The New World

Game Master Sai Ling

A new continent is discovered, and players take the lead in exploring and colonizing it.


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Indubitably Never 3d6

dot in here: more when I get home.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Dot.


male Dwarf barbarian 3

Dot


Indubitably Never 3d6

1d20 ⇒ 6
1d20 ⇒ 14
1d20 ⇒ 8
1d20 ⇒ 20
1d20 ⇒ 12
2d4 ⇒ (2, 4) = 6
1d6 ⇒ 2
1d6 ⇒ 1

Day One: It's about 40 degrees at dawn as you start to unload the boats, but the sky is clear, and as the sun rises, the night's chill is dispelled.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Capital:
5 Goods (Steel)

Vallen Day One: Exploring the landing site hex with the rest of the party.

What are the dimensions of one hex roughly?


Indubitably Never 3d6

12 miles corner to corner across the middle, so roughly 95 square miles.


Indubitably Never 3d6

The first night:

1d20 ⇒ 13
1d20 ⇒ 15
1d20 ⇒ 18
1d20 ⇒ 17
1d20 ⇒ 15
2d4 ⇒ (3, 4) = 7
1d6 ⇒ 5
1d6 ⇒ 4

Night One: The hottest part of the day was roughly 60 degrees. By dark, it's cooled off a bit. Clear skies and a half moon that will set around midnight.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Capital:

5 Goods
0 Labor
0 Influence
0 Magic

0 pp 3 gp 2 sp 6cp

First night: Vallen rests under a blanket on a bed of moss. He offers Jarla his winter blanket.

Day two: Gozran 3

Vallen makes rounds with the settlers, treating the sick or wounded.

Skill check for gp: Heal: 1d20 + 7 ⇒ (19) + 7 = 26 x 10 = 2.6gp for the day.

I would like to cast Diagnose Disease on Deeshka and treat her specially. Should I post that in the Golden Pegasus campaign when the day rolls over?


Indubitably Never 3d6

If no watches are being kept the first night, we can move on to day 2.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Working on a post for the gameplay. I do mean to set watches though.

If possible I'd like to set 5 watches of 2 hours apiece, provided we can start early enough. The elves are fine to slip away during the night. With a camp of 80 we'd want at least 4 on watch at one time. I'd figure one PC on each, with another PC or our NPCs as second and 2 of the other settlers.

Do you want me to set up a potential order or is this enough info? We could just roll for a PC at random if something happens and they could determine who's with them?


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Watch is definitely being set, Vallen volunteered to take the first 2 hours.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

@ Gair just posted on the discussion board about Cueta's wishes for a watch shift. She's happy to help.

Day 2 - Cueta will set about talking to the Lillend's captain about a boat, and to Ingwe about accompanying the salvage mission. Provided we get a boat, we'll set off asap. If not, I guess Cueta will start craft (carpentry) checks to earn the 1/3 money to put down on raw materials to build a war canoe (a big canoe, capable of holding 4 or 5 and some goods).

@Kal-Tos and Ben - since Edmund doesn't know me, I'm happy to talk to him as well. Or should one of you two do it? It may be a good chance to build a bridge.


Indubitably Never 3d6

Random PC it is, then.

1d6 ⇒ 2 Yes, the real reason 6 is the ideal size for an adventuring party.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Ceuta it is then! So what about the others on her watch?

Who would you have as second Ceuta? I'm assuming the other two would be random armed NPCs.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

second: 1d5 ⇒ 3 Gair, Vallen, Ben, Kal-Tos, Garrack

Ben it is; apparently he's up and getting ready to go to the beach anyways, so maybe we're finishing up our watch...


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

That works for me.


Indubitably Never 3d6

If people can use this thread to post their actions for the day, along with rolls for foraging, crafting, capital, etc. that would rock.

Vallen's done this for today (day 2) and gets a gold star.


male Dwarf barbarian 3

Day 2

Kal'Tos will head on the salvage operation

He talked to his brother beforehand, asking him to aid Vallen in establishing a better campsite.


Indubitably Never 3d6

1d20 ⇒ 16
1d20 ⇒ 2
1d20 ⇒ 4
1d20 ⇒ 13

Day two (Gozran 3) dawns under heavy skies, and by mid morning, a thin, steady rain is falling.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Apologies, I seem to have put this in the wrong thread before :

Day Two

Gair will want to go with the others early in the morning to hear what the captain of the Lillend makes of a place to set up camp.

After which he will make sure that someone is organizing the foraging parties before setting out with Bern, Kyle, Istiel and possibly Garrak to continue exploring the hex.

While traveling, Gair keeps an eye out for supple wood to be used in the creation of bows for himself and his son.

Inspired - Roll twice, keep the better result :
Craft(Bows): 1d20 + 6 ⇒ (10) + 6 = 16
Craft(Bows): 1d20 + 6 ⇒ (19) + 6 = 25

25gp it is!


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Reposting because it may have gotten lost in a longer post:

Day 2 - Cueta will set about talking to the Lillend's captain about a boat, and to Ingwe about accompanying the salvage mission. Provided we get a boat, we'll set off asap.

There's more in the Golden Pegasus thread about recruiting people, etc.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

capital:
3 goods, 2 labor

2nd Day after landing

Ben will be going with Cueta to look at the Harpy.


Indubitably Never 3d6

Cueta - can I get a profession: sailor roll please?
Kal'Tos and Ben, if you want to aid, go for it. Rowing doesn't require a great deal of skill.

Vallen - there's plenty of 'work' for you, with minor injuries and the symptoms of stress and fatigue. There is plenty of 'work' as well for Ingwe, who is planting strange fetishes over the shelters of the sick.

Gair & Garrak - You have a mostly uneventful day exploring the area, ranging a little farther off than you had yesterday. In the far western part of the hex, a range of low but rugged hills begins, still covered in a thick blanket of trees.


male Dwarf barbarian 3

helping to row would be a str check or a profession sailor check?


Indubitably Never 3d6

profession sailor. Nobody doubts your strength, but can you keep both oars in the water? Untrained is fine.


male Dwarf barbarian 3

Profession sailor it is then, and one should only ever challenge the strength of dwarf if they are ready to deal with the consequences.

Untrained Profession (sailor) 1d20 + 3 ⇒ (12) + 3 = 15


Indubitably Never 3d6

Though I will challenge the strength of any ten dwarves before I again challenge the strength of dwarven gin. Talk about consequences.

You successfully aid Cueta (+2)


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Profession (sailor): 1d20 + 5 ⇒ (15) + 5 = 20


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Alright, I've started a resource tracking spreadsheet. Tab 1 is food. I'm not sure exactly how the math is supposed to work. Right now we have 60 units of food (I think) from the ant and foraged goods. We have a population of 80. The food is not going to be consumed b/c the Lillend is around, but if they weren't, does that mean that if we don't forage for food today, we would be at -20 food?

I also included a tab for Capital, with entries for each of our names and and a row for Group goods. I just consulted character sheets and didn't see what everyone has - if you don't have any info put up, please add your capital. Lastly, we have a tab for non-capital resources (right now, the ant chitin).

Resource Tracking Spreadsheet

There's probably a better way of presenting everything - please feel free to edit as you see fit.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Looks great actually.

Couple notes though. I believe we have 100 settlers total, no?

Also, we got lucky with the ants, they provided us with 60 food each so we should have 120.

I highly suggest you each take 8-10 days with you when you leave for the wreck of the Harpy. Never know what might happen to you.

On that note, how long will this meat last? I had mentioned smoking/drying some of it. Are there checks we need to make for something like that? Would our talented halfling cooks be the ones to do that?

So long as the Lillend is feeding us we should attempt barter with them. Trading the food we find ourselves for an equal amount of less perishable food.

Currently the sheet is view only for me. You'll need my email address to grant me edit control no?

It's : otm-shank@hotmail.com

Thank you for setting this up!


Indubitably Never 3d6

Cueta - Great work. Assuming your numbers are correct, your premise is correct (60-80=-20). There are 100 people (though you may decide if you're not with us...) and I think the ants provided 120 (60 per ant). It's very difficult for a handful of people to forage for a large group, but large kills help. At this point, people are mostly eating what the ship provides, but once they leave, people will start taking more of an interest in food. Don't forget Gair has 3 elves and his party of NPCs foraging for him already. And who knows what the people the Thayers sent into the forest are up to?

Gair - you have at least two people who can cast purify food and drink. I don't think that'll make the meat last indefinitely, but it'll make it to next week. If you start running a serious surplus, we'll look at spoilage possibilities, but (I think) you're in bad enough shape without trhowing that at you.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

Tried to add Ben's capital to the spread sheet but couldn't. He has 3 goods and 2 Labor. He also has 38 gp unspent from his starting gold. I could happily spend that on other things if Nerk doesn't want me to have it.


Indubitably Never 3d6

If I don't want you to have it, I'll have someone steal it from you.

Actually, I'm fine with you having it.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

OK, I think I've got the spreadsheet's permissions set up where anyone can edit it. I can't imagine that someone would stumble across it online and just start changing numbers, so I just made the sheet public. Anyone let me know if you are still having issues editing.

@Gair, I think it is a good idea to take surplus food. If we took 8 days of food for 4 people and a dog, that's about 40 units of food.

@DM Nerk, how much of the boat is 40 food going to take up? Maybe we should skim it back a bit and rely on Survival if it comes to it? The boat ride is about 8 hours there, if I recall correctly? Other than the food, I think we're ready to go.

Edit: Ben I added your labor to the sheet and changed the numbers on the people and food to be accurate - thanks for the help, everyone!


Indubitably Never 3d6

To the wreck? I thought I said 2-4 days.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

2-4 days one way or there and back?


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

I was going off of this post. Looking at it again, you said 8 hours per hex. I'm not sure how many hexes we are from the wreck.

Here's the relevant part of the post:

Quote:
@ Gair: Since you'd really only be rowing up the coast, not fully exploring the hexes and a ship wrecked on the rocks shouldn't be hard to spot, I'd allow you to simply move across the hexes in 8 hours and keep an eye out for the Harpy. So not as bad as all that.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

I'd guess about one and a half hexs to clear the bay, and maybe 3 from the Harpy. You should roll some geography and nature checks to see if you can guess where it went down Cueta. I'd do it but I don't have either of those trained.

DM Nerk wrote:

Gair: the Harpy wrecked several hours before you turned into the bay. You could attempt a Knowledge: Geography DC 12 or Nature 15 roll to try to guess where. It was in the midst of a storm, after all.

How long it would take you to row back along the coast to reach the spot? You would guess 2-4 days, barring incident?


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Ben Sandlock wrote:

I'd guess about one and a half hexs to clear the bay, and maybe 3 from the Harpy. You should roll some geography and nature checks to see if you can guess where it went down Cueta. I'd do it but I don't have either of those trained.

DM Nerk wrote:

Gair: the Harpy wrecked several hours before you turned into the bay. You could attempt a Knowledge: Geography DC 12 or Nature 15 roll to try to guess where. It was in the midst of a storm, after all.

How long it would take you to row back along the coast to reach the spot? You would guess 2-4 days, barring incident?

Sure thing! geography: 1d20 + 5 ⇒ (3) + 5 = 8

nature: 1d20 + 5 ⇒ (7) + 5 = 12

Ha! The dice have been failing me a bit lately...

EDIT: Wait a sec - I thought we rolled this already? I know I rolled a aid another check. Did anyone roll the actual check?


Indubitably Never 3d6

40 food will weigh in around 80#, and will take up about as much space as a halfling, unless you do a really bad job of stowing it. I'll assume you opted not to do a bad job stowing it.

The geography roll was made a few days (real time) back and the best guess was that they were along the coast more or less SE of the hex you're in. I may not have ever given that answer, because we were stalking ants at the same time. I did give you the 2-4 days estimate, and that is each way. You'll need to pass through the hex SW and enter the next hex to get out of the bay, and then head East along the coast. Two full hexes, fractions of others, and however far into the hex in question til you find the wreck.

On the plus side, you rolled well and had some help from Kal'Tos and made an extra mile or so, reaching the mouth of the bay in time to set up camp.


Indubitably Never 3d6

The foraging parties come up with another 15 days worth of food.

As far as business goes, day 2 is over.

Night 2
1d20 ⇒ 19
1d20 ⇒ 1
1d20 ⇒ 7
1d20 ⇒ 15
1d20 ⇒ 14
1d20 ⇒ 5
1d20 ⇒ 2

As the sun goes down, the clouds seem to thicken, and in the distance, you see lightning flashes. A moment later, the rumble of thunder reaches you. It does seem to be heading your way....


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

It may be a wet night, but at least most creatures won't be out hunting in a downpour. Still, we should set a watch.

Cueta studies the cloudline in the distance, looking for clues as to what the weather will bring tonight and tomrrow. I hope this storm blows through by dawn. She then sets about building a shelter that will keep them as dry as possible, but close enough to the longboat so that they can escape if there is trouble.

weather forecast: 1d20 + 5 ⇒ (8) + 5 = 13
shelter building: 1d20 + 5 ⇒ (8) + 5 = 13
night watch: 1d20 + 5 ⇒ (1) + 5 = 6
[dice=Watcher command "guard"]1d20+5[/dice]

I don't think Zik should be doing any watching. Kal'Tos, would you mind taking the middle watch, when the night is darkest? Ben and I can take the shoulder watches when there is a little more light.

I adjusted the kingdom tracking sheet and took off four food for our day on the boat and at camp


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Watcher sits intently, looking out into the rain during Cueta's guard shift, occasionally sniffing at the air, seeming to take great pleasure at the smells the rain is kicking up.
perception: 1d20 + 8 ⇒ (8) + 8 = 16


male Dwarf barbarian 3

Kal'Tos will assist Cueta with building the shelter.

"I can take a watch tonight, but if i start using spells I need a solid block of sleep to be effective the next day."

Assisting Cueta 1d20 + 7 ⇒ (10) + 7 = 17


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

That's alright for the foraging parties I suppose. How did the rest of the scouting party do?

Wait, That's probably up to Garrak, no? Want to roll us a survival mate?

Are the others, Bern, Kyle, and Istiel able to Aid another or would them make their own checks?

On another topic, would you be able to link the spreadsheet Ceuta set up in the campaign info so it's easy to keep track of?


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

should we be RP events from the trip over on the other thread?

Ben makes sure the boat is securely tied up.
while Cueta and Kal'Tos are building a shelter he takes Zik to see if they can find anything to augment their supplies but they don't find anything. He takes the last watch and makes sure the boat is ready to go before the others wake in the morning.

perc: 1d20 + 7 ⇒ (16) + 7 = 23
survival: 1d20 + 5 ⇒ (4) + 5 = 9


male Dwarf barbarian 3

Kal'Tos will use his lvl 0 spell create water to make sure everyone is well hydrated.


Indubitably Never 3d6

Garrak should make a survival roll for foraging.
1d20 ⇒ 3
1d20 ⇒ 5
1d20 ⇒ 12
with a +2 aid from the NPCs.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Wait wait wait...Bern has a rank in survival no? Don't tell me I'm going to have to disown my son :P

I know you probably just didn't bother with the bonuses. I'm not actually worried :P


Indubitably Never 3d6

Yeah, I know what their bonuses are. No reason you have to.

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