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    Default Ansalonian Adventures II

    I can say with some pride and happiness that this game has lasted long enough to require new IC and OOC threads.

    Thanks to my players for hanging around and making this an enjoyable experience.



    Stuff ...



    Sorawyl Kassanor

    Grayshore

    Valorean

    Erendriel Half-elven


    Spoiler: Jason "Sheetless" Barker
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    Jason Barker (Played by JadedDM)
    Male Human [Soldier] Fighter [Champion] 4 (CG)
    STR 16 (+3), DEX 10 (+0), CON 16 (+3), INT 13 (+1), WIS 11 (+0), CHA 14 (+2), Age 26, HT 5'9", WT 162 lbs
    HP: 40/48 (-8 radiant)
    Hit Die: 4/4
    Proficiency Bonus: +2
    AC: 18 = 10 + 6 [starmetal chain mail] + 2 [steel shield]
    Dmg: Unarmed Strike [+3 to hit; 1 bludgeoning]; Magic Long Sword [+6 to hit; 1d8+4 slashing, versatile (1d10+4 slashing); Pike [+5 to hit; 1d10+3 piercing (range 10)]; Javelin [+5 to hit, 1d6+3 piercing (range 30/120)]
    XP: 3,530/6,500
    Saves: STR +5, DEX -1, CON +4, INT +1, WIS +0, CHA +2
    Feats: None
    Skills: Acrobatics (0), Animal Handling (0), Arcana (+1), Athletics (+5), Deception (+2), History (+3), Insight (0), Intimidation (+4), Investigation (+1), Medicine (0), Nature (+1), Perception (+2), Performance (+2), Persuasion (+2), Religion (+1), Sleight of Hand (0), Stealth (0), Survival (0)
    Racial Abilities: None
    Class Abilities: Protection Style Fighting (imposes disadvantage on an enemy attacking an ally within five feet, if he is using a shield), Second Wind (as a bonus action, regain hit points equal to 1d10 + fighter level. Once per period between short rests), Action Surge (take a second action; once per period between short rests)
    Archetype Abilities: Improved Critical (19 or 20)
    Background Abilities: Military Rank (other military folks will defer to his rank), Horsemanship (he knows how to ride a horse), Soldier Proficiency (Proficient with at least one kind of gaming set, mounts and land vehicles)
    Special Abilities: While wearing his starmetal chain mail, any critical hit against him becomes a normal one. When wielding the Beacon Mace, he can use a bonus action to cause it to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.
    Languages: Common, Solamnic
    Gear:
    Head - Starmetal coif
    Neck - None
    Torso - Tunic, pike [18 lbs], backpack [5 lbs], starmetal chain mail [55 lbs], steel shield [6 lbs]
    Hands - Gauntlets
    Waist - Trousers, sheathed Long Sword +1 [3 lbs], Beacon Mace
    Feet - Boots
    Backpack - Javelins (x4) [2 lbs each], gaming dice, crowbar [5 lbs], hammer [3 lbs], pitons (x9) [3 lbs], torches (x9) [9 lbs], tinderbox [1 lb], rations (x10) [20 lbs], waterskin [5 lbs], hempen rope (50') [10 lbs], a multi-colored stone disk, coins (770 STP, 5 SP), Potion of Hill Giant Strength [0.5 lbs], nice outfit, formal outfit, Potions of Healing (x6) [3 lbs]
    Total Weight: 156 lbs
    Speed: 30 (-10 encumbrance)
    Encumbrance: 0-80 lbs is no encumbrance, 81-160 lbs is encumbrance (-10 speed), 161-240 lbs is heavy encumbrance (-20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity)
    Stowed Gear: None
    Inspiration: No






    Spoiler: A Dragonlance Primer
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    A Dragonlance Primer


    By Meeeeee!

    Dragonlance is a Dungeons & Dragons campaign setting featuring high adventure and epic fantasy, but with a different theme from other settings.
    Unlike the Forgotten Realms, which focuses on clashing armies and people and organizations of immense power, and Ebberon, which is full of constant edge-of-your-seat adventure, Dragonlance’s central theme is “ordinary” people performing extraordinary actions.
    Yes, wizards and knights battle foes in the names of their gods or delve into ancient ruins to find treasure, but they also have hopes and dreams, family and friends. Helping their communities, advancing their knowledge or status, and playing important roles in great dramas are common to all the beings in the setting.

    WHERE IT ALL HAPPENS

    The world of Krynn has several continents and countless minor islands, but most of the setting is oriented around Ansalon: a small continent in the southern hemisphere with hot northern areas and southern regions stretching toward the frigid pole. It comprises several true states and numerous ungoverned regions with a smattering of national identities interspersed throughout. Krynn’s deities care for their world and its peoples, but were once in the past cast aside and once removed from the world entirely. The primary teaching of the gods together establishes a need for balance. Good, Neutrality and Evil are all necessary elements in the world, and the free will of its residents cannot be challenged.

    HISTORY

    Krynn’s history is divided into several ages, and much has been lost to war and destruction over the millennia.
    Age of Starbirth – The gods arrived and the world was formed.
    Age of Dreams – Recorded history begins about 9,300 years ago. High ogres, elves and humans are the first to build nations. Kingdoms rise and fall. The great goddess of darkness, Takhisis, attempts to conquer the world but fails in the Third Dragon War.
    Age of Might – Mighty empires dedicated to the Gods of Light rise and then fall to their own arrogance. The Cataclysm ruptures the continent and lays waste to populations. The gods, whom the people blame for their troubles, vanish.
    Age of Despair – Three centuries of famine and war end only when Takhisis reintroduces herself to the world. She builds armies and gathers the slumbering evil dragons to her cause, then nearly conquers the world. During what is now called the War of the Lance, great heroes discover artifacts, inform the good dragons of treachery, and unite centuries-old enemies to defeat the Queen of Darkness. Decades later, a deity known as Chaos is freed from imprisonment and launches a campaign to annihilate all the world and its inhabitants.
    Age of Mortals – Defeated, Chaos vanishes, as do all the other gods. For four decades, massive dragons from another world take lands for their own and slaughter their smaller cousins. Takhisis once again seeks domination and sees to the downfall of the mightiest of the Dragon Overlords, but is then herself stripped of power by the other gods. Discovering she had actually taken the world away and hidden it from their view at the moment of Chaos’ defeat, they return and rebuild their faiths, knowing that mortals can no longer be mere pawns in their games. Though the two ancient elven realms fell to destruction and conquest, many other kingdoms and nations are now rising to power unseen since the Age of Might …

    PEOPLE

    The numerous humanoid and monstrous races of other worlds also live on Krynn, but with differences large in culture.
    Humans are found nearly everywhere, and fall into one of two groups; civilized or nomad. “Civilized” humans live in cities or as part of a kingdom and are accustomed to being able to purchase certain items of quality of luxury, as well as being taxed and filling a particular role in their ordered society. “Nomads” typically live in the wilds, following game across plains or eking out what they can from nature. They consider city folk soft and disrespectful of the natural world.
    Elves fall into a half-dozen sub-races – all of which hate or distrust each other and everyone else. Many elves from all sub-races are haughty and racist, though they are now forced to work with others to survive since the fall of the two major elven homelands.
    Dwarves of Ansalon fall into two categories: Mountain dwarves seek only their deep halls and distrust everyone else; Hill dwarves reside in the world above and deal, grudgingly, with other races. They are divided into several distinct clans.
    Kender are Krynn’s halflings. Many are a wide-eyed, curious and wandering folk who live life to its fullest and feel personal belongings should be shared by all. “Afflicted” kinder, as they are known, were thrust from their homes and slaughtered wholesale by evil creatures and dragons, and lack the innocent outlook of their fellows.
    Gnomes in Ansalon prize knowledge and invention. They are focused as a race on bettering life and society through technology, but cannot grasp stopping their experiments when something simply “works”. Any invention can always be bigger and better, no matter how much mayhem it causes.
    Ogres, in the ancient past, were the first race to build great kingdoms and work terrific magics, but they consumed themselves in cruelty. Now the majority of them are barbarous and wretched beasts living in the ruins of their civilization. Rumors insist benighted “high ogres” still exist in small numbers.
    Goblinoids continue to flourish in many parts of Ansalon, mostly in squalor as they have for countless generations.
    Minotaurs, by and large, live for only two things: warfare and seafaring. They possess their own sense of nobility and seek to conquer lesser races (everyone) as their mighty navy sails the seas.
    Draconians were created by magic as warriors of Takhisis, and though many roam the land as cutthroats and mercenaries, some have turned to a simpler life to create a true home for their young race. They consist of several sub-races with different abilities and outlooks.
    Tarmaks were once just conscripted soldiers from an island nation far away, but have taken root on Ansalon and sent fleets of ships to expand their empire on the weakling humans. They are tall, ferocious fighters with mysterious ways and nothing of what Ansalonians would call honor.
    Centaurs live in and protect vast wildlands from all comers. Many of them detest anyone who enters their homes, but some have learned to work together with others of similar mindset.
    Dragons of Krynn have long been creatures of power and mystery while simultaneously answering the gods’ call to arms. They work in their own ways alongside the people of Ansalon to ends both honorable and tragic, some as enemies and some as comrades.
    Orcs, drow and planetouched are not native to Krynn.

    REGIONS

    Though not large by the standards of other worlds, Ansalon still comprises many kingdoms, nations and cultures that have interacted for millennia.
    States with centralized seats of power, and mores and traditions of their own, include the human realms of Ergoth, Solamnia, Neraka and Sancrist. Other states include the great gnome city within Mount Nevermind; the dwarven nations of Thorbardin, Thoradin, and Kayolin; the ogre nation of Blöde; the draconian nation of Teyr; and the Minotaur Empire.
    Confederations are regions with no central government or law, but people who know when it’s in their best interest to join together as a unified body. These include the kender home of Hylo (this is the closest thing to government they could manage); the human desert tribes of Khur and tribal/feudal nation of Nordmaar; and the human/centaur nation of Duntollic.
    City-state is the de-facto structure of government in the mostly-human areas of Abanasinia and Kharolis. Between cities lie hundreds of miles of open land claimed by barbarian tribes.
    Tribal territories make up for nearly all the areas between those already mentioned. Small tribes of nomad humans can be found all throughout the great plains of the southern lands, in the mountains, and in the swamps – none having much to do with anyone other than themselves.
    Other regions of note include Qualinesti and Silvanesti – the forests that were once the great elven homelands. The city of Qualinost now lies at the bottom of a haunted lake and the surrounding forest is awash in criminals and goblins. While the greater wood of Silvanesti still holds some small cities and villages of elves, the main city and many other areas have been conquered by the Minotaur Empire, which has long sought a hold on mainland Ansalon. A large portion of both elven populations has trekked to Khur, where it lives outside the walls of Khuri-Khan and pays a massive tribute to be left in peace. Many of the islands around Ansalon have populations of nearly any race, with cultures at least vaguely reminiscent of those in Ergoth, Solamnia or the minotaur island homes of Mithas and Kothas.

    POWER GROUPS

    Though many are the organizations that can be found with influence over hundreds or thousands - noble houses, thieves’, artists’ or merchant’s guilds and the like – some are known, respected or feared the world over.
    The Knights of Neraka, formerly the Knights of Takhisis, were formed as an experiment. Instead of a rabble of conflicting ruffians as most of her armies had been, the knights were all bound to their Queen’s cause of orderly conquest. They very nearly succeeded in taking all of Ansalon when they were shattered with everything else by the attack of the mad god Chaos. With the Dark Queen’s treachery and subsequent death, they are more secularized and still trying to hold their gains in many regions.
    The Knights of Solamnia, through their thousand-year history, have been beloved and reviled, but continue to live by their creed: “ Est Sularus oth mithas,” My honor is my life. From strongholds on Sancrist and Solamnia itself, they send forces throughout the continent to uphold principles and ideals of chivalry, respect, wisdom and lawfulness.
    The Legion of Steel, though not resembling either of the aforementioned “true” knighthoods, accepts any willing to fight for personal freedoms of the people and make justice on wrongdoers.
    The Wizards of High Sorcery have advanced the arts of magic for countless centuries. They create the laws governing the use of magic, create items of power for those with the steel to pay, and work to keep magic alive in the world. The three Robes – White, Red and Black – also work to their own ends of Good, Neutrality and Evil as they follow the tenets of their gods while the moons Solinari, Lunitari and Nuitari traverse the heavens. Wizards only.
    The Churches of the Holy Orders of the Stars, so named for the deities’ constellations in the night sky, are re-emerging as organizations of influence as they attract new faithful across Krynn.

    LOCATIONS

    Though a farmer or shepherd may never travel more than ten miles from his home, there are a few places on Ansalon everyone has heard of.
    Palanthas is an ancient and cosmopolitan city that serves as a meeting place and trade hub. It is a place of nobility, mercantilism, and arts, and is home to the Great Library: Ansalon’s most esteemed center for learning and history.
    The Citadel of Light is a holy place of peace and study dedicated to the Gods of Light and all those who respect life and goodness. It rests on the southern shore of the Isle of Schallsea.
    Whitestone Glade lies in the Solamnic country of Gunther on Sancrist. It is a holy site to the Knighthood, and has served as a meeting place for armies, generals and kings facing dark times for centuries.
    Solace is the most famous tiny village in Ansalon. It is here heroes gathered and turned the tide of history against the Dark Queen during the War of the Lance, and today is a neutral meeting ground for all nations, organizations and races. It is nearly as famous for the Inn of the Last Home and Otik’s Spiced Potatoes.
    Last edited by Gorgon_Heap; 2019-06-05 at 05:28 PM.
    Avatar: Rain Coralcove, Cleric of Zeboim


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  2. - Top - End - #2
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    Default Re: Ansalonian Adventures II

    Yaaay new thread!

    So, can we please have the contents of the OP form the old OOC thread copied into this one?
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    Default Re: Ansalonian Adventures II

    Yay us! Go team!
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    NinjaGuy

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    Default Re: Ansalonian Adventures II

    Well, we've made it pretty long. Thanks for sticking with us!
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    Darrik Proudfoot, Kender ranger by Gorgon_Heap

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    Default Re: Ansalonian Adventures II

    Remembering what happened last time we tried to be stealthy, I don't rate our chances of sneaking around in this cave...
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    Default Re: Ansalonian Adventures II

    Yeah, we're not really the stealthy type. I like to think of us as...

    ummm....

    not stealthy.
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    Default Re: Ansalonian Adventures II

    Sorry I haven't been around the last few days, came down with the stomach flu and let's just say it has not been a pleasant weekend by any stretch of the imagination.

    Starting to feel better now, though.

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    NinjaGuy

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    Default Re: Ansalonian Adventures II

    Hm, used d29 instead of d20 for Devil's attack roll. Here it is again:

    (d20+4)[24]
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    Darrik Proudfoot, Kender ranger by Gorgon_Heap

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    Default Re: Ansalonian Adventures II

    Lucky re-roll!
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    Default Re: Ansalonian Adventures II

    Nice roll, Majin.
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    NinjaGuy

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    Default Re: Ansalonian Adventures II

    Oh, right, nat 20!

    Here's the crit damage (though likely unnecessary): (2d4)[6]
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    Darrik Proudfoot, Kender ranger by Gorgon_Heap

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    Default Re: Ansalonian Adventures II

    Hey guys!

    I'll be heading down to Oregon for a few days to see the eclipse. I plan to usually be in places with cell service, so I'll be able to post, but maybe not as frequently as I usually do.
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    Default Re: Ansalonian Adventures II

    Yay, I was useful in a combat encounter!
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    Default Re: Ansalonian Adventures II

    How much damage did Devil take?
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    Darrik Proudfoot, Kender ranger by Gorgon_Heap

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    Default Re: Ansalonian Adventures II

    Also, is it possible to melee the bats without risk of hitting the wolf by accident?

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    Default Re: Ansalonian Adventures II

    I was wondering that too, but then I decided to shoot first and ask questions later...

    I can't find anything in the rules to say that the wolf would be hit as well, but I wouldn't mind whichever way Gorgon rules it.
    Last edited by Ninja_Prawn; 2017-08-22 at 01:21 PM.
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    Quote Originally Posted by Ninja_Prawn View Post
    I was wondering that too, but then I decided to shoot first and ask questions later...

    I can't find anything in the rules to say that the wolf would be hit as well, but I wouldn't mind whichever way Gorgon rules it.
    I would

    I mean, the resurrection costs 25 gp!

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    Darrik Proudfoot, Kender ranger by Gorgon_Heap

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    Default Re: Ansalonian Adventures II

    Nine. Nat 20.

    And yeah, Jason is a skilled swordsman and is swinging up around five or six feet while Devil is down at three feet. Considering the bats are effectively a cloud taking up the entire space from floor to ceiling I have no issue with that in this instance.
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    Default Re: Ansalonian Adventures II

    Hi guys.

    I was out of range much longer than I planned, but the eclipse was AMAZING.

    I'll get caught up and posted here shortly. Hope you've had a great week.
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    Default Re: Ansalonian Adventures II

    Quote Originally Posted by Gorgon_Heap View Post
    Does Darrik just say something aloud while thinking to himself or does he or anybody want to roll/discuss the bats' behavior? You guys tend to make observations but not follow through ... I don't know if you are interested in answers of just filling space in your posts.
    Well, I would have thought weirdly aggressive wildlife would be just the kind of thing you'd expect in a creepy cave in a fantasy world. Won't the reason for the swarming bats get revealed in due course as we explore the cave?
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    Default Re: Ansalonian Adventures II

    Quote Originally Posted by Ninja_Prawn View Post
    Well, I would have thought weirdly aggressive wildlife would be just the kind of thing you'd expect in a creepy cave in a fantasy world. Won't the reason for the swarming bats get revealed in due course as we explore the cave?

    On that first part, that's awfully meta thinking, but yeah, totally.

    On the latter, not necessarily at all. Please do not assume I just give you answers. To anything. Ever. Y'all have missed plenty from not directly engaging more.

    My point being, if you are curious about something, go ahead and ask questions or make the rolls. Discuss it in character. We have to work together to make this a fun story, so think of it like improv. You have to be active and engaged, and if you have to ask questions, or it stalls.
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  22. - Top - End - #22
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    NinjaGuy

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    Default Re: Ansalonian Adventures II

    Rolled 1 on the perception, so here's the roll again: (d20+4)[14]

    Also, guidance, correctly this time: (d4)[3]
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    Darrik Proudfoot, Kender ranger by Gorgon_Heap

  23. - Top - End - #23
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    Ninja_Prawn's Avatar

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    Default Re: Ansalonian Adventures II

    Oh man, darkmantles are scary!

    So, heads up: I'm leaving England - permanently - on Thursday. I probably won't have internet for a couple of weeks after that, and then I'll be starting a new job at the end of the month. I should still be able to post from my phone, but I'll probably be less attentive than usual until I get my life in order.

    Apologies for the inconvenience!
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  24. - Top - End - #24
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    Fishybugs's Avatar

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    Default Re: Ansalonian Adventures II

    Yikes!

    Where are you headed to? A friend of mine just moved to Luxemburg. He's quite happy there.
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    Avatar: Tarina Davenledge, Cleric of Mishakal by Gorgon_Heap

  25. - Top - End - #25
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    Ninja_Prawn's Avatar

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    Default Re: Ansalonian Adventures II

    Opposite direction for me: Scotland. I'm moving to Edinburgh.
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    Ninja you're like the forum's fairy godmother.
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  26. - Top - End - #26
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    NinjaGuy

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    Default Re: Ansalonian Adventures II

    Hope the move goes well, Ninja!

    By the way, can Darrik still transfer the Hunter's Mark, or does it have to be done immediately after the last creature died?

    If it can, transfer the Hunter's mark to the darkmantle Darrik attacked. Bonus damage: (d6)[4]
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    Darrik Proudfoot, Kender ranger by Gorgon_Heap

  27. - Top - End - #27
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    Gorgon_Heap's Avatar

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    Default Re: Ansalonian Adventures II

    Yeah, good luck with the move.

    FYI - My home PC has developed some weird allergy to the interweb, so while I can write and create maps, I'm having trouble getting onto websites (any websites) to post. So bear with me. I'll try to post something from work not requiring a map to keep things moving at least.
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    Lady Oren, Templar of the Silver Flame

  28. - Top - End - #28
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    Fishybugs's Avatar

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    Default Re: Ansalonian Adventures II

    Ouch, that stinks GH.

    I'm willing to post in any order that makes it easy for you. I'll keep an eye out for my turn, but I'm travelling for work this week. If I haven't been able to respond within 12 hours of it being my turn, go ahead and bot Tarina to move things along. I'll be home on Friday.
    Jophine Dustwallow avatar by Shades of Gray

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    Avatar: Tarina Davenledge, Cleric of Mishakal by Gorgon_Heap

  29. - Top - End - #29
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    Ninja_Prawn's Avatar

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    Default Re: Ansalonian Adventures II

    I'll try to post in order - I can do something now - but I spent hours on the phone to BT yesterday and apparently it'll be weeks before I get an Internet connection, so I'm a little limited in what I can do for the moment.
    Chibi Sora by zheida!

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  30. - Top - End - #30
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    Ninja_Prawn's Avatar

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    Default Re: Ansalonian Adventures II

    Shouldn't they have had advantage on those attacks? We can't see them. In which case Darrik and Sora at least would be engulfed...
    Last edited by Ninja_Prawn; 2017-09-21 at 11:23 AM.
    Chibi Sora by zheida!

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    That is the perfect ending. Thread done, Ninja_Prawn won.
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