The Great Modron March (Inactive)

Game Master bookrat

In which the heroes must try to save a town from the unswerving march.

Scenes of the March (modern 5e art)
Scenes of the March (original 2e art)
Scenes of the March (deviantart, inside Mechanus)
Heart's Faith Map


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Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |
GM Bookrat wrote:

Another rules option I just heard of and I kind of like. I'll leave it up to you guys.

Crit damage.

Normal: double damage dice. Then add modifier.

Change: Max damage on first dice, then roll second dice. Add modifier.

Champion Crit: Max damage on both dice, plus double modifier.

Thoughts?

*shruggity* Whatever rules you want to run with are fine by me, I am pretty ambivalent about rule sets*. I ask questions about the rules just so that I understand and am playing them correctly.

What is a Champion critical?

*Side Rant: I do find that the PF power curve not only encourages min/maxing, but almost makes it necessary just to keep up. Love the PF creativity and adventures, detest the mix/max attitude and mechanics.


Champions normal ability is they get a crit range of 19-20. The champ is usually considered just a little weaker than the battlemaster in terms of damage output, and allowing the champ to have Max damage on a crit closes that gap.

As far as min Max goes, 5e has drawn away from that fairly significantly. Min maxing a powerful character doesn't really put you that far ahead of a character with little to no thought put into it, if at all. And the only real way to get a bad character is to specifically build for it.

Pretty much every decision that is made towards min maxing costs something elsewhere. And that cost is never insignificant.


female Human Warlock 3 | AC 15 | HP 23/23 | PassPerc 9 | Saves: STR+0 DEX +3 CON +1 INT +2 WIS +1 CHA +5 | Spells 1/2; Spell Save DC 13 | [x] Inspiration
GM Bookrat wrote:

Another rules option I just heard of and I kind of like. I'll leave it up to you guys.

Crit damage.

Normal: double damage dice. Then add modifier.

Change: Max damage on first dice, then roll second dice. Add modifier.

Champion Crit: Max damage on both dice, plus double modifier.

Thoughts?

Is there a reason you thought to include this change?

------------------

As for a knowledge planes skill, no, that is already covered in Arcana actually, and I would not like for one of my skill choices to be split up.

Intelligence (Arcana) wrote:
Arcana. Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.

I suppose neither you nor Soolam were aware of that.


Huh. Never noticed it and never would have thought knowledge on magic would yield information about the planes.

The reason for including the crit change was I thought it was nifty, and wanted to give you all the option of including it. A lot of people feel crits are kind of weak. That would make them better. But this would be a mid game change, so unless we have unanimous decision, I'm not going to add it in.


female Human Warlock 3 | AC 15 | HP 23/23 | PassPerc 9 | Saves: STR+0 DEX +3 CON +1 INT +2 WIS +1 CHA +5 | Spells 1/2; Spell Save DC 13 | [x] Inspiration

Arcane magic is all about pulling things from other planes after all, not just conjuration, but evokers also draw on elemental energy from those planes and so on. And vice versa, without magic there is not a lot you could learn of the other planes, at least nothing that someone else hasnt already procured by use of magic and recorded in books. So it makes sense for them to be intertwined. It's kind of like a blacksmith, who doesn't only know about weapons and armor but also about the metals he makes them of.

The crit change is fine by me, i have to say its a bit sad when you roll low on a crit and end up doing less damage than the average regular hit, though it needs one important clarification: What about bonus dice, from sneak attack, smite, spells, superiority dice, higher level spell attacks etc. Will they also be maxed on the first die?

So would a critting lvl 3 rogue with a rapier deal (8 + 6 + 6 + dex + 1d8 + 2d6) or (8 + dex + 1d8 + 4d6)?


Fair point for the planes and arcana. I think we will scratch that and leave it alone.

For crits.
I think it would be the first, (A critting lvl 3 rogue with a sneak attack rapier deals 8 + 6 + 6 + dex + 1d8 + 2d6) but I'll leave it up to a group decision.

It can make the game deadlier. What applies to you applies to bad guys.


M Human Peasant

I'm against the crit change, mostly because it kind of favors the enemies rather than the pcs. Sure we can crit and do massive damage to one enemy every so often, but more often than not we are outnumbered, that's a good deal more chances for the enemy to one shot us.
Plus I don't crit that often =p


Ok. All potential new options are off the table.

We still need a decision on who will accept the house or what a group name will be so we can move forward. Or we can skip ownership of the house.


M Human Peasant

Duncan and Associates! XD


Male Human (Variant) Warlock 1 Passive perception 13. AC 16. Hp 10/10. HD 1/1. Init +7 Spell slots: 1/1, save DC 13. Curse 1/1
Saves:
STR 0 DEX +2 CON +2 INT +1 WIS +3 CHA +5

Soolam will take the house if no one else wants it.

What about 'Guild of the Book and Cat?' It's how we came together.


M Human Peasant

Ooo I like that one


Male Bariaur Barbarian 3 | AC 13 | HP 32/32 | Init 0 | Saves: STR +5 DEX 0 CON +5 INT +1 WIS -1 CHA +1 | Perception -1 (9) | Inspiration: [ ]

Works for me as well.


Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |

"Down with Cats!"
--Aerin


Discussion on Chapter 1

I think the game is going rather well. We had a small hickup in the beginning as those new to PBP were uncertain on the expectations of playing a PBP game. That's ok, we all have to learn. But overall, chapter 1 went rather well.

I hope you're all enjoying the game as much as I am. The Great Modron March is a fun campaign to run and to play. And you're all great players. I'm loving the roleplay that each and every one of you has brought to the game.

I do feel like I need to apologize for the deus ex machina that showed up at the end of the chapter. Those always kind of suck, but literally, it's written into the adventure. After you meet up with Heiron, the Anarchists start a fight. You get overwhelmed, and after 2-3 rounds the city guards show up to help, and then the Modron March starts. And I'm not planning on changing how the adventure is written (only adding to it here and there, like we did with the protest early in the game).

What are your thoughts and comments on the game so far? Anything you particularly like or dislike? As a GM, I improve by hearing compliments, criticism, and suggestions, so don't be afraid to tell it like it is.

This is also a good point for anyone to switch characters or drop out of the game. If you don't like your character, this is a good time to change it. If you aren't enjoying the game, this is a good time to say goodbye. Anyone who wants a new character or wants to rebuild their current character may do so now.

Thanks everyone for the great game so far!


Male Human (Variant) Warlock 1 Passive perception 13. AC 16. Hp 10/10. HD 1/1. Init +7 Spell slots: 1/1, save DC 13. Curse 1/1
Saves:
STR 0 DEX +2 CON +2 INT +1 WIS +3 CHA +5

I'll make an IC post soon. I really like the game!

There are a couple of small changes I might want to make (namely getting rid of light step for a different talent, because it'll be useless as soon as I take a second level of rogue). But mostly, I like this game and my character.

734 gp is 122.33 gp for everyone.

Will level up soon, still deciding between a second level of rogue or mystic.


INACTIVE - GAME DIED

I hope Zan isn't making things too difficult with her cryptic muteness.


Male Human (Variant) Warlock 1 Passive perception 13. AC 16. Hp 10/10. HD 1/1. Init +7 Spell slots: 1/1, save DC 13. Curse 1/1
Saves:
STR 0 DEX +2 CON +2 INT +1 WIS +3 CHA +5

Alright, leveled up and finished changing Soolam.

-Took a 2nd level of mystic.
-Gained 6 hit points.
-Gained Mystic Recovery (if Soolam spends any power points on an awakened discipline and is below half health, he regains hit points equal to his intelligence modifier).
-Gained Conquering Mind Discipline (free proficiency in a social skill while concentrating on, spend pp to make opponent tell the truth or use a suggestion-like ability).
-Switched out light step for blade meld (can meld a weapon into your body as an action, and bring it back as a bonus action).


Zan Tirish wrote:
I hope Zan isn't making things too difficult with her cryptic muteness.

Not from my perspective. It's been pretty cool to see the roleplay from a silent perspective.


female Human Warlock 3 | AC 15 | HP 23/23 | PassPerc 9 | Saves: STR+0 DEX +3 CON +1 INT +2 WIS +1 CHA +5 | Spells 1/2; Spell Save DC 13 | [x] Inspiration

Been hankerin to play a fey themed character lately, but I still like Zethaya, so I'll stick with her.


Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |

With regards to feedback on the game so far, I having problems with one aspect so I will put this out there: I’m feeling like a bit of an observer to the storyline. That is, I’m kind of sensing that the story is going to happen the way it is going to happen regardless of what decisions or actions Aerin or others take.

Perhaps I am simply reacting (overly) to the ending of chapter 1 as it is written. But ideally I’d like the choices that characters make to have some impact on shaping the storyline, otherwise we are just pantomiming as the story goes on around (and despite) us.

Maybe it is too early for this concern, or maybe this changes as we go along…or maybe it is just endemic to a 2e PS module, I don’t know. Happy to be told I’m completely wrong here…


Chapter 1 is the worst for that, and the way it's written was even worse than I ran it.

I tried to improve it a little. I introduced the option to either fight some dog-like creatures in an alleyway or make your way through a protest in Sigil before you came to Automata. You chose the protest where you freed a man from being executed. In the book, you just go straight to the gate-town with no encounters.

I also introduced the chase scene. In the book, you just automatically fail the chase, then you go to a tavern (Heiron's favorite) to see if there's any information on him. That fails. On your way out, you're approached by the Tiefling woman and she gives you his location (depending on how nice you are to her and whether you tell the truth about the book).

And lastly, Heiron is not supposed to give you any rewards whatsoever. However, based on Aerins roleplaying, I had him give you some stuff in payment for the book.

In the book, the only real choice you have for something is how you approach the Council of Order's headquarters.

Future chapters will be more open; I don't recall if there are any as bad as chapter 1. I could be wrong though, but if I am it'll only be as bad as Chapter 1. Not worse.

I will note that most published adventures are like this, even in Pathfinder. Paizo has maybe 2 APs that are not railroads (kingmaker and the pirate one). Most of them are just as bad as this adventure, and some are worse.

The only published adventures I've ever read that are fairly open are modules from 1e, and the new campaigns in 5e (except Dragon Queen, which was written in a pre-5e mindset).

When it cones to published adventures, there are two general philosophies for adventure design. 1) Create an area to explore, where the plot is secondary. 2) Create a story to experience, where the PCs are forced along a rail and have minor input for how they experience the story.

Adventures like Keep on the Borderlands, Ravenloft (both the original and the 5e remake), and kingmaker all fall into style 1 of adventure design. Modron March and almost every 2e, 3.X, and 4e adventure falls into style 2.

Interestingly, in my Out of the Abyss game, I actually had a player complain that the adventure was too much like style 1. They wanted a story to experience with an illusion of choice, not real choice present in a more sandbox style game.


Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |

Thanks for your detailed explanation and view.

I would say that without a doubt every published adventure needs to be a little railroady at the start--otherwise, there is the definite possibility that the players, being notoriously uncooperative simple go straight off the rails.

But oh my goodness--the adventure as written that you've described is truly awful. "You try something and you automatically fail; you try something else and you automatically fail; then we introduce a way to succeed that has nothing to do with your decisions so far." smh.

OK, I'll carry on and try not to get caught up in the way it was written.

As a total aside, if anyone is interested, here is a link to an approach for adventure design that I think effectively straddles the two philosophies you've laid out. http://thealexandrian.net/wordpress/7949/roleplaying-games/node-based-scena rio-design-part-1-the-plotted-approach

I definitely use the node based design described at the link for my home campaign, and I am intending to modify the AP I am running to do the same. Basically, the bad guys all exist and will carrying out their plots more or less as written, but the PCs are going have a pretty open field about how they go about disrupting those plots, and the way they go about achieving their goals will give them one set of advantages, while other courses will give them other rewards, allies, etc. One beautiful advantage of a PbP or PBeM game is that while there are virtually an unlimited number of paths for players to follow, the pace of the games are such that you have plenty of time to develop only those sections the players actually pursue (unlike a tabletop game where you need to have a lot more contingencies detailed.)


That was a cool article! Thanks for sharing! Also, linkified.

Out of the Abyss is written that way. It's kind of a midway between pure sandbox and railroad. I just didn't know there was a term for it.


So based on the feedback, I'll give some heads up about the next few chapters.

I have read a lot about the three pillars of RPGs: Combat, Social, and Exploration. Based on that, I'll give a rough guide to which chapter is focused on what. it's behind a spoiler tag in case someone doesn't want to know.

Spoiler:
Chapter 2 is roleplay/Social heavy and combat light. There will likely be times where you'll act on initiative, but the goals generally aren't focused on killing something.

Chapter 3 is much more combat focused.

Chapter 4 is much more environmental exploration and social focused.

Chapter 5 is combat heavy.

Chapter 6 is environmental exploration and combat.

Chapter 7 is social, a bit of combat, and a lot of "chase scene."

Chapter 8 is exploration focused with a bit of either social or combat. Reminiscent of a dungeon crawl.

Chapter 9 is flat out a dungeon crawl.

Chapter 10 is combat heavy with a bit of exploration.

Chapter 11 is a mix of social and combat.

The later chapters have a much greater impact with respect to player decisions. The early chapters. Pretty much, each chapter has a greatest opportunity for you to influence the campaign than the previous chapter (plus or minus a bit).


Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |

Leveling up to Bard 3

--Going with College of Lore
--added proficiencies of Stealth, Acrobatics, and Arcana
--Expertise in Deception and Persuasion
--adding suggestion to spell list
--Purchasing studded leather armor and silk rope

And for hit points...

1d8 + 2 ⇒ (4) + 2 = 6


Male Bariaur Barbarian 3 | AC 13 | HP 32/32 | Init 0 | Saves: STR +5 DEX 0 CON +5 INT +1 WIS -1 CHA +1 | Perception -1 (9) | Inspiration: [ ]

Will update on my activities this afternoon. Sorry for the absence!

But quick responses:

- Will also have to wait until tonight to level up due to limited online stuff. (Come on, WotC! I'd even buy the books a 2nd time as PDFs!) But will decide on my downtime activities and post that this afternoon.

- I am really enjoying it so far, and, yeah, the end of chapter 1 is a big deus ex machina, but the start of many epic quests are that way. As long as nothing else is that forced, I have no problem with a little railroading to help build a great story.

- Zan's silence is cool with me! Those kinds of challenges can make characters more interesting. In another Planescape PbP I'm in, I have a modron PC and rather than going all robotic like some do, I decided to embody the Rule of Threes and only speak in 9 word sentences. I don't think anyone over there has noticed yet, but the roleplaying challenge is really fun and it does subtly create an oddness about him that could easily go overboard if I was being more deliberate in trying to be odd.

- Have to read up more on that node based design when I have time. Thanks for sharing!!

- Lastly, did everyone get their magic item rewards? I lost track of who took what but I tried not to duplicate any one. Just wanted to be sure.


INACTIVE - GAME DIED

I guess Zan will take the Heroic Circlet of Lights, as nothing else that's left is a good fit.

Zan gains a second level as a ranger.
+6 hit points
Fighting style: Archery
Gained spells. I'll be keeping cure wounds prepared as it's clear that our group will need it!


Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |

I've often wondered...how does one pronounce bariaur?

•bariaur (BAR-ee-ahr)? (from enworld)

And what is the origin of the name? I get the "uar" part, but where does the "bari" part come from? I thought perhaps a scientific name for goat or sheep but that doesn't appear to be it.

#oddthingstowonderabout


INACTIVE - GAME DIED

I happen to know...

Wolfgang Baur

I'm told he inspired the bariaur, via Colin McComb (with whom I worked at Interplay).

Baur -> Bariaur


Closest I can find so far: bari is Albanian for shepherd.


Zan Tirish wrote:
I guess Zan will take the Heroic Circlet of Lights, as nothing else that's left is a good fit.

Aerin stole the one you really liked.

What about the one that gives you an extra 1d4 whenever you receive healing?


Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |
Zan Tirish wrote:

I happen to know...

Wolfgang Baur

I'm told he inspired the bariaur, via Colin McComb (with whom I worked at Interplay).

Baur -> Bariaur

A curse upon Baur! *shakes first angrily*

He rejected my first submission to Dungeon. (Ok, rightly so as the outline was a confusing mess bordering on terrible, but still!)

:)

Thanks for that insight.


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Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |
GM Bookrat wrote:
Zan Tirish wrote:
I guess Zan will take the Heroic Circlet of Lights, as nothing else that's left is a good fit.

Aerin stole the one you really liked.

What about the one that gives you an extra 1d4 whenever you receive healing?

He also stole all the extra, unclaimed items. He's got, like, 18 miscellaneous minor magic items plastering every conceivable item slot on his body.


I have some more updates to make concerning downtime results. I'll get to that hopefully today or tomorrow.

The chapter two post from yesterday was kind of a teaser and I know there's not much for you to interact on. By this weekend I'll make a post assuming you all accept the invite and attend the dinner. If you would like to post some roleplay stuff, please do so.

Question: would you all like more roleplay opportunities, or get to combat and decision making sections? Or something else? I can try to tailor the adventure to how you all like to play.


Male Bariaur Barbarian 3 | AC 13 | HP 32/32 | Init 0 | Saves: STR +5 DEX 0 CON +5 INT +1 WIS -1 CHA +1 | Perception -1 (9) | Inspiration: [ ]

Sorry again for the long delay.

You said that we could rebuild or swap our characters if we wanted? I do like Wyaph, but in looking at the options and how his personality came out, I am thinking he might be more of a barbarian than fighter. I can just multiclass, but if rebuilding at this point is fine with you, I will redo him today and let you know when he's rebuilt for anyone to review.

Thanks!

Also, personally, I find a mix of roleplaying and combat/decision-points are nice, but I'm flexible if others prefer it skewed more one way or the other. With a personality like Wyaph's, it's a bit easier to roleplay in combat than it might be for other characters I have played.


Changing class is fine with me at this point, Wyaph. :)


Male Bariaur Barbarian 3 | AC 13 | HP 32/32 | Init 0 | Saves: STR +5 DEX 0 CON +5 INT +1 WIS -1 CHA +1 | Perception -1 (9) | Inspiration: [ ]
GM Bookrat wrote:
Changing class is fine with me at this point, Wyaph. :)

Thanks! Just a one time thing.

Also, sorry everyone but it looks like in my hurry I found the optional extra downtime activities in the DMG rather than the main ones in the PHB. Whoops!


I'll be doing a game update today. However, pretty busy shoveling dirt and building a fence.

So it'll be later on. Lunch break right now.


Quote:
It was like they had taken Ysgard and sucked all the fun out of it

Ha!


Meant to respond last night, got busy writing up my campaign log for OotA.

Then tried to respond this morning, but I got busy talking to my boss about a recent competitor's acquisition.

I'll try to start some responses today, addressing different questions and comments; it will be in multiple posts.


Male Human (Variant) Warlock 1 Passive perception 13. AC 16. Hp 10/10. HD 1/1. Init +7 Spell slots: 1/1, save DC 13. Curse 1/1
Saves:
STR 0 DEX +2 CON +2 INT +1 WIS +3 CHA +5

Sorry for not posting, the internet at my place has been down for the last few days.


Male Bariaur Barbarian 3 | AC 13 | HP 32/32 | Init 0 | Saves: STR +5 DEX 0 CON +5 INT +1 WIS -1 CHA +1 | Perception -1 (9) | Inspiration: [ ]

FYI - Next Wednesday through Friday are my PhD comprehensive exams and I am crunching for them between now and then (and trying not to freak out). I should be able to check things, but if I'm quiet, presume Wyaph is following along and agrees with everyone else. Thanks!


Best of luck!

I almost had to do those. I ended up leaving the PhD program and getting a job so I could spend more time with my newborns. My PI was demanding I work 7am-10pm seven days a week as a standard schedule - and then more during crunch time. My son was just born during that time, so I had to choose between keeping up with the PhD and effectively abandoning my family or leave the program and give my wife and kids attention.


Male Human (Variant) Warlock 1 Passive perception 13. AC 16. Hp 10/10. HD 1/1. Init +7 Spell slots: 1/1, save DC 13. Curse 1/1
Saves:
STR 0 DEX +2 CON +2 INT +1 WIS +3 CHA +5

Yay! I'm useful for something other than being a glass cannon with a radar!


Male Human (Variant) Warlock 1 Passive perception 13. AC 16. Hp 10/10. HD 1/1. Init +7 Spell slots: 1/1, save DC 13. Curse 1/1
Saves:
STR 0 DEX +2 CON +2 INT +1 WIS +3 CHA +5

Huh. Also just learnt something really interesting about the mystic class that I did not know here. Apparently, I can use the abilities of disciplines I am not focusing on.

Also, apparently (at least according to Jeremy Crawford), we will be getting a new UA every Monday this month, and one of them will be a mystic update, probably revising this stuff and adding things for levels 11-15. I'm assuming I will be able to use this, unless it is stupidly overpowered?


Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |

Obviously all we need to do is steal the modrons' map and mark a big arrow to the left saying "Modrons this way".


I'll try to make an update today. Was up all night with the kids; both are sick.


Male Bariaur Barbarian 3 | AC 13 | HP 32/32 | Init 0 | Saves: STR +5 DEX 0 CON +5 INT +1 WIS -1 CHA +1 | Perception -1 (9) | Inspiration: [ ]

I am back and will get caught up today. Sorry for the absence!

Hope your kids feel better soon!


INACTIVE - GAME DIED

I will be camping and out of contact this weekend. Back Monday!


Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |

Off Topic -- just wanted to bring this amazing offer to everyone's attention. Frog God Games & Friends are doing a charity fund raiser and the amount of content for the price is amazing.

Humble Bundle

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