Companions Rules For Shadowdark RPG

Download as pdf or txt
Download as pdf or txt
You are on page 1of 8

Companion Rules

For use with Shadowdark RPG© and other OSR style games.

Writing, Design, Layout


Jonathan Larsen

Legal
Not for resale or redistribution. Permission granted to copy for personal use only. Companion
Rules © 2023 Beholder, LLC.

Companion Rules is an independent product published under the Shadowdark RPG Third-Party
License and is not affiliated with The Arcane Library,LLC. Shadowdark RPG © 2023 The
ArcaneLibrary, LLC.

1
COMPANIONS OVERVIEW
Companions are creatures that willingly accompany you on your adventures. The number of Companions you may bring with
you on an Adventure is equal to your Charisma Modifier, minimum one. Outside of adventuring, you may have any number of
Companions you can afford.

FOR PLAYERS
In case of character death, you may select a Follower Companion to become your new Character. If you do so, you may delete
Benefits and Drawbacks and add or roll any abilities, bonuses or talents you would normally have received during character
creation.

Companions are not independent actors and do not take actions each Turn like you. Instead, they are “used” a designated
number of times per round, encounter, or day, limited by their Role and listed Benefits.
When not being “used”, Companions should fade into the background.

FOR GM
Outside of special circumstances (e.g., attacks that apply to the entire Party or that specifically target Companions), you should
avoid targeting non-combatant Companions. Companions that engage in combat are legitimate targets!

Keep the spotlight on the Player. The Player may attempt to persuade their Companion to act outside of their Role and listed
Benefits, but it should not become a regular occurrence. You can always simply say “No.” If a Player tries to persuade and fails
their Charisma check, you may impose consequences. Just make sure you let the Player know of possible consequences ahead
of time!

All Companions have the following Attributes: Name, Role, Ancestry, Wage, Ability Stats and Modifiers, Morale, Armor Class
(AC), Hit Points (HP), Equipment & Item Slots (IS), Benefits and Drawbacks.

Mercenaries and some Followers will also have Class, Level, Experience, Attacks and Talents/Spells attributes. Companions
have a Move of Near unless otherwise noted.

WAGE
You must pay this to secure the Companions services and loyalty. You may negotiate the Wage.

ROLE
This is the Companion’s job. Companions will decline tasks outside of their Role.

DISLOYALTY
You must make a Charisma check with DC equal to the Companion’s Disloyalty to persuade a Companion to remain loyal in
stressful situations or to do tasks outside of their Role.

GEAR SLOTS (GS)


Available item slots you may use to carry additional equipment or treasure.

BENEFITS
Most Companions provide a static benefit, like Item Slots. Some will also have limited-use benefits, which can be used by the
Player Character X times per rest, session, or encounter.

DRAWBACKS
Many Companions will also have one or more drawbacks.
This information should be kept hidden by the GM until discovered. A Detect Thoughts spell may reveal this information.

2
COMPANION TYPES
There are six types of Companions – Hirelings, Mercenaries, Followers, Mounts, Familiars and Groups.

HIRELINGS
Humanoid 0-Level Companions that work for a daily or weekly wage. Hirelings provide a skill or service useful on adventures
but will not engage in combat. Hirelings may abandon you if they take damage or otherwise become frightened or stressed
(GM’s discretion). You must make a Disloyalty (Charisma) check to prevent this.

SAMPLE HIRELING ROLES


Laborer: Work as torchbearers, porters and assistants. Do the grunt work of dungeon delving and provide extra Item Slots.

Animal Handler: Look after your mounts and gear, maintain your carts and wagons, and drive your oxen and horses.

Guide: Know how to get there, and perhaps more importantly, get back. Guides also often act as translators and go-betweens.

Entertainer: Can assist with social encounters and liven your camp with song and dance.

Navigator: Understands weather and tides, uses navigation tools, reads maps and charts, pilots waterborne or airborne ships.

Scribe: Records your deeds and keeps your map mostly accurate.

Barber Surgeon: Will stabilize you when you are dying but may kill you in the process. Mixes medicine, superstition, and
unintentional magic. Will diagnose your ailment by consulting the stars and examining your urine, cure you by leeching your
blood to balance your humours, and even give you a stylish haircut!

MERCENARIES
Humanoid Companions with a Class and Level that work for daily or weekly pay and a share of the Treasure. Mercenaries may
engage in combat but are limited in doing so by their Role and listed Benefits. Mercenaries may abandon you if they fall at or
below ½ hit points (“bloodied”) or otherwise become frightened or stressed (GM’s discretion). You must make a Charisma
check to prevent this.

SAMPLE MERCENARY ROLES


Guard: Low-level Fighter hired to stand watch and provide protection on the road.

Healer: Low-level Priest hired to heal and comfort the wounded.

Trapfinder: Thief specializing in identifying and disarming traps.

Brute: Low-level Fighter hired to provide extra muscle.

Scout: Ranger specializing in pathfinding, hunting and foraging.

Hedge Mage: Low-level Wizard hired to provide non-lethal utility magic during the adventure.

Veteran: Fighter who has seen their share of battles and can provide a martial boost for your party.

Assassin: Thief specializing in sneaking up from behind and taking down a single target.

Chronicler: Bard who will put your adventures into song and inspire you in battle. A good Chronicler will also help you to attract
Followers and market your brand.

Battle Mage: Wizard willing to engage in combat.


3
FOLLOWERS
Humanoid Companions that are loyal to you. Followers usually work for a share of XP but may also negotiate for a share of
Treasure or regular pay. They may be 0-Level or already have a Class and Level. Followers are less likely to abandon you, though
they may still do so if mistreated or under exceptional conditions. Followers are more willing to do tasks outside of their Role.
You may use Downtime to train a Follower in a Skill or Benefit.

FOLLOWER ROLES
Any Hireling or Mercenary can become a Follower. Some NPCs may also become Followers.

MOUNTS
Larger non-humanoid Companions that most often are employed to carry you and your Equipment. Mounts may work for
food and upkeep alone but may also demand pay or a share of the treasure. Mounts may run away (even with you riding them!)
if damaged or otherwise are frightened or stressed (GM’s discretion). The Character must make a Charisma check to keep the
Mount calm. Some Mounts require you to have a specific Riding skill in order to use them.

SAMPLE MOUNT ROLES


Pack Animal: Donkey, Mule, Camel. Carry gear, treasure and other loads.

Draft Animal: Oxen, Shire Horse, Reindeer. Pull carts, wagons, carriages.

Riding Animal: Pony, Quarter Horse, Great Eagle. Carry you and your gear.

War Beast: Warg, Destrier. Carry you into battle.

FAMILIARS
Non-humanoid Companions that have a special bond with you and will work for food and upkeep alone. Familiars will not
normally abandon you for any reason. If you choose a Class that begins play with a Familiar, it does not count against your
Companion Limit.

SAMPLE FAMILIAR ROLES


Mystical Focus: Allows you to cast spells as if you were in the Familiar’s location.

Spirit Animal: Allows you to merge your spirit and senses with theirs.

Bonded Empath: Senses evil intent towards you.

Loyal Protector: Shields you from harm.

GROUPS
Groups of 4 to 100,000 creatures. Treat as single units for gameplay purposes. See Mass Combat Rules for more info.

SAMPLE GROUP ROLES


Transport Company: Transport overland goods or treasure.

Ship Crew: Operate waterborne or airborne ships.

Performing Troupe: Perform at formal events, entertain allies, calm foes, and smooth diplomacy.

Brute Squad: Engaged to terrorize the countryside or serve as a large meat shield.

Footmen Unit: Standard unit of armed trained foot soldiers.

4
COMPANIONS FOR HIRE
Any significant population center will have some number of Hirelings, Mercenaries and Mounts available.
Roll on the appropriate Available Companions table below. See pages 7 and 8 for some sample companions formatted in 3’x5’
playing card format.

AVAILABLE COMPANIONS - VILLAGE

d20 Details
1 None
2 None
3 1 Laborer
4 1 Laborer, 1 Pack Animal
5 2 Laborers, 1 Guide, 1 Scribe
6 1 Laborer, 1 Pack Animal, 1 Guide, 1 Barber Surgeon
7 1 Laborer, 1 Pack Animal, 1 Draft Animal, 1 Guide, 1 Scribe
8 2 Laborers, 1 Riding Animal, 1 Pack Animal, 1 Draft Animal, 1 Entertainer
9 1 Laborer, 1 Pack Animal, 1 Guide, 1 Guard, 1 Scout, 1 Veteran, 1 Scribe
10 3 Laborers, 1 Trapfinder, 1 Brute, 1 Guard, 1 Scout, 1 Hedge Mage
11 2 Laborer, 1 Pack Animal, 1 Riding Animal, 1 Animal Handler, 1 Guide, 1 Veteran, 1 Barber Surgeon, 1 Scribe
12 3 Laborers, 1 Pack Animal, 2 Draft Animals, 1 Animal Handler, 1 Guard, 1 Brute, 1 Healer, 1 Hedge Mage, 1 Chronicler

AVAILABLE COMPANIONS - TOWN


d20 Details
1 None
2 2 Laborers
3 2 Laborers, 1 Pack Animal, 1 Guide, 1 Animal Handler
4 2 Laborers, 1 Pack Animal, 1 Draft Animal, 1 Animal Handler, 1 Guard, 1 Barber Surgeon
5 2 Laborers, 1 Guide, 2 Pack Animals, 1 Veteran, 1 Entertainer
6 2 Laborers, 1 Pack Animal, 1 Guide, 1 Guard, 1 Veteran, 1 Healer, 1 Scribe
7 2 Laborers, 1 Pack Animal, 1 Draft Animal, 1 Guide, 1 Animal Handler, 1 Barber Surgeon, 1 Hedge Mage
8 2 Laborers, 1 Riding Animal, 1 Pack Animal, 1 Animal Handler, 1 Brute, 1 Chronicler
9 3 Laborers, 1 Guide, 1 Guard, 1 Veteran, 1 Pack Animal, 1 Riding Animal, 1 War Beast, 1 Animal Handler, 1 Scribe
10 2 Laborers, 1 Trapfinder, 1 Scout, 1 Chronicler, 1 Guard, 1 Brute, 1 Barber Surgeon, 1 Healer, 1 Hedge Mage
11 2 Laborer, 1 Pack Animal, 1 Performing Troupe, 1 Guide, 1 Guard, 1 Brute Squad, 1 Veteran, 1 Healer, 1 Scribe
2 Laborers, 1 Pack Animal, 2 Draft Animals, 1 Riding Animal, 1 Animal Handler, 1 Veteran, 1 Scout, 1 Healer, 1 Hedge Mage, 1
12
Footmen Unit

AVAILABLE COMPANIONS - CITY

d20 Details
1 3 Laborers
2 2 Laborers, 1 Pack Animal, 2 Draft Animals, 1 Animal Handler, 1 Scout
3 2 Laborers, 1 Pack Animal, 1 Guide, 1 Scout, 1 Chronicler
4 2 Laborers, 2 Pack Animals, 1 War Beast, 1 Riding Animal, 1 Barber Surgeon, 1 Healer
5 3 Laborers, 1 Guide, 1 Assassin, 1 Battle Mage, 1 Trapfinder, 1 Scribe
6 2 Laborers, 2 Riding Animals, 1 War Beast, 1 Brute, 1 Veteran, 1 Barber Surgeon, 1 Hedge Mage
3 Laborers, 1 Pack Animal, 1 Draft Animal, 1 Guide, 1 Brute, 1 Animal Handler, 1 Scribe, 1 Work Gang, 1 Transport Company, 1
7
Performing Troupe
8 3 Laborers, 1 Scout, 1 Guide, 1 Brute, 1 Veteran, 1 Pack Animal, 1 Trapfinder, 1 Barber Surgeon, 1 Healer, 1 Hedge Mage, 1 Chronicler
9 3 Laborers, 2 Pack Animals, 2 Draft Animals, 1 Riding Animal, 1 War Beast, 1 Animal Handler, 1 Brute Squad, 1 Navigator
3 Laborers, 1 Riding Animal, 1 War Beast, 1 Navigator, 1 Healer, 1 Hedge Mage, 1 Battle Mage, 1 Chronicler, 1 Mage Cadre, 1
10
Performing Troupe, 1 Brute Squad
3 Laborers, 2 Pack Animals, 2 Riding Animals, 1 War Beast, 1 Animal Handler, 1 Trapfinder, 1 Healer, 1 Chronicler, 1 Battle Mage, 1
11
Transport Company, 1 Brute Squad, 1 Footmen Unit
12 2 of Any Hireling, Mercenary and Mount or 1 of any Group

5
GAINING FOLLOWERS

1st LEVEL FOLLOWERS


You may begin play with one Follower. This Follower is always 0-level and provides limited Benefit. This Follower
is usually a friend or family member.

You will still have to negotiate a wage, share of treasure or share of experience with this Follower. If you have
completed a Gauntlet, any other surviving 0-level Character may become your Follower.

2nd LEVEL FOLLOWERS


Starting at 2nd level, you may promote Hirelings or Mercenaries to Follower status. You may make a Charisma
check once per game session to convince a Hireling or Mercenary to become a Follower.

Designate one Follower your Apprentice. This Follower does not count against your Companion limit.

3rd & 4th LEVEL FOLLOWERS


You gain local renown. Roll once each level on the Level 3-4 Followers Table, adding your Charisma modifier.

Designate one Follower your Advisor. This Follower does not count against your Companion limit.

5th & 6th LEVEL FOLLOWERS


Followers travel far to seek you out. You may gain military positions and command units. Roll on the 5-6 Level
Followers Table once each level, adding your Charisma modifier. Also starting at 5th level, you may establish a
Stronghold. (See Domain Rules). Some Followers, especially Group Followers, will not swear allegiance to you
unless you have a Domain.

Designate one Follower your Consigliere. This follower does not count against your Companion limit.

7th & 8th LEVEL FOLLOWERS


You become famous throughout the continent, gain leadership positions, and command battalions. Roll on the 7-8
Level Followers Table once each level, adding your Charisma modifier.

Designate one Follower your Vizier. This Follower does not count against your Companion limit.

9th & 10th LEVEL FOLLOWERS


You are at the pinnacle of your power, famous throughout the known world and beyond. You attract powerful
Followers and command entire armies.

Roll on the 9-10 Level Followers Table once each level, adding your Charisma modifier.

Designate one Follower your Chancellor. This Follower does not count against your Companion Limit.

6
ZAJ GARUUK STEPHAN
Pimply, Jumpy, Attractive. In trouble with a Hulking, dark skin, green eyes, stutters Deferential, Polite, Fastidious, Well
local merchant and wants to get out of therefore people underestimate his Dressed. Just wants to serve and look
town. intelligence. good.
Role: Hireling - Laborer Role: Hireling - Laborer Role: Hireling - Laborer
Ancestry: Human Ancestry: Human Ancestry: Halfling
Wage: 2 sp per week Wage: 5 sp per week Wage: 1 gp per week
S 8/-1, D 6/-2, C 10/+0 S 17/+3, D 7/-2 C 14/+2 S 10/+0, D 9/-1, C 8/-1
I 6/-2, W 11/+0, Ch 17/+3 I 18/+4, W 8/-1, Ch 6/-2 I 9/-1, W 10/+0, Ch 14/+2
AC 10, HP 1, Disloyalty 16, GS 6 AC 10, HP 3, Disloyalty 14, GS 12 AC 10, HP 1, Disloyalty 10, GS 5
Equipment: Rationsx2, Cooking Set Equipment: Rationsx4, Scroll, Club, Book of Equipment: Rationsx2, 2 Outfits, Cosmetics
Benefit: Expert cook. Poetry Benefit: Fashionable. If you follow his
Drawback: Clumsy. During any stressful Benefit: Hauler. Extra gear slots. advice, you will benefit in social situations.
event, including combat, there is a 1 in 6 Drawback: Violence makes him sad. Rolls at advantage in GM approved social
chance he will drop whatever he is situations.
carrying. Drawback: Stylish clothes aren’t cheap!

MARGOTH URFLUG RELMAT


Sneaky, Shy, Quick. Local layabout caught Purposeful, obstinant, humorous. Looking Sharpeyed, silent, thoughtful. Loves
stealing. for her people. nature, doesn’t love people so much.
Role: Hireling – Laborer Role: Hireling – Laborer Role: Hireling – Guide
Ancestry: Human Ancestry: Goblin Ancestry: Human
Wage: 8 sp per week Wage: 3 sp per week Wage: 1 gp per week
S 13/+1, D 11/+0, C 14/+2 S 10/+0, D 9/-1, C 12/+1 S 10/+0, D 9/-1, C 12/+1
I 12/+1, W 9/-1, Ch 10/+0 I 9/-1, W 15/+2, Ch 5/-3 I 9/-1, W 15/+2, Ch 5/-3
AC 10, HP 2, Disloyalty 12, GS 2 AC 10, HP 2, Disloyalty 12, GS 2 AC 10, HP 2, Disloyalty 12, GS 2
Equipm/ent: Rationsx2, Bloodletting Knife, Equipment: Rationsx2, Bloodletting Knife, Equipment: Rationsx2, Bloodletting Knife,
Leeches, Bandages, Holy Symbol Leeches, Bandages, Holy Symbol Leeches, Bandages, Holy Symbol
Benefit: Stabilize one person per combat Benefit: Stabilize one person per combat Benefit: Stabilize one person per combat
encounter. 1 in 6 chance magically heal 1 encounter. 1 in 6 chance magically heal 1 encounter. 1 in 6 chance magically heal 1
HP. HP. HP.
Drawback: After stabilizing a character, Drawback: After stabilizing a character, Drawback: After stabilizing a character,
she believes her deity interceded and will she believes her deity interceded and will she believes her deity interceded and will
pester character to convert. pester character to convert. pester character to convert.

ZIAH VADGAR WIUM


Eager, Devoted, Annoying. Teenager trying Eager, Devoted, Annoying. Teenager trying Eager, Devoted, Annoying. Teenager trying
to find herself. to find herself. to find herself.
Role: Hireling – Entertainer Role: Hireling – Scribe Role: Hireling – Animal Handler
Ancestry: Elf Ancestry: Human Ancestry: Human
Wage: 15 sp per week Wage: 2 gp per week Wage: 8 sp per week
S 10/+0, D 9/-1, C 12/+1 S 10/+0, D 9/-1, C 12/+1 S 10/+0, D 9/-1, C 12/+1
I 9/-1, W 15/+2, Ch 5/-3 I 9/-1, W 15/+2, Ch 5/-3 I 9/-1, W 15/+2, Ch 5/-3
AC 10, HP 2, Disloyalty 12, GS 2 AC 10, HP 2, Disloyalty 12, GS 2 AC 10, HP 2, Disloyalty 12, GS 2
Equipment: Rationsx2, Bloodletting Knife, Equipment: Rationsx2, Bloodletting Knife, Equipment: Rationsx2, Bloodletting Knife,
Leeches, Bandages, Holy Symbol Leeches, Bandages, Holy Symbol Leeches, Bandages, Holy Symbol
Benefit: Stabilize one person per combat Benefit: Stabilize one person per combat Benefit: Stabilize one person per combat
encounter. 1 in 6 chance magically heal 1 encounter. 1 in 6 chance magically heal 1 encounter. 1 in 6 chance magically heal 1
HP. HP. HP.
Drawback: After stabilizing a character, Drawback: After stabilizing a character, Drawback: After stabilizing a character,
she believes her deity interceded and will she believes her deity interceded and will she believes her deity interceded and will
pester character to convert. pester character to convert. pester character to convert.

7
BARTL BORFREY YIA
Eager, Devoted, Annoying. Teenager trying Eager, Devoted, Annoying. Teenager trying Eager, Devoted, Annoying. Teenager trying
to find herself. to find herself. to find herself.
Role: Hireling – Barber Surgeon Role: Mercenary – Scout Role: Mercenary – Brute
Ancestry: Dwarf Ancestry: Dwarf Ancestry: Elf
Wage: 16 sp per week Wage: 2 gp per week & ¼ share of treasure Wage: 3 gp per week & 1/8 share of
S 10/+0, D 9/-1, C 12/+1 S 10/+0, D 9/-1, C 12/+1 treasure
I 9/-1, W 15/+2, Ch 5/-3 I 9/-1, W 15/+2, Ch 5/-3 S 10/+0, D 9/-1, C 12/+1
AC 10, HP 2, Disloyalty 12, GS 2 AC 10, HP 2, Disloyalty 12, GS 2 I 9/-1, W 15/+2, Ch 5/-3
Equipment: Rationsx2, Bloodletting Knife, Equipment: Rationsx2, Bloodletting Knife, AC 10, HP 2, Disloyalty 12, GS 2
Leeches, Bandages, Holy Symbol Leeches, Bandages, Holy Symbol Equipment: Rationsx2, Bloodletting Knife,
Benefit: Stabilize one person per combat Benefit: Stabilize one person per combat Leeches, Bandages, Holy Symbol
encounter. 1 in 6 chance magically heal 1 encounter. 1 in 6 chance magically heal 1 Benefit: Stabilize one person per combat
HP. HP. encounter. 1 in 6 chance magically heal 1
Drawback: After stabilizing a character, Drawback: After stabilizing a character, HP.
she believes her deity interceded and will she believes her deity interceded and will Drawback: After stabilizing a character,
pester character to convert. pester character to convert. she believes her deity interceded and will
pester character to convert.

ETHELRED ADI KORBINIAN


Eager, Devoted, Annoying. Teenager trying Eager, Devoted, Annoying. Teenager trying Eager, Devoted, Annoying. Teenager trying
to find herself. to find herself. to find herself.
Role: Mercenary - Veteran Role: Mercenary – Hedge Mage Role: Mercenary - Healer
Ancestry: Human Ancestry: Halfling Ancestry: Human
Wage: 5 gp per week & ¼ share of treasure Wage: 4 gp per week & 1/8 share of Wage: 2 gp per week & ¼ share of treasure
S 10/+0, D 9/-1, C 12/+1 treasure S 10/+0, D 9/-1, C 12/+1
I 9/-1, W 15/+2, Ch 5/-3 S 10/+0, D 9/-1, C 12/+1 I 9/-1, W 15/+2, Ch 5/-3
AC 10, HP 2, Disloyalty 12, GS 2 I 9/-1, W 15/+2, Ch 5/-3 AC 10, HP 2, Disloyalty 12, GS 2
Equipment: Rationsx2, Bloodletting Knife, AC 10, HP 2, Disloyalty 12, GS 2 Equipment: Rationsx2, Bloodletting Knife,
Leeches, Bandages, Holy Symbol Equipment: Rationsx2, Bloodletting Knife, Leeches, Bandages, Holy Symbol
Benefit: Stabilize one person per combat Leeches, Bandages, Holy Symbol Benefit: Stabilize one person per combat
encounter. 1 in 6 chance magically heal 1 Benefit: Stabilize one person per combat encounter. 1 in 6 chance magically heal 1
HP. encounter. 1 in 6 chance magically heal 1 HP.
Drawback: After stabilizing a character, HP. Drawback: After stabilizing a character,
she believes her deity interceded and will Drawback: After stabilizing a character, she believes her deity interceded and will
pester character to convert. she believes her deity interceded and will pester character to convert.
pester character to convert.

QOP UNCHIEBRAR TRUN


Eager, Devoted, Annoying. Teenager trying Eager, Devoted, Annoying. Teenager trying Eager, Devoted, Annoying. Teenager trying
to find herself. to find herself. to find herself.
Role: Mount – Draft Animal Role: Mount – Pack Animal Role: Mount – Riding Animal
Ancestry: Oxen Ancestry: Donkey Ancestry: Poney
Wage: 6 sp per week Wage: 4 sp per week Wage: 1 gp per week
S 10/+0, D 9/-1, C 12/+1 S 10/+0, D 9/-1, C 12/+1 S 10/+0, D 9/-1, C 12/+1
I 9/-1, W 15/+2, Ch 5/-3 I 9/-1, W 15/+2, Ch 5/-3 I 9/-1, W 15/+2, Ch 5/-3
AC 10, HP 2, Disloyalty 12, GS 2 AC 10, HP 2, Disloyalty 12, GS 2 AC 10, HP 2, Disloyalty 12, GS 2
Equipment: Rationsx2, Bloodletting Knife, Equipment: Rationsx2, Bloodletting Knife, Equipment: Rationsx2, Bloodletting Knife,
Leeches, Bandages, Holy Symbol Leeches, Bandages, Holy Symbol Leeches, Bandages, Holy Symbol
Benefit: Stabilize one person per combat Benefit: Stabilize one person per combat Benefit: Stabilize one person per combat
encounter. 1 in 6 chance magically heal 1 encounter. 1 in 6 chance magically heal 1 encounter. 1 in 6 chance magically heal 1
HP. HP. HP.
Drawback: After stabilizing a character, Drawback: After stabilizing a character, Drawback: After stabilizing a character,
she believes her deity interceded and will she believes her deity interceded and will she believes her deity interceded and will
pester character to convert. pester character to convert. pester character to convert.

You might also like