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WRITTENBY
AERYNBLACKDIRGE RUDEL
CREATEDBY
JESSEMOHNANDAERYNRUDEL
Requires the use of the Dungeons & Dragons Revised Edition
Core Books, published by Wizards of the Coast, Inc.
ANIMALARCHIVESSAMPLER
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Author: Aeryn RudelBlackdirge Publishing
CreditsAnimal Archives
Animal Archives Sampler
Credits
The Campaign Construc-
tion System is a format
designed to help GMs
organize their campaignbinder. Each entry in this
product is layed out to fit
a single page or series of
pages that can be easily
identified and placed in
specific categories of the
binder. With this system
a GM can print only the
pages needed for their game, mix and match content from
various products in the line, and reduce the clutter and
weight of multiple products.
Each page is organized with the following informationA: Title of the entry contained on the page
B: Product title in which the entry can be found
C: Author and artist credits for that entry
D: Category label for binder organization
1
Animal Archives
Animal Archives Sampler
Created by
Jesse Mohn & Aeryn Rudel
Written by
Aeryn Rudel
Editing
John Ball
Illustrations
Hunter McFalls & Jesse Mohn
Graphic Design & Layout
Edward Bourelle & Erik Nowak
SkeletonKey Staff
Edward Bourelle & Art Braune
Animal Archivesis 2008
Jesse Mohn. All rights reserved.
Illustrations are 2008 Hunter McFalls or
Jesse Mohn, as credited. All rights reserved.
Reference to other copyrighted material in no way constitutes
a challenge to the respective copyright holders of that material.
SkeletonKey Games, Campaign Construction System, the
SkeletonKey Games logo, and the Campaign Construction System
logo are trademarks of Edward Bourelle. Blackdirge Publishing
and the Blackdirge Publishing logo are trademarks of Aeryn Rudel.
Blackdyrge is a trademark of Aeryn Rudel.
Dungeons & Dragons and Wizards of the Coast are trademarks of
Wizards of the Coast, Inc. in the United States and other countries
and are used with permission.
d20 System and the d20 System logo are trademarks of Wizards
of the Coast, Inc. in the United States and other countries and are
used with permission.
The following is designated as Open Game Content: all new rules and
stat blocks (but not the proper names of characters and places or their
backgrounds). To be clear, the Animal Archives property is CLOSED.
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Animal Archives
Animal Archives SamplerIntroduction
Introduction2Author: Aeryn RudelIllustrator: Jesse Mohn
This product contains two sample animals fromBlackdirge Publishings Animal Archives series. These
are not reprints, but new monsters designed specifically
to showcase both the Prehistoric AnimalandDinoFiles
lines. If you already own all the Animal Archives
products, then this is simply a free addition to your
collection; however, if youre new to the series, this
product serves as an excellent example of what the
Animal Archivesproducts offer.
Although both theDinoFilesand Prehistoric Animals
lines are very similar, they offer slightly different
material. Prehistoric Animals details ancient animals
from all periods of prehistory on our planet. Here youllfind bizarre creatures from the distant Cambrian, all
the way up to the last Ice Age and the very beginnings
of the human race. The illustrations in Prehistoric
Animalsare drawn by Jesse Mohn in a nature book
style, and feature a silhouette of a Medium-sized
human for size comparison.
The DinoFiles line, as its name suggests, specifically
details new dinosaurs. Each product presents a number
of dinosaurs that are linked together either thematically
or by actual scientific grouping. The illustrations for
DinoFiles are drawn by Hunter McFalls, and present
their subjects in dynamic, fantasy inspired scenes.
Heres a quick rundown of what youll find in bothproduct lines:
A full d20 stat block for each animal.
A full description for each animal, plus notes on
ecology, combat tactics, and more.
Information for players, including details on how to
uses the presented animals as animal companions,
familiars, and mounts.
Real world information on each animal.
A summon natures allyand summon monster
appendix, complete with stat blocks for fiendish
and celestial versions of all animals presented inthe product.
Advanced and templated versions of some animals.
A fantastic illustration for each animal
by Jesse Mohn or Hunter McFalls.
Be sure to have a look at the back page of this product,
where youll find money-saving coupons for all products
in theAnimalArchivesseries.
If you have any questions or suggestions about
the AnimalArchives series, or any of the products
published by Blackdirge Publishing, drop us a line at:[email protected].
Aeryn Blackdirge RudelOwner/Developer
Blackdirge Publishing
Pterygotus
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Animal Archives
Animal Archives Sampler
Author: Aeryn RudelBlackdirge Publishing
Pterygotus
Monster3
PTERYGOTUS CR 5(WINGANIMAL)(TERRY-GOAT-USS)
Always Neutral Large Vermin (Aquatic)
Init+1; Sensesdarkvision 60 ft., Listen +0, Spot +8Languages
AC20, touch 10, flatfooted 19
(-1 size, +1 Dex, +10 natural)
hp60 (8 HD)
Immunevermin immunities
Fort+9, Ref+3, Will+2
Speed10 ft. (2 squares), swim 50 ft.
Melee2 pincers +11 (1d8+6)
Space10 ft.; Reach5 ft. (10 ft. with pincers)
Base Atk+6; Grapple+16
Atk Optionsrend (2d8+9)
AbilitiesStr 23, Dex 12, Con 17, Int , Wis 11, Cha 2
SQvermin traits
Feats
SkillsHide +1, Move Silently +5, Spot +8, Swim +14
Environmentwarm aquatic
Organizationsolitary
Treasurenone
Advancement9-16 HD (Large); 17-24 HD (Huge)
Rend (Ex):If a pterygotus hits with both pincer
attacks, it latches onto the opponents body and
tears the flesh. This attack automatically dealsan additional 2d8+9 points of damage.
Skills:A pterygotus has a +4 racial bonus on Hide
and Move Silently checks. It has a +8 racial
bonus on Spot checks. It has a +8 racial bonus
on any Swim check to perform some special
action or avoid a hazard. It can always choose
to take 10 on a Swim check, even if distracted
or endangered. It can use the run action while
swimming, provided it swims in a straight line.
This large arthropod resembles an aquatic scorpion. It
has two massive pincers, a long flattened tail, and twopaddle-like appendages for swimming. Its huge eyes
seem ideal for locating prey, and it moves through the
water with the speed and agility of a true predator.
A pterygotus is a large sea-scorpion, a powerful
predator that lurks within warm, shallow water. It is
quick and agile, and can chase down fast-moving prey
with relative ease. Although a pterygotus can crawl about
the sea bottom on its many legs, it is completely aquatic,
and does not leave the water for any reason.
A pterygotus is a solitary creature, and will only seek out
others of its species to mate. Juvenile members of the
species are often eaten by the adults, and for this reason,
they tend to hide amongst coral reefs or in sea caves untilthey are large and fast enough to escape their elders.
A pterygotus can grow up to 8 feet long and weigh nearly
1,000 pounds.
COMBAT
A pterygotus attack with its two pincers, tearing prey
into small pieces that can be easily fed into its mouth. It
attacks nearly anything smaller than itself, using ambush
tactics similar to that of other large marine predators,
such as sharks. Once prey has been spotted, a pterygotus
accelerates quickly (charges) and attempts to surprise itstarget before it can escape. Additionally, these creatures
sometimes hide their bulk in the silt on the sea bottom, and
then wait for prey to swim within range of their pincers.
FOR PLAYER CHARACTERS
Although pterygotus cannot be trained, and their flesh is
vile and slightly poisonous, they are sometimes hunted
by sea elves for their hard, chitinous exoskeleton, which
can be worked into armor by skilled sea elf armorsmiths.
A single pterygotus produces enough chitin for a single
masterwork breastplate for a creature one size category
smaller than itself. Armor created from pterygotus chitin
weighs half that of its metal counterpart, and is, ofcourse, waterproof.
A celestial or fiendish pterygotus can be summoned with
a summon monster VIor a higher-level summon monster
spell. Treat a celestial or fiendish pterygotus as being on
the 6th-level list of the Summon Monster table.
PTERYGOTUS IN THE REAL WORLD
Pterygotusis a massive eurypterid, or sea scorpion, that
hunted the warm shallow seas of the Late Silurian, about
423 million years ago. It once vied with Arthropleura,
a giant ancestor of millipedes and centipedes from theCarboniferous, as the largest arthropod of all time.
However, a recent discovery of another, larger sea
scorpion, Jaekelopterus, places Pterygotus at third on
the all-time big bug list.
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Animal Archives
Animal Archives SamplerPachycephalosaurus
Monster4
PACHYCEPHALOSAURUS CR 3(THICK-HEADREPTILE)(PACK-EE-SEFF-AH-LOW-SORE-USS)
Always Neutral Large Animal
Init+1; Senseslow-light vision, scent;Listen +7, Spot +7
Languages
AC14, touch 10, flatfooted 13
(-1 size, +1 Dex, +4 natural)
hp37 (5 HD)
Fort+6, Ref+4, Will+4
Speed40 ft. (8 squares)
Meleehead butt +7 (1d8+7)
Space10 ft.; Reach5 ft
Base Atk+3; Grapple+12
Atk Optionspowerful charge 2d8+10, stun
AbilitiesStr 21, Dex 13, Con 17, Int 2, Wis 13, Cha 6
FeatsAlertness, Iron Will
SkillsListen +7, Spot +7
Environmentwarm plains
Organizationsolitary, pair, or herd (5-8)
Treasurenone
Advancement6-10 (Large); 11-15 (Huge)
Powerful Charge (Ex):When a pachycephalo-
saurus charges, it deals 2d8+10 points of
damage with its head butt attack.
Stun (Ex):A creature struck by a pachycephalo-saurus powerful charge must succeed at a DC
17 Fortitude save or be stunned for one round.
The save DC is Strength based.
This bizarre animal stands tall on two powerful legs and
is covered in tiny, yellow, pebble-like scales. Its forearms
are long and robust, and seem capable of supporting the
animal should it desire to walk on four legs instead of
two. But the most striking feature of this reptilian beast is
its massive, domed skull, a veritable helmet of bone. The
stout muscles on the beasts neck make it fairly obvious
that its enlarged cranium is nothing short of an organicbattering ram.
A pachycephalosaurus is a horse-sized herbivore
that is found in small herds on open grasslands and
savannahs. These animals are fairly docile, although
they will use their bony craniums as battering rams
to deter predators. Typically, only the males during
rutting season are dangerous to humanoids, as they
will charge nearly any creature of Medium-size or
larger that wanders too close.
Like many herd animals, a pachycephalosaurus mother
cares for her young until they are old enough to fend for
themselves. Upon reaching maturity, females are allowed
to join the herd, while males are chased away, dwelling
on the outskirts of the female community until the mating
season. For this reason, a solitary pachycephalosaurus
will always be male.
A pachycephalosaurus is 16 feet long, 6 feet tall, and
weighs 1,100 pounds.
COMBAT
A pachycephalosaurus attacks by butting targets with
its bony cranium. It can deliver tremendous force in
this manner; more than enough to break bones or stun
predators and other hostile creatures. Males typically
charge at enemies, turning their entire bodies into
living battering rams. A single blow from a charging
pachycephalosaurus is capable of killing many
predators outright.
FOR PLAYER CHARACTERS
Although not particularly fleet of foot, a pachycephalo-
saurus makes a serviceable mount, and can be trained
fairly easily for most tasks. Typically, only females are
trained, as the males become too volatile to handle during
the mating season. Surprisingly, a number of dwarvenclans prize these animals as war mounts, admiring their
tenacity and hardiness in battle. Although, many elves
insists it is the pachycephalosaurus thick-headedness
that the dwarves admire most.
Training a pachycephalosaurus from birth requires a DC
20 Handle Animal check. An adult pachycephalosaurus
can carry up to 306 pounds as a light load.
A pachycephalosaurus can be summoned with summon
natures ally III or a higher level summon natures
ally spell. Treat a pachycephalosaurus as being on
the 3rd-level list of the Summon Natures Ally table.A celestial or fiendish pachycephalosaurus can be
summoned with summon monster IVor a higher level
summon monster spell. Treat a celestial or fiendish
pachycephalosaurus as being on the 4th-level list of
the Summon Monster table.
A druid of 7th level or higher can gain a pachycephalo-
saurus as an alternate animal companion.
Author: Aeryn RudelBlackdirge Publishing
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Animal Archives
Animal Archives Sampler
Author: Aeryn RudelIllustrator: Hunter McFalls
Pachycephalosaurus
Monster5
PACHYCEPHALOSAURUSIN THE REAL WORLD
Pachycephalosaurus was a Late Cretaceous herbivore
that evolved just before the massive K/T extinction that
wiped out the dinosaurs and most life on the planet.
Although not as easily recognizable as TriceratopsandStegosaurus, Pachycephalosaurus is one of the better-
known dinosaurs, and there are no doubt many school
children that can expertly wrap their tongues around its
lengthy name.
Obviously, the most striking feature of Pachycephalo-
saurus is its thick, domed skull. It was once believed
that males of the genus would smash their heads
together in intraspecific combat, much like bighorned
sheep do today. However, recent evidence suggests
that this was not the case. Closer examination of the
Pachycephalosaurus skull revealed that it would not
withstand such rigorous abuse. It is hypothesized that
males may have engaged in flank butting, instead of
direct, head-to-head confrontations.
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Animal Archives
Animal Archives SamplerAppendix: Summoned Monsters
CELESTIALPACHYCEPHALOSAURUS CR 4NG Large Magical Beast
(Augmented Animal, Extraplanar)
Init+1; Sensesdarkvision 60 ft., low-light vision,
scent; Listen +7, Spot +7
Languages
AC14, touch 10, flatfooted 13
(-1 size, +1 Dex, +4 natural)
hp37 (5 HD); DR5/magic
Resistacid 5, cold 5, electricity 5; SR10
Fort+6, Ref+4, Will+4
Speed40 ft. (8 squares)Meleehead butt +7 (1d8+7)
Space10 ft.; Reach5 ft
Base Atk+3; Grapple+12
Atk Optionspowerful charge 2d8+10, smite evil
1/day, stun
AbilitiesStr 21, Dex 13, Con 17, Int 3, Wis 13, Cha 6
FeatsAlertness, Iron Will
SkillsListen +7, Spot +7
Powerful Charge (Ex):When a celestial
pachycephalosaurus charges, it deals 2d8+10
points of damage with its head butt attack.Smite Evil (Su):Once per day a celestial
pachycephalosaurus can make a normal melee
attack to deal 5 points of extra damage to an
evil foe.
Stun (Ex):A creature struck by a celestial
pachycephalosaurus powerful charge must
succeed at a DC 17 Fortitude save or be
stunned for one round.
FIENDISHPACHYCEPHALOSAURUS CR 4NE Large Magical Beast
(Augmented Animal, Extraplanar)
Init+1; Sensesdarkvision 60 ft., low-light vision,
scent; Listen +7, Spot +7
Languages
AC14, touch 10, flatfooted 13
(-1 size, +1 Dex, +4 natural)
hp37 (5 HD); DR5/magic
Resistcold 5, fire 5; SR10
Fort+6, Ref+4, Will+4
Speed40 ft. (8 squares)Meleehead butt +7 (1d8+7)
Space10 ft.; Reach5 ft
Base Atk+3; Grapple+12
Atk Optionspowerful charge 2d8+10, smite good
1/day, stun
AbilitiesStr 21, Dex 13, Con 17, Int 3, Wis 13, Cha 6
FeatsAlertness, Iron Will
SkillsListen +7, Spot +7
Powerful Charge (Ex):When a fiendish
pachycephalosaurus charges, it deals 2d8+10
points of damage with its head butt attack.Smite Good (Su):Once per day a fiendish
pachycephalosaurus can make a normal melee
attack to deal 5 points of extra damage to a
good foe.
Stun (Ex):A creature struck by a fiendish
pachycephalosaurus powerful charge must
succeed at a DC 17 Fortitude save or be
stunned for one round.
Author: Aeryn RudelBlackdirge Publishing Monster6
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Animal Archives
Animal Archives SamplerAppendix: Summoned Monsters
Author: Aeryn RudelBlackdirge Publishing Monster7
CELESTIALPTERYGOTUS CR 7NG Large Magical Beast
(Aquatic, Augmented Vermin, Extraplanar)
Init+1; Sensesdarkvision 60 ft., Listen +2,
Spot +11
Languages
AC19, touch 10, flatfooted 18
(-1 size, +1 Dex, +10 natural)
hp60 (8 HD); DR5/magic
Resistacid 10, cold 10, electricity 10; SR13
Fort+11, Ref+3, Will+2
Speed10 ft. (2 squares), swim 50 ft.Melee2 pincers +12 (1d8+6)
Space10 ft.; Reach5 ft. (10 ft. with pincers)
Base Atk+6; Grapple+16
Atk Optionsrend (2d8+9), smite evil 1/day
AbilitiesStr 23, Dex 12, Con 17, Int 3, Wis 11, Cha 2
FeatsAlertness, Great Fortitude, Weapon Focus
(pincers)
SkillsHide +3, Move Silently +8, Listen +2,
Spot +13, Swim +17
Rend (Ex):If a celestial pterygotus hits with both
pincer attacks, it latches onto the opponentsbody and tears the flesh. This attack
automatically deals an additional 2d8+9 points
of damage.
Smite Evil (Su):Once per day a celestial
pterygotus can make a normal melee attack to
deal 8 points of extra damage to an evil foe.
FIENDISHPTERYGOTUS CR 7NE Large Magical Beast
(Aquatic, Augmented Vermin, Extraplanar)
Init+1; Sensesdarkvision 60 ft., Listen +2,
Spot +11
Languages
AC19, touch 10, flatfooted 18
(-1 size, +1 Dex, +10 natural)
hp60 (8 HD); DR5/magic
Resistcold 10, fire 10; SR13
Fort+11, Ref+3, Will+2
Speed10 ft. (2 squares), swim 50 ft.Melee2 pincers +12 (1d8+6)
Space10 ft.; Reach5 ft. (10 ft. with pincers)
Base Atk+6; Grapple+16
Atk Optionsrend (2d8+9), smite good 1/day
AbilitiesStr 23, Dex 12, Con 17, Int 3, Wis 11, Cha 2
FeatsAlertness, Great Fortitude, Weapon Focus
(pincers)
SkillsHide +3, Move Silently +8, Listen +2,
Spot +13, Swim +17
Rend (Ex):If a fiendish pterygotus hits with both
pincer attacks, it latches onto the opponentsbody and tears the flesh. This attack
automatically deals an additional 2d8+9 points
of damage.
Smite Good (Su):Once per day a fiendish
pterygotus can make a normal melee attack to
deal 8 points of extra damage to a good foe.
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Illustrator: Jesse MohnBlackdirge Publishing
OGLAnimal Archives
Animal Archives Sampler
OGL8
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Incand is Copyright 2000 Wizards of the Coast, Inc (Wizards). AllRights Reserved.
1. Definitions: (a)Contributors means the copyright and/ortrademark owners who have contributed Open Game Content;
(b)Derivative Material means copyrighted material includingderivative works and translations (including into other computerlanguages), potation, modification, correction, addition, extension,upgrade, improvement, compilation, abridgment or other form inwhich an existing work may be recast, transformed or adapted;(c) Distribute means to reproduce, license, rent, lease, sell,broadcast, publicly display, transmit or otherwise distribute;(d)Open Game Content means the game mechanic and includesthe methods, procedures, processes and routines to the extentsuch content does not embody the Product Identity and is anenhancement over the prior art and any additional content clearlyidentified as Open Game Content by the Contributor, and meansany work covered by this License, including translations andderivative works under copyright law, but specifically excludesProduct Identity. (e) Product Identity means product and productline names, logos and identifying marks including trade dress;artifacts; creatures characters; stories, storylines, plots, thematic
elements, dialogue, incidents, language, artwork, symbols, designs,depictions, likenesses, formats, poses, concepts, themes andgraphic, photographic and other visual or audio representations;names and descriptions of characters, spells, enchantments,personalities, teams, personas, likenesses and special abilities;places, locations, environments, creatures, equipment, magical orsupernatural abilities or effects, logos, symbols, or graphic designs;and any other trademark or registered trademark clearly identifiedas Product identity by the owner of the Product Identity, and whichspecifically excludes the Open Game Content; (f) Trademarkmeans the logos, names, mark, sign, motto, designs that are usedby a Contributor to identify itself or its products or the associatedproducts contributed to the Open Game License by the Contributor(g) Use, Used or Using means to use, Distribute, copy, edit,format, modify, translate and otherwise create Derivative Materialof Open Game Content. (h) You or Your means the licensee interms of this agreement.
2. The License:This License applies to any Open Game Contentthat contains a notice indicating that the Open Game Content mayonly be Used under and in terms of this License. You must affixsuch a notice to any Open Game Content that you Use. No termsmay be added to or subtracted from this License except as describedby the License itself. No other terms or conditions may be appliedto any Open Game Content distributed using this License.
3. Offer and Acceptance:By Using the Open Game Content Youindicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing touse this License, the Contributors grant You a perpetual, worldwide,royalty-free, non-exclusive license with the exact terms of thisLicense to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You representthat Your Contributions are Your original creation and/or You havesufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update theCOPYRIGHT NOTICE portion of this License to include the exacttext of the COPYRIGHT NOTICE of any Open Game ContentYou are copying, modifying or distributing, and You must add thetitle, the copyright date, and the copyright holders name to theCOPYRIGHT NOTICE of any original Open Game Content youDistribute.
7. Use of Product Identity: You agree not to Use any ProductIdentity, including as an indication as to compatibility, except asexpressly licensed in another, independent Agreement with theowner of each element of that Product Identity. You agree not toindicate compatibility or co-adaptability with any Trademark orRegistered Trademark in conjunction with a work containing OpenGame Content except as expressly licensed in another, independentAgreement with the owner of such Trademark or RegisteredTrademark. The use of any Product Identity in Open Game Contentdoes not constitute a challenge to the ownership of that ProductIdentity. The owner of any Product Identity used in Open GameContent shall retain all rights, title and interest in and to that ProductIdentity.
8. Identification:If you distribute Open Game Content You mustclearly indicate which portions of the work that you are distributingare Open Game Content.
9. Updating the License: Updating the License: Wizards or itsdesignated Agents may publish updated versions of this License.You may use any authorized version of this License to copy, modifyand distribute any Open Game Content originally distributed underany version of this License.
10. Copy of this License:You MUST include a copy of this Licensewith every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits:You may not market or advertisethe Open Game Content using the name of any Contributor unlessYou have written permission from the Contributor to do so.
12. Inability to Comply:If it is impossible for You to comply withany of the terms of this License with respect to some or all of theOpen Game Content due to statute, judicial order, or governmentalregulation then You may not Use any Open Game Material soaffected.
13. Termination:This License will terminate automatically if Youfail to comply with all terms herein and fail to cure such breachwithin 30 days of becoming aware of the breach. All sublicensesshall survive the termination of this License.
14. Reformation: If any provision of this License is held to beunenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0, Copyright 2000, Wizards of the Coast,Inc.
System Reference Document Copyright 2000-2003, Wizardsof the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, SkipWilliams, Rich Baker, Andy Collins, David Noonan, Rich Redman,Bruce R. Cordell, based on original material by E. Gary Gygax andDave Arneson.
Animal Archives SamplerCopyright 2008 Jesse Mohn. Publishedby Blackdirge Publishing. All rights reserved.
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USETHESECOUPONSTOCHECKOUTTHEENTIREANIMALARCHIVESLINEATAREDUCEDCOST.
JUSTCLICKTHELINKSBELOWTOSAVE$1.00 ONANYANIMALARCHIVESPRODUCT.
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