GM WhtKnt's Into the Borderlands, Table 1
(Inactive)
Game Master
WhtKnt
The Borderlands… an untamed wild region far flung from the comforts and protection of civilization. A lone fortified keep is the only bastion of good desperately striving to maintain the forces of chaos at bay. But evil is everywhere, lurking in dark caves, fetid swamps, and forlorn forests. Bands of cutthroat brigands and ruthless tribes of humanoids eager to clash with the forces of good rove the region. The Borderlands hold many secret wondrous locations, and the opportunities for fame, prestige, and fortune are plentiful. But equally abundant are the perils, risks, and challenges to those brave enough to explore the wilds.
Sharpen your swords and axes. Purchase your iron rations and tinderboxes... and don’t forget to bring at least one 10-foot pole. Adventure awaits those with the mettle to confront chaos in the Borderlands!
Theo Sylvanblood: HP 13/13, AC 14, Init +0, Per 17 (+7) Darkvision
Ore Thornstock: HP 6/15, AC 16, Init +4, Per 14 (+4)
Dirk Thardram: HP 8/15, AC 15, Init +2, Per 15 (+5) Darkvision
Ya'Bo Bright toes: HP 9/9, AC 12 (15 w/mage armor), Init +2, Per 12 (+2) Darkvision
XP Counter: 527 xp each
Maps
Cleric 1, Wiz 1 | HP: 8/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Staff +3 [1+2], 1D4 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 3/3, 0/0, 0/0...
Does an advantage roll not count as an attack roll or something? Just wondering why you would add that to the lower roll when 8+4 is only 12, which is decidedly less than 16.
Halfling Monk 2| HP: 6/15 | AC 16 | Init: +4 | Handaxe (+6, 1d6+4) & UAS (+6, 1d4+4)| Saves: Str: +2; Dex: +6; Con: +1; Int: -1; Wis: +2; Cha: -1
Sure, it counts, but it was Disadvantage (from the ogre being prone), and based on the results from the d20 rolls, it was going to be the 2-roll that 'counted', so no point rolling the other one.
| HP 16/24 | Init -2 | AC 19/21| PP 10 | PI 10 | Str +4, Dex -2, Con +2, Int +0, Wis +2, Cha +5 | Spell Slots: 1/2
Attack: 1d4 + 1d20 + 6 ⇒ (2) + (20) + 6 = 28
Advantage: 1d4 + 1d20 + 6 ⇒ (4) + (4) + 6 = 14
Damage: 2d8 + 4 ⇒ (4, 1) + 4 = 9
Morgan swings his hammer down on the goblin before him.
Cleric 1, Wiz 1 | HP: 8/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Staff +3 [1+2], 1D4 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 3/3, 0/0, 0/0...
Ore Thornstock wrote: Sure, it counts, but it was Disadvantage (from the ogre being prone), and based on the results from the d20 rolls, it was going to be the 2-roll that 'counted', so no point rolling the other one. "Oh, I misread that as you having the advantage. I didn't realize that you are at a disadvantage against prone targets more than 5 feet away. That's kind of weird. *shrug*
Maps: Car. Crown || Skull & Shackles
The ogre is hit simultaneously by Ore's dart, Neil's sacred flame, and Ya'Bo's witchfire and yowls in pain! Meanwhile, Morgan pounds the goblin, shattering its skull into hundreds of pieces and spraying the ogre and himself with bone and grey matter!
The ogre finds its footing and clambers to its feet, moving and striking at Morgan as it does so, but the slick surface causes its blow to miss the paladin. Still, it remains standing.
The party is up!
Halfling Monk 2| HP: 6/15 | AC 16 | Init: +4 | Handaxe (+6, 1d6+4) & UAS (+6, 1d4+4)| Saves: Str: +2; Dex: +6; Con: +1; Int: -1; Wis: +2; Cha: -1
Buoyed by the lucky accuracy of his dart, a shot he truthfully hadn't thought had much of, Ore continues charging forward, capitalizing in his momentum to pummel the now-standing ogre with kicks to its shins!
Flurry 1: 1d20 + 6 + 1d4 ⇒ (9) + 6 + (3) = 18
Flurry 2: 1d20 + 6 + 1d4 ⇒ (3) + 6 + (2) = 11
Flurry 1 Bludgeoning: 1d4 + 4 ⇒ (1) + 4 = 5
Flurry 2 Bludgeoning: 1d4 + 4 ⇒ (3) + 4 = 7
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M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13
Ya'Bo keeps the pressure on
Witch bolt: 1d12 ⇒ 10
Now feel the true power of the Dark Side
Just had to get warmed up
Cleric 1, Wiz 1 | HP: 8/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Staff +3 [1+2], 1D4 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 3/3, 0/0, 0/0...
Reminder for the blessed: The spell is continuous (1 minute / 10 rounds), and has no limit on the number of times you can use Bless per turn. You may add 1d4 to any and all attack and save rolls for the duration.
tl:dr - "You get a d4, you get a d4, you get a d4! EVE-RY-THING GETS A D4!"
Seeing his allies pepper the beast, Theo reaches for his bow and lets loose an arrow of his own.
Short Bow: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d6 ⇒ 5
This is kind of starting to get old. :(
Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal
Sacred Flame, Dex, Radiant: 1d8 ⇒ 7
M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13
Halfling Monk 2| HP: 6/15 | AC 16 | Init: +4 | Handaxe (+6, 1d6+4) & UAS (+6, 1d4+4)| Saves: Str: +2; Dex: +6; Con: +1; Int: -1; Wis: +2; Cha: -1
...that was a rough patch...
think it's over?
| HP 16/24 | Init -2 | AC 19/21| PP 10 | PI 10 | Str +4, Dex -2, Con +2, Int +0, Wis +2, Cha +5 | Spell Slots: 1/2
Attack: 1d20 + 6 ⇒ (6) + 6 = 12 Bless: 1d4 ⇒ 2
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Morgan continues his assault of the giant.
That down time was ridiculous.
Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)
With his previous spell thoroughly hindering their monstrous foe Sand follows it with a simpler and more familiar incantation as a bolt of arcane fire speeds towards the ogre.
Ranged attack (fire bolt): 1d20 + 6 ⇒ (8) + 6 = 14
Damage (fire): 1d10 ⇒ 10
Maps: Car. Crown || Skull & Shackles
Beset by the party, the ogre quickly falls beneath the combined assault. It has a sack of coins at its crude belt and it wields a greatclub.
Combat over for the nonce
M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13
"Should we seek out this Ogre's lair? Or any trophy's as prof to the keep that the Ogre is dead?"
Cleric 1, Wiz 1 | HP: 8/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Staff +3 [1+2], 1D4 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 3/3, 0/0, 0/0...
Ya'Bo wrote: "Or any trophy's as prof to the keep that the Ogre is dead?" "Anything from the beast's face should be proof enough. An agile fighter might get away with a finger or toe, but I doubt the same could be said for an intact ear."
Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal
Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)
"Ya'Bo did mention something of potential interest," Sand says. "We could indeed go looking for this ogre's lair. And potential treasure..." The elf removes the giantkin's coin pouch and tosses it in the air, easily catching it again. "Well, something other than this, I mean."
So, how many coins are we looking at?
Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal
Why do we need a trophy? Specific quest or RP thing?
M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13
Neil there was nothing specific, only a mention of an Ogre from someone in the keep.
The Ogre's lair should be back were he came from lets go that way.
Pointing down the hall
Halfling Monk 2| HP: 6/15 | AC 16 | Init: +4 | Handaxe (+6, 1d6+4) & UAS (+6, 1d4+4)| Saves: Str: +2; Dex: +6; Con: +1; Int: -1; Wis: +2; Cha: -1
"Let's take a look further, but keep an eye out. There gotta be more to these caves than just these fellows," Ore says.
Halfling Monk 2| HP: 6/15 | AC 16 | Init: +4 | Handaxe (+6, 1d6+4) & UAS (+6, 1d4+4)| Saves: Str: +2; Dex: +6; Con: +1; Int: -1; Wis: +2; Cha: -1
"Still looking for my axe back, too..." he muttered...
M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13
Ya'bo will harvest an ear like a spell component. and carefully puts it in his pack.
Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal
Findin' the lair seems like a good plan. Let's do it. Neil forges ahead.
Maps: Car. Crown || Skull & Shackles
The group enters the next room, which appears to be a small guardroom. A table sits against one wall, and a great barrel of water is in one corner. A smaller barrel, filled with javelins, stands near the entrance. Your party approaches from the east. There are three other exits from the room, one going west and another opening into a dirty cave to the northwest. A corridor also goes south, but dead-ends after about 20 feet. The northwest passage is obviously an open secret door and a horrible stench emanates from the opening. The western corridor leads off into darkness.
M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13
"With the smell I think that the ogre lived in there."
Pointing to the Northwest passage
Marking his homemade map of the cave net works.
Halfling Monk 2| HP: 6/15 | AC 16 | Init: +4 | Handaxe (+6, 1d6+4) & UAS (+6, 1d4+4)| Saves: Str: +2; Dex: +6; Con: +1; Int: -1; Wis: +2; Cha: -1
"You're not wrong, Ya'Bo, but the smell's not that bad... Reminds me of a fermented vulture egg I had at some inn between here and Luiren. Powerful stuff, but worth it for the after-taste, I promise. Maybe this'll be the same!"
| HP 16/24 | Init -2 | AC 19/21| PP 10 | PI 10 | Str +4, Dex -2, Con +2, Int +0, Wis +2, Cha +5 | Spell Slots: 1/2
Morgan makes note of the room layout and says. "We shouldn't linger here, this room is too open for my liking."
Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal
Smells almost as bad as that ogre. Let's be investigating more.
Maps: Car. Crown || Skull & Shackles
I take it that the party is for investigating the cave beyond the secret door?
Halfling Monk 2| HP: 6/15 | AC 16 | Init: +4 | Handaxe (+6, 1d6+4) & UAS (+6, 1d4+4)| Saves: Str: +2; Dex: +6; Con: +1; Int: -1; Wis: +2; Cha: -1
Let's do it!
PS stay safe!
M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13
Ya'Bo walks into the cave.
Maps: Car. Crown || Skull & Shackles
The cave beyond the secret door is cramped and smells strongly of offal and body odor. To your left is a great leather sack while to the right is a giant keg. An opening leads to a larger chamber to the northwest.
M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13
Ya'bo checks the sack of what it might have.

Cleric 1, Wiz 1 | HP: 8/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Staff +3 [1+2], 1D4 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 3/3, 0/0, 0/0...
As they continue further in, Theo keeps catching himself staring randomly at Ore's flickering torch. At the same time, this nagging feeling - a memory, maybe - claws at the back of his mind. Something about the flaming stick just seems so...innefecient and mundane.
"Mundane? Of course, that's it!" Theo kicks himself mentally. How could something so basic slip his mind? Equally odd, why is it just coming back to him now? Maybe working so closely with such prodigious arcane casters - like Ya'Bo and Sand - has started to bring old lessons to the front of Theo's mind.
"Ore. Those torches won't last forever, and I imagine it's getting tedious carrying them around, especially in combat. I think I - I mean WE - might be able to help with that.
Ya'Bo, Sand. Do either of you have any glowing moss or a firefly among your components?"
Assuming one my fellow casters has what I need...
Theo crushes the ingredient between his thumb and forefinger. He then gives Ore a once over before reaching out and tapping the Hafling's *insert accessory*, "light".
Possible targets: weapon straps (Ore keeps his weapons on his back), buttons, jewelry (necklace, earing), headgear etc... Anything above waist-level that won't be in his way.
Don't worry. If stealth is called for, dousing the light requires but a thought.
tl;dr - Torches are for noobs. Have a glowing button, instead
M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13
Turning to Theo and handing him some glowing moss.
After Theo casts his spell
"Oh, sorry I forgot that many of you lack the blessing of sight in darkness."
Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)
"A good thing Theo has a better memory than either of us then, yes?" Isandril's question is more of a jest really as his smile clearly attests.
Cleric 1, Wiz 1 | HP: 8/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Staff +3 [1+2], 1D4 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 3/3, 0/0, 0/0...
About to sleep. Too tired for proper RP. I totally forgot that Neil also lacks Darkvision. I can apply the light spell to him as well, if he would like.
Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal
Maps: Car. Crown || Skull & Shackles
The sack contains seven smaller bags. Of these, one is filled with silver pieces, another has a wheel of hard cheese, two are filled with copper pieces, two are filled with gold pieces, and one contains a stoppered keg.
Theo casts light on objects offered by Ore and Neil.
Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal
Hot damn. This will go a long ways towards helping the people of the Keep, and possibly even hurt this monstrous expansion onto civilized lands.
Cleric 1, Wiz 1 | HP: 8/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Staff +3 [1+2], 1D4 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 3/3, 0/0, 0/0...
Neil Ogea wrote: Hot damn. This will go a long ways towards helping the people of the Keep, and possibly even hurt this monstrous expansion onto civilized lands. "Oh, indeed."
"And if I might let piety give way to pragmatism, we can make certain that we are well compensated for our efforts. We should take at least enough to cover our losses. I don't find it wise to rely on the gratitude of monarchs."
Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)
"I do not disagree," Isandril says with a shrug. "After all, there does seem to be enough here to both reward us for our effort and make the people quite happy indeed."
"We might want to make sure though that once we bring this treasure to the Keep, that it will indeed be used to improve people's lives there," the elf adds after a moment's thought.
Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal
Let's take these back to the keep now, before someone else takes them and uses them for vile purposes.
Halfling Monk 2| HP: 6/15 | AC 16 | Init: +4 | Handaxe (+6, 1d6+4) & UAS (+6, 1d4+4)| Saves: Str: +2; Dex: +6; Con: +1; Int: -1; Wis: +2; Cha: -1
"Another day's walk, with a mysterious room yet to be seen?!" Ore laughed, incredulous. "Not at all curious, Neil?"
Maps: Car. Crown || Skull & Shackles
You can see a cave mouth ahead, to the right of the unexplored room, or you can go back the way that you came.
Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal
I am a little. Come on, let's see what it offers us, eh?
M Forest Gnome Wizard / 2 Temp HP 7/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13
Looking at the party
"If you don't mind, I would like to take a look in that room to complete my maps for the keep"
"And when we get back to the keep I would like to use some of the monies to buy supplies for us."
Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)
"Curiosity is certainly one of my weaknesses," the elven mage readily admits with a smile. "One of my strengths too."
"Shall we then?"
Cleric 1, Wiz 1 | HP: 8/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Staff +3 [1+2], 1D4 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 3/3, 0/0, 0/0...
I'm fine with moving foward
To be frank: I'm running out of creative ways to say "yeah, sure". So, I'm just not going to try.
I check the game multiple times a day. So, if I don't post for 24 hours, assume I don't have anything to add to the conversation and that Theo just passively goes along with the rest of the group.
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