の手番開始時までテレポート後の最初の攻撃ロールに【有利Advantage】が付く

【HP】平均HP式
38  =8(1d8)Monk1+0耐久力修正値+(5(1d8)+0耐久力修正値)x6(Monk7)
矢止めDeflect Missiles Monk3
1d10+4Dex+7Monk spend 1 ki point to make a ranged attack (range 20/60 feet)
浮身Slow Fall Monk4
35ft.=5x7Monk落下距離無視

【HD】8d8
小休憩Short Rest:1d8+0耐久力修正値x8回まで。気Ki点全回復。
大休憩Long Rest:すべてのHPダメージのみとHDが+4d8HD=Monk8/2が回復。
気Ki点全回復

《習熟済み》
単純武器、ショートソード
盗賊道具Thieves’ Tools PHB p154
Tools 25 gp, 1 lb.
This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, 
a set of narrow-bladed scissors, and a pair of pliers. 
Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. 
Proficiency with the tools also grants you a general knowledge of traps and locks.

Components.
Thieves' tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, 
a set of narrow-bladed scissors, and a pair of pliers.

History.
Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.

Investigation and Perception.
You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.

Set a Trap.
Just as you can disable traps, you can also set them. 
As part of a short rest, you can create a trap using items you have on hand. 
The total of your check becomes the DC for someone else's attempt to discover or disable the trap. 
The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.

Activity           DC
Pick a lock      Varies
Disable a trap  Varies

スリードラゴンアンティThree-Dragon Ante Set PHB p154
Gaming Set 1 gp
If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set.
Each type of gaming set requires a separate proficiency.

See the Tool Proficiencies entry for more information.
Proficiency with a gaming set applies to one type of game, 
such as Three-Dragon Ante or games of chance that use dice.

Components.
A gaming set has all the pieces needed to play a specific game or type of game,
such as a complete deck of cards or a board and tokens.

History.
Your mastery of a game includes knowledge of its history
as well as of important events it was connected to or prominent historical figures involved with it.

Insight.
Playing games with someone is a good way to gain understanding of their personality, 
granting you a better ability to discern their lies from their truths and read their mood.

Sleight of Hand.
Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, 
or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.

Activity                            DC
Catch a player cheating   15
Gain insight into an opponent's personality  15


《能力値、能力ABILITY SCORES & ABILITIES & 技能Skills》
筋力Strength 11(10:2points+1Firbolg)+0
+0 ... 筋力判定Strength Ability Checks
+4 ... 筋力セイビングスローStrength Saving Throws M1*+1リング・オヴ・プロテクション
+3 ... 運動Athletics Skill M1*
荷重表Encumbrance variant(鎧装備の筋力制限無し) 日本語版PHB176p
無荷重55lb.以下 ノーペナルティー
中荷重55lb.より大〜 110lb.以下 移動力-10ft.最小5ft.
重荷重110lb.より大 〜165lb.以下 移動力-20ft.最小5ft. すべての行動判定が【不利DisAdvantage】
行動不可荷重165lb.より上 移動不能=移動力0ft.行動不能

敏捷力Dexterity 18(15:9points+1Monk4+2Monk8)+4
+3 ... 敏捷力判定Dexterity Ability Checks
+7 ... 敏捷力セイビングスローDexterity Saving Throws M1* Evasion Monk7+1リング・オヴ・プロテクション
+6 ... 軽業Acrobatics Skill M1*
+3 ... 手先の早業Sleight of Hand Skill
+6 ... 隠密Stealth Skill B*

耐久力Constitution 11(3points)+0
+0 ... 耐久力判定Constitution Ability Checks
+1 ... 耐久力セイビングスローConstitution Saving Throws+1リング・オヴ・プロテクション

知力Intelligence 10(2points)+0
+0 ... 知力判定Intelligence Ability Checks
+1 ... 知力セイビングスローIntelligence Saving Throws+1リング・オヴ・プロテクション
+0 ... 魔法学Arcana Skill
+0 ... 歴史History Skill
+0 ... 捜査Investigation Skill
+0 ... 自然Nature Skill
+0 ... 宗教Religion Skill

判断力Wisdom 18(15:9points+2Firbolg+1Monk4)+4
+4 ... 判断力判定Wisdom Ability Checks
+5 ... 判断力セイビングスローWisdom Saving Throws Stillness of Mind Monk7+1リング・オヴ・プロテクション
+4 ... 動物使いAnimal Handling Skill
+4 ... 看破Insight Skill
+4 ... 医術Medicine Skill
+4 ... 知覚Perception Skill  Darkvision60ft.Goggles of Night
+4 ... 生存Survival Skill

魅力Charisma 10(10:2points)+0
+0 ... 魅力判定Charisma Ability Checks
+1 ... 魅力セイビングスローCharisma Saving Throws+1リング・オヴ・プロテクション
+3 ... ペテンDeception Skill B*
+0 ... 威圧Intimidation Skill
+0 ... 芸能Performance Skill
+0 ... 説得Persuasion Skill

《攻撃》
武術PHB106p
追加攻撃Extra Attack Monk5
朦朧拳Stunning Strike Monk5
Ki-Empowered Strikes:素手が魔法magical
素手攻撃:+7 =+4敏捷力修正値+3習熟ボーナス
素手ダメージ:1d6+4敏捷力修正値(妙技)殴打ダメージ
気Kiポイント106p 8点=8モンクレベル
気Kiセーヴ難易度 DC15=8+4判断力修正値+3習熟ボーナス
連打Flurry of Blows, 護身Patient Defense, 疾風足Step of the Wind

《呪文》
【呪文発動クラス/能力値】無し
【呪文攻撃ボーナス】+7 =+4判断力修正値+3習熟ボーナス
【呪文セーヴ難易度】DC15 =8+4判断力修正値+3習熟ボーナス

Firbolg Magic.
You can cast detect magic and disguise self with this trait, 
using Wisdom as your spellcasting ability for them. 
Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. 
When you use this version of disguise self, you can seem up to 3 feet shorter than normal, 
allowing you to more easily blend in with humans and elves.

Disguise Self PHB p233 1st-level illusion
Casting Time: 1 action 
Range: Self 
Components: V, S 
Duration: 1 hour 
You make yourself—including your clothing, armor, weapons, and other belongings on your person
—look different until the spell ends or until you use your action to dismiss it. 
You can seem 1 foot shorter or taller and can appear thin, fat, or in between. 
You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. 
For example, if you use this spell to add a hat to your outfit, objects pass through the hat, 
and anyone who touches it would feel nothing or would feel your head and hair.
If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Hidden Step.
As a bonus action, 
you can magically turn invisible until the start of your next turn 
or until you attack, make a damage roll, or force someone to make a saving throw. 
Once you use this trait, you can't use it again until you finish a short or long rest.

以下上の透明化の参考まで。
Invisibility PHB p254 2nd-level illusion
Casting Time: 1 action 
Range: Touch 
Components: V, S, M (an eyelash encased in gum arabic) 
Duration: Concentration, up to 1 hour 
A creature you touch becomes invisible until the spell ends. 
Anything the target is wearing or carrying is invisible as long as it is on the target's person. 
The spell ends for a target that attacks or casts a spell.
At Higher Levels.
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


Shadow Arts PHB p80[–]
You can use your ki to duplicate the effects of certain spells. 
As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. 
Additionally, you gain the minor illusion cantrip if you don't already know it.

Minor Illusion PHB p260 Illusion cantrip
Casting Time: 1 action 
Range: 30 feet 
Components: S, M (a bit of fleece) 
Duration: 1 minute 
You create a sound or an image of an object within range that lasts for the duration.
The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. 
It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. 
The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest
—it must be no larger than a 5-foot cube. 
The image can't create sound, light, smell, or any other sensory effect. 
Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. 
If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Darkness PHB p230 2nd-level evocation
Casting Time: 1 action 
Range: 60 feet 
Components: V, M (bat fur and a drop of pitch or piece of coal) 
Duration: Concentration, up to 10 minutes 
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. 
The darkness spreads around corners. 
A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, 
the darkness emanates from the object and moves with it. 
Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Darkvision PHB p230 2nd-level transmutation
Casting Time: 1 action 
Range: Touch 
Components: V, S, M (either a pinch of dried carrot or an agate) 
Duration: 8 hours 
You touch a willing creature to grant it the ability to see in the dark. 
For the duration, that creature has darkvision out to a range of 60 feet.

Pass without Trace PHB p264 2nd-level abjuration
Casting Time: 1 action 
Range: Self 
Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce) 
Duration: Concentration, up to 1 hour 
A veil of shadows and silence radiates from you, masking you and your companions from detection. 
For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. 
A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Silence PHB p275 2nd-level illusion (ritual)
Casting Time: 1 action 
Range: 120 feet 
Components: V, S 
Duration: Concentration, up to 10 minutes 
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range.
Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. 
Casting a spell that includes a verbal component is impossible there.

《装備》
同調枠1リング・オヴ・プロテクション
同調枠2:無し
同調枠3:無し
非同調魔法アイテムなど:無し

魔法アイテム
Goggles of Night DMG p172
Wondrous item, uncommon Minor tier
While wearing these dark lenses, you have darkvision out to a range of 60 feet. 
If you already have darkvision, wearing the goggles increases its range by 60 feet.

モング道着一式(旅人の服)
・ベルト=以下装着済み
 ベルトポーチ1個=以下収容物
  火口箱一式
  ポーション・オブ・ヒーリング1個
  現金 銅貨0枚 銀貨0枚 金貨0枚
 水袋1個

・麻ロープ50ft.=バックパック横に括り付け
・ベットロールと毛布=バックパック上部に括り付け

探検家パックexplorer’s pack
バックパック=以下収容物
  調理道具Cook’s Utensils
 バスタオル(パイル木綿)数枚
 手鏡1個
 石鹸数個
 漂白剤入りビン1個
 小型ポッド1個
 折り畳み式シャベル1個


Data Details=========

《クラス》

・モンク8レベル
Ability Score Improvement 敏捷力16->18

・モンク7レベル
Evasion,
Stillness of Mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

・モンク6レベル
Ki-Empowered Strikes:magical
Unarmored Movement +10ft.->+15ft.
Monastic Tradition feature:Shadow Step PHB p80[–]
You gain the ability to step from one shadow into another. 
When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet 
to an unoccupied space you can see that is also in dim light or darkness. 
You then have advantage on the first melee attack you make before the end of the turn.

・モンク5レベル
習熟ボーナス+2->+3
追加攻撃Extra Attack
朦朧拳Stunning Strike
素手ダメージ1d4->1d6

・モンク4レベル
Ability Score Improvement,
Slow Fall,
Quickened Healing

・モンク3レベル
Deflect Missiles,
影門Monastic Tradition,
Ki-Fueled Attack

Way of Shadow PHB p80[–]
Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. 
These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. 
Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. 
Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. 
Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.

Shadow Arts PHB p80[–]
You can use your ki to duplicate the effects of certain spells. 
As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. 
Additionally, you gain the minor illusion cantrip if you don't already know it.

Ki-Fueled Attack TCE p48[–]
3rd-level monk optional feature
If you spend 1 ki point or more as part of your action on your turn, 
you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.


・モンク2レベル
気Ki
Dedicated Weapon,
Unarmored Movement

・モンク1レベル
Monk
Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Monk level after 1st
Proficiencies

Armor: none
Weapons: simple weapons, shortswords
Tools: any one type of artisan’s tools or any one musical instrument of your choice

《背景》
犯罪者Criminal PHB p129
* Skill Proficiencies: Deception, Stealth
* Tool Proficiencies: One type of gaming set, thieves' tools
* Equipment: A crowbar, a set of dark common clothes including a hood
  and a belt pouch containing 15 gp

Feature: Criminal Contact[–]
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. 
You know how to get messages to and from your contact, even over great distances; specifically, 
you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Specialty[–]
There are many kinds of criminals, and within a thieves' guild or similar criminal organization, 
individual members have particular specialties. 
Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. 
Choose the role you played in your criminal life, or roll on the table below.
d8 Specialty
1 Blackmailer
2 Burglar
3 Enforcer
4 Fence
5 Highway robber
6 Hired killer
7 Pickpocket
8 Smuggler

Suggested Characteristics[–]
Criminals might seem like villains on the surface, and many of them are villainous to the core. 
But some have an abundance of endearing, if not redeeming, characteristics. 
There might be honor among thieves, but criminals rarely show any respect for law or authority.
d8 Personality Trait
1 I always have a plan for when things go wrong.
2 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3 The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4 I would rather make a new friend than a new enemy.
5 I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6 I don't pay attention to the risks in a situation. Never tell me the odds.
7 The best way to get me to do something is to tell me I can't do it.
8 I blow up at the slightest insult.

d6 Ideal
1 Honor. I don't steal from others in the trade. (Lawful)
2 Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3 Charity. I steal from the wealthy so that I can help people in need. (Good)
4 Greed. I will do whatever it takes to become wealthy. (Evil)
5 People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6 Redemption. There's a spark of good in everyone. (Good)

d6 Bond
1 I'm trying to pay off an old debt I owe to a generous benefactor.
2 My ill-gotten gains go to support my family.
3 Something important was taken from me, and I aim to steal it back.
4 I will become the greatest thief that ever lived.
5 I'm guilty of a terrible crime. I hope I can redeem myself for it.
6 Someone I loved died because of a mistake I made. That will never happen again.

d6 Flaw
1 When I see something valuable, I can't think about anything but how to steal it.
2 When faced with a choice between money and my friends, I usually choose the money.
3 If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
4 I have a 'tell' that reveals when I'm lying.
5 I turn tail and run when things look bad.
6 An innocent person is in prison for a crime that I committed.
    I'm okay with that.


《種族》
Firbolg VGM p107 ヴォーロのモンスター見聞録
Ability Scores: Wis +2; Str +1 
Size: Medium 
Speed: 30 ft. 

Age.
As humanoids related to the fey, firbolg have long lifespans. 
A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.

Size.
Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. 
Your size is Medium.

Firbolg Magic.
You can cast detect magic and disguise self with this trait, 
using Wisdom as your spellcasting ability for them. 
Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. 
When you use this version of disguise self, you can seem up to 3 feet shorter than normal, 
allowing you to more easily blend in with humans and elves.

Hidden Step.
As a bonus action, 
you can magically turn invisible until the start of your next turn or until you attack, 
make a damage roll, or force someone to make a saving throw. 
Once you use this trait, you can't use it again until you finish a short or long rest.

Powerful Build.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Speech of Beast and Leaf.
You have the ability to communicate in a limited manner with beasts and plants. 
They can understand the meaning of your words, though you have no special ability to understand them in return. 
You have advantage on all Charisma checks you make to influence them.

Languages.
You can speak, read, and write Common, Elvish, and Giant.

Random Height and Weight table
You may roll for your character's height and weight on the Random Height and Weight table. 
The roll in the Height Modifier column adds a number (in inches) to the character's base height. 
To get a weight, multiply the number you rolled for height by the roll in the Weight Modifier column 
and add the result (in pounds) to the base weight.

Base Height 6'2"
Base Weight 175 lb.
Height Modifier +2d12
Weight Modifier × (2d6) lb.

Source: VGM, page 107. Reprinted as Firbolg in MPMM. Also found in EGW, page 169.


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