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![]() Tomtesserae Character sheet looks good, just a few things. (1) I hate to say this because you rolled better but you start with class average gold. (2) You can keep Heedful Readiness trait if you'd like. I have moved to doing initiative as a group. It will be whoever get the surprise. So, all of you, then all of them... or vice versa. Now, there will be moments where I will do initiative, but I don't think it will be often enough that warrants the need for the trait. That is your call. (3) Under your languages you only have Common, you should also have Halfling in there too. The clerics that are stationed in a cities are referred to as Priest or Priestess. With the background of Effilip being a traveling cleric to the halflings I really like the "Neighbor" title for him. Let's go with it! Tomtesserae & Narciso feel free to jump on over in the discussion tab and get to know the other players. It's find if your character sheets aren't fully fleshed out, from what I am getting the feeling of you two are interested and are wanting to play two classes that would fit right in with the party. Let's do this! ![]()
![]() Narciso As a traveling Bard/gypsy troop would he call home one of the major cities of Ashlar? Dulwich is one of them, main trade is lumber. Dunestone is another. The main industry is livestock, but they are more isolated and probably not the best home base for a traveling bard unless it is for the sake of "getting away from it all." Another easy option would be Languard. That is the capital of Ashlar. There are more taverns and inns than a person knows what to do with. That would allow you to have steady gigs between the traveling tours. One last option for a traveling bard would be a smaller of a town. Less than 200 people. Wellswood. It sits at the intersection of two major trade routes. Being on two major routes there is a lot of travel (safety in numbers), and there are options on your own traveling tour routes. Their main industry is "lodging, traveling services." If any of that sounds like a place you'd call home I could comb through the info in the guides and get some things together for you. ![]()
![]() Tomtesserae That sounds good! If you come every year or so you would not have been there since "the beloved and respected" high priest, Taistro Rintala, died unexpectedly. As you came through to bless any new halfling babies/infants, you could also go through the Law Giver's Hall to pay your respects. This is a good "onboarding locations" since the party has a friend who is currently under the care of the new priestess Vuokko Laiten. The city specs say there are 63 halflings, so I would think it is safe to say there have been halfling babies since you last came through. Narciso Humm.. I don't know if I'd dive too deep into that Villages of Ashlar. There are some things in there that are more for the GMs eyes. Not that we are going everyplace in Ashlar, but there are things that I would like to pull from there. Let me give into the Patreon Discord for RSP and see if there is a players guide. ![]()
![]() Narciso - I think that we are in a spot that we could use really any two PCs that were wanting to join. Rasmus (ranger) has offered to switch to a cleric if need be. His ranger already follows a deity that would allow him to switch easily. But, if someone wanted to join as a cleric then he would keep his ranger. Which I would prefer because he joined the game with that in mind. ![]()
![]() Hello! I have an active game that is looking for 2 more players to join the party. The current team is made up of a Ranger, a Rogue, and a wolf riding halfling druid. This is a core only game. Dulwich at a Glance:
Ruler: Wido Gall Government: Overlord Population: 4,734 (4,634 humans, 15 dwarves, 3 elves, 11 half-elves, 8 half-orcs, 63 halflings) Alignments: LG, NG, N, LN, LE, NE Languages: Common, Dwarven, Elven Resources & Industry: Lumber, pottery, wool Dulwich stares out across the Salt Mire towards Hard Bay, the Forest of Gray Spires at its back. Just a few hundred years old, it rests on the remnants of numerous older structures built on a strip of dry land between the swamp and forest. One of the largest settlements in the Duchy of Ashlar, Dulwich serves as a major hub for merchants and travelers. A stout stone wall surrounds the main town, offering protection from the dangers lurking in the Salt Mire. Wealth flows through the town in aplenty due to the lucrative timber industry and Dulwich’s position as a trading center. Its citizens live in well-constructed two-story homes of stone (harvested from earlier settlements) and wood. While most of its streets remain hard-packed dirt, cobblestone paved roads appear in more affluent areas. A recently built keep lies at Dulwich’s center, built over an older wooden fortification. Its towers barely top the tall spire of the nearby Temple of Conn, a magnificent cathedral built with contributions from the town’s affluent citizens. Many of Dulwich’s citizens are craftsmen, merchants or traders of some sort, with many more involved in logging. Guilds form the backbone of Dulwich, not just as a source of trade and income but also as a way of life. A few businesses cater to outsiders, particularly adventuresome types. To the west and south lies the ruins of Valentin’s Folly, a small castle frequently sheltering wanted bandits (and—it is rumored— much worse things). Within the forest, a day to the south lies the feared and legendary Shunned Valley, believed by the locals to be haunted. These are just two nearby attractions. The great and illimitable, doom-drenched halls of Gloamhold lie far to the north. Dulwich still mourns the recent death of the former high priest of Conn, Taistro Rintala. His successor, the young priestess Vuokko Laiten, now heads the temple. TOWNSFOLK
TRADE & INDUSTRY
THE GUILDS
LAW & ORDER
THE THIEVES
NOTABLE LOCATIONS IN BRIEF
1. Dulwich Keep: Seat of the Gall family, the squat Dulwich Keep lies at the heart of Wido Gall’s machinations. The town guard is based here, and the dungeons below the keep house lawbreakers and those who fall foul of Wido.
2. The Lawgiver’s Hall: The lofty spire of this elaborate cathedral dominates Dulwich’s skyline.
3. Lumberyard and Guild Hall: The lumber guild is wealthy and influential; their holdings reflect their status.
4. The Dancing Bear: Run by the former half-elven adventurer Nurlon Rekinen, this is a popular drinking establishment for adventurers and off-duty guardsmen.
5. Nalthra’s Jewellery: Nalthra is Dulwich’s most renowned jeweler. She might not offer the best price for gems and jeweler, but she can handle large deals.
6. The East Gate: This sprawling inn is popular with Dulwich’s wealthy.
7. The Golden Skull: This dingy, forgettable watering hole has a fighting pit and gambling hall beneath the tavern.
8. Eronen’s Safe Travels: The retired, one-armed adventurer Henni Eronen runs this large, well-stocked general store.
9. Saini Alanen’s House: Home to Dulwich’s most renowned sage, the ground floor also serves as a public library. Saini is available for private research projects.
10. Cemetery and Catacombs: Recently, rumors of strange goings-on have begun to cluster about these catacombs and mausoleums. 11. Dulwich Marketplace: This bustling daily market hosts numerous stalls and booths. Street performers are rife here, as are wandering merchants and pickpockets.
12. Dulwich Poorhouse: Here dwell those who have nowhere else to go. It is a hard, bleak place.
13. Vilimzair's Arms: Named for the near-mythical bard and legendary pirate captain Vilimzair Aralivar, this tavern offers cheap, plentiful drink and bawdy, joyful entertainment.
14. The Crooked House: This general store offers a vast variety of things for sale.
15. Badger's: Guarded by loyal mercenaries, this crenellated manor is a bank, moneychangers and home.
16. The Three Bells: This inn is popular with pilgrims visiting Lawgiver's Hall.
Ashlar Deities:
Major Human Deities ABARIN
CONN
DARLEN
MORDEN
MOTHER, THE
SERAT
[biger]MINOR HUMAN POWERS[/bigger] BEHRON
BRAAL
KALRON
MELANDIA
SUVIA
TEMYS
VAINAMON
NON-HUMAN POWERS AMON-PYR
DAGON
DWARVEN PANTHEON
Duregal the Highlord, Father of the Dwarves: LG greater god of dwarves. Domains: Craft, Earth, Good, Law, Protection. Symbol: hammer over an anvil. Favorite Weapon: warhammer. Dalrak Grimtooth, Lord of War: LN greater god of war and battle. Domains: Destruction, Law, Strength, War. Symbol: dwarven waraxe. Favorite Weapon: dwarven waraxe Grondinn the Seeker: NG lesser god of explorers, lore, wanderers and travel. Domains: Good, Knowledge, Travel, Weather. Symbol: a pair of boots. Favorite Weapon: longsword Khanoss the Miser: NE greater god of wealth and greed. Domains: Evil, Luck, Trickery. Symbol: a jewelled dagger. Favorite Weapon: dagger Thaun the Forgemaster: N greater god of metal, mountains and mining. Domains: Darkness, Earth, Travel. Symbol: a golden ingot. Favorite Weapon: heavy pick Valra the Hearth-Mother: LG greater goddess of safety, truth and home. Domains: Community, Good, Healing, Law. Symbol: two interlinked silver or gold rings
Vorngrimm the Trickster: N (CN) greater god of wealth and luck. Domains: Chaos, Luck, Trickery. Symbol: a multi-faceted gem inside a mountain. Favoured Weapon: heavy pick ELVEN PANTHEON
Anstis Shaelress Lord of the Bright Morning, the Dawnstar: CG greater god of music, poetry, magic and war (Domains: Chaos, Good, Magic, Protection, War; Symbol: a crescent moon; Favoured Weapon: longsword). Illurien Dohavinyr Lady of the Summer Winds, the Tempest: CG lesser goddess of air, winds and weather (Domains: Air, Animal, Chaos, Good, Weather; Symbol: a bird with wings outstretched; Favoured Weapon: shortbow). Kaldarien Ahviaana Lord of Mischief: CN lesser god of mischief and change (Domains: Chaos, Luck, Trickery; Symbol: a gloved hand; Favoured Weapon: short sword). Thanarii Caelvanas Lord of the Hunt, the Silent Moon: CG lesser god of archery and hunting (Domains: Animal, Chaos, Good, Plant, War; Symbol: a silver arrow; Favoured Weapon: longbow). Seluria Inamiltae Lady of Beauty, the Greatest Love:[/b CG lesser goddess of romantic love and beauty (Domains: Chaos, Charm, Good, Magic, Protection; Symbol: a golden heart; Favoured Weapon: dagger). [b]Zenobia Solith Lord of Time, the Eternal One: CG lesser god of ageing, longevity and time (Domains: Chaos, Good, Knowledge, Sun; Symbol: the setting sun; Favoured Weapon: sickle). GNOMISH PANTHEON
Lemminkai the Brash: LG greater god of gnomes, mischief and daring (Domains: Good, Law, Protection, Trickery, War; Symbol: a pile of gold coins; Favoured Weapon: battleaxe). Tuanao the Hunter: NG lesser god of forests, mischief and thievery (Domains: Animal, Plant, Travel, Trickery; Symbol: a vine-wreathed spear; Favoured Weapon: spear). Ajatar the Deep-Delver: CE lesser god of blood, evil, illusions and wealth (Domains: Chaos, Death, Earth, Evil; Symbol: a pick dripping blood; Favoured Weapon: light pick). Ahto the Stonefather: NG lesser god of earth, magic and nature (Domains: Animal, Earth, Magic, Plant, Rune; Symbol: a large flawlessly cut diamond; Favoured Weapon: quarterstaff). Vanamuin the Tinkerer: NG lesser god of artifice and smithing (Domains: Artifice, Fire, Good, War; Symbol: a hammer over a flaming forge; Favoured Weapon: warhammer). HALFLING PANTHEON
Brindle the Provider: LG greater goddess of halflings (Domains: Community, Good, Nobility, Trickery; Symbol: a shield; Favoured Weapon: short sword). Varrus the Wise: N greater god of weather and farming (Domains: Air, Animal, Earth, Plant, Weather; Symbol: a blooming rose; Favoured Weapon: sickle). Lorelei the Defender: LG greater goddess of protection and defence (Domains: Healing, Protection, Strength, War; Symbol: short sword crossed over a shield; Favoured Weapon: short sword). Bryony the All-Mother, the Matron: LG greater goddess of friendship, community and trust (Domains: Community, Good, Law; Symbol: a pathway leading to an open door; Favoured Weapon: staff sling). Tomninon the Trickster, the Shadow: N lesser god of stealth, sneaking and daring (Domains: Luck, Travel, Trickery; Symbol: a dagger; Favoured Weapon: dagger). ORC PANTHEON
Nargen Blood-Fist, the Huntress: CE greater goddess of strength, cunning and fecundity (Domains: Animal, Evil, Travel, Trickery; Symbol: a swooping eagle; Favoured Weapon: falchion). Veznor One-Eye: CE greater god of war, savagery and orcs (Domains: Destruction, Evil, Strength, War; Symbol: a battleaxe dripping blood; Favoured Weapon: greataxe).
Character Creation:
Recruitment Deadline: July 24th 12:00p Central In my selection process I will weigh concept over crunch. Books Allowed: Core Rulebook, Bestiary, GameMastery Guide.
Vital Stats/Info: To help everyone out, use this tagline template for your PC. Who Are You? Your character has 1 PC level. They are more experienced than most of the citizens, but they aren’t returning from slaying the creature from the depths of Gloamhold. Are they part of one of the local guilds? A prize fighter at The Golden Skull? Run a merchant booth in the Dulwich Marketplace?
Expectations:
Combat: These one shots have maps for the main objective, so we will use Google Slides for those battles. If it is something that is more “out of rounds” we will just RP it. Post Per Day: I am looking for a group that can commit to posting once per day. I am an early riser and am usually up two hours before my family. Between 6-7 am (central) is when I will do my posting each day. Have Fun: If you’re not having fun you’re not going to want to play. If you find yourself not having fun in my game please PM me and we will work together to help correct the situation. Please feel free to dive into the game to catch up, your characters wouldn't know what the party has been up to because it's only been one day since they left and returned. If you have any questions, please just ask. ![]()
![]() Not a problem Deshe. I wish you the best of luck in your future gaming. Rasmus/Alistair - I was going to hold on until we heard from Erik, I know he was moving this past weekend but wasn't sure when he would be back on. I might give him through today before jumping back in. While we are still in the city what are you thoughts on recruitment? We have a Ranger, a Rogue, and if/when Erik is back we will have a Druid with a wolf animal companion. I could reach out and do a recruitment looking specifically for two people to fill a role round you three. Or, we could move forward with three and I will adjust accordingly. What are your thoughts? ![]()
![]() Dargys you take care of your family and will keep you in my prayers. I didn't say this in my message but if things change in life Dargys will be in Dulwich if the itch comes to play him again. Take care! I did message the rest of the party. Erik said that he is moving this weekend but will check back in and be good to go in a few days. Hope everyone has had a good weekend, and those in the states have a good Veterans Day tomorrow and if any of you happen to be a Veteran, thank you for serving! ![]()
![]() Own the D&D "Expedition to Undermountain" but haven't read it or ran it. Dotting for interest Stat: 4d6 ⇒ (4, 3, 4, 1) = 12
Rolled: 16 - 12 - 8 - 8 - 10 - 11 Well that sure does make it interesting... ![]()
![]() Hey I appreciate it guys. Yesterday was good. I know my wife and I say we talk about what happened, and we do, but not like yesterday. We have another appointment next week. This morning we took our other three kids for a hike in a nearby state park. Fresh air and climbing rocks did us all good. I am going to send the others in the game a PM to check in and let them know that I am here. My hope is that everyone would be good to kind of jump back in, but if not I do understand and won't hold any hard feelings. ![]()
![]() Hey guys. I need to apologize. These last two weeks were rough on my family. We hit a first hurdle of 18 weeks where we would have been able to have a full anatomy scan of the baby and found out if we were having a boy or a girl. I should have been on to say I needed to hit pause but I couldn't even find the effort to type in paizo in the search bar. We have a counseling appointment today. My I am wanting to come back and run the game, I just wanted to apologize. Let me know if you all are still in it and I will go from there. ![]()
![]() That sounds good. I have really enjoyed your additional writings with your postings. I say keep it up! Gives me some fuel for the future. Also, wanted to do a wellness check and see how everyone has been doing. Things really tailed off the second half of the week. I also know that many people/families take Columbus weekend as a final trip/vacation before the fall/winter kicks in. ![]()
![]() Rasmus Winbald wrote: As I get more experience and money, I was going to try to improve my sword, bit by bit, and say Rasmus is probing the contents of the book and "unlocking" hidden secrets in the sword, but still realistically paying all the costs and everything. I actually prefer this style of upgrading an item. It keeps the heirloom aspect of the item come alive. Bonding you and your grandfather by unlocking things from his past that ties to the present. Think legacy weapons. Rasmus Winbald wrote: Also, I have a question. Based on Rasmus' encounters with the followers of Braal in his backstory, I'm assuming he'd be pretty unnerved by this possible resurfacing of a similar cult, but I don't really have any evidence to go on. Even if that's not what's really going on, I think Rasmus would think that it is. Is there anyone Rasmus would be able to talk to, using the proper diplomacy and social rolls, to try to investigate this? A common rumor of the town is that there is the rise of a Braal cult in the town. This would be something your character would have heard and hunting for more info on. ![]()
![]() Alistair Fox wrote: I was thinking we had not investigated that sealed room but did not want to mention it in front of our employer. What he doesn't know won't affect our bottom line. Yes, but would that sit well on everyone's conscious... Sethiel's deity is Darlen (LG), it doesn't specifically say it but I would say that there might be a small shrine to Darlen in the Lawgiver's Hall which is a temple of Conn (LN). As far as keeping him on or dropping him off, I am going to say that he will be dropped off probably at the temple for long term care due to his possession. ![]()
![]() Klaus Reiser wrote: Technically, Klaus is correct if one looks at the Battlemap. There was no direction we didn't go or look at. To be honest, I wasn't expecting it loop. I need to apologize. The map is wrong. With the last map update I uncovered the final room of that floor. There is still the sealed door that you first came across wen you came down to that level. So there is that chamber that is unexplored... you now see what it looks like but that doesn't tell you what is in there. Also, there was progress made in the clogged staircase and could be cleared with time. That way technically is also still unexplored. ![]()
![]() Totally reasonable and acceptable response from Dargys based on his past and what the party just went through. I have zero issues with his response. That being said, on Antero's end there was a job, an offer, and an acceptance of the job. On the merchants end of things, with an agreement there are two parties giving their word. Part 1) Task/Payment, Party 2) Job Done. I can totally see both Dargys' and Antero's view of this situation. On my end, all is well. Let's see where things go. ![]()
![]() I have decided that when it comes to combat things will fall into a "us" vs "them" or a "them" vs "us" kind of round system. Because of this I am going to allow anyone who took an initiative based trait or the improved initiative feat to reselect. For those who took those, go ahead and let me know what you are picking as your trait or feat choice. ![]()
![]() Hey guys, I need to apologize. I have been scatter brained these past few days. My wife and I have learned that we lost a pregnancy at 14 weeks. We go in tomorrow for one final scan to confirm the baby is dead before she is induced. I will need a mental distraction from this terrible situation and will be posting but I might not be as consistent as I have previously been. I ask for a little grace as we navigate this time and get back to normal. Thank you all for this fun game and something to look forward to each morning. It has been a blast and I look forward to what we all discover together. ![]()
![]() Klaus, my apologies on several fronts. You are correct I did misread the torch portion. Which then led me to bot the rest of your turn as you were doing before the darkness was there. I am sorry, I had no ill will to force your PC into the tunnel to get injured as he did. I don't really know what to do at this point. It is hard to retcon because not hearing the creature attack Klaus changes everything everyone has posted. If we can move forward as Klaus went to the tunnel I think that might be easiest, but I 100% am okay if you don't want that to have been your turn and we can hit reverse and Erik/Shep would have just rushed to Deshe's aid instead of flying past. I am okay with what you want to do in this situation. Again. I am sorry, no ill will intended on my end. ![]()
![]() Dargys wrote:
You still have the light of Belfer deeper in the cave and Rasmus still having his lantern. You should still be good by the time you get to the top of the stairs because Deshe's light is coming from the hallway just ahead. ![]()
![]() Erik Sarkinen wrote: It's a double move for Shep to get to the new position on the map; I don't guess there's anything for Erik to do. Question that I need clarity on: Does the PC have any melee attack penalty when the mount double moves? If you look at Mounted Archery feat there is a normal -4 attack penalty but is halved with the feat. Is there anything similar to that with melee? I wasn't finding anything official that speaks on this, if you know of something please let me know. ![]()
![]() Just a reminder that there is no natural light down here. I know Allistair had a torch and Deshe & Belfer used his light spell. Dargys had a torch but when battle happened we went sword and board, I missed this but the torch would have fallen in the water and went out. Belfer & Alistair were both still there providing light, along with Rasmus' lantern. ![]()
![]() Sorry, I probably didn't communicate it well. So, OOC, the trap door lowers the floor stone to angle down into the cave below. It angles down similar to a slide. At the bottom of it it leads to the black stone that has a bowl-like recess on the top where you saw it collecting water. No traps, the mechanism you engaged only raises and lowers the one side taking it from an angle/slide, to flat floor. One thing that I might have not been clear on was that it appears as if the design of this chamber is to angle slightly towards that corner. The party experienced this when the water burst from the spirit and it all drained down that door. I do apologize, at times in my mind I think it is clear... but you all aren't playing in my mind. If you ever need a clearer picture please jump onto this discussion tab and ask. I want us all to be on the same page. ![]()
![]() Hey thanks all! two quick things... 1 - my posting cycle has gotten a little off cycle so I am going to hit pause on posting today and I will post tomorrow morning as per normal. Feel free to continue doing what it is you're doing. 2 - I am okay with people reading the Belfer spoiler tabs from yesterday for story purposes. I just wanted to squish the wall of text. Belfer Bramblewood wrote: He doesn't have knowledge - planar, but is there some overlap with arcana to at least know he saw Belfer wouldn't have knowledge of what he saw outside of undead, titans, and something acting as a general of one of the armies. You would have surface knowledge of undead because of the truth/rumors of a cult of Braal in the town. One of the reason why many people stay away from the cemetery at night time... but that could also just be an old wives tale to keep kids locked up in their rooms at night. ![]()
![]() GM - Shane Joseph wrote: Looking within the hole Belfer sees that it leads to a cave that is below, but there is a large object below that is blocking the way. It looks like a black stone that appears to be absorbing the light from Belfer’s spell (Or torch). Looking down on the stone you see that the top is shaped like a bowl and the water that drained this way has filled it and is overflowing onto the cave floor below. Just a quick clarification. What Belfer sees below is a large black stone blocking real passage below. Carved out within the top of the stone is a bowl that is collecting the water that flowed down. Hope that makes sense, there isn't a bowl on top of it or anything. ![]()
![]() Hey guys, I want to give you info about this next week for me. Tomorrow is my wife and my 10th anniversary and we are leaving for a trip today and will be back on Monday. I do not see a laps in gameplay because I am an early riser and my wife likes to sleep in. But, just incase... that is what is going on. Second, I always like to check in on your expectations from me and to just ask the question "is there anything I could be doing better/different to help enhance the gameplay experience?" I know that is different for each person, but I like to be adaptable and help enhance this shared storytelling time together. ![]()
![]() Klaus Reiser wrote: It doesn’t surprise me one bit that I have to play the foil to instant cup-of-heroes, just add hot water spirit. :P Umm.. the water was actually cold... (sarcasm) There is a lot to unpack and at a physical table this discussion would be significantly easier. As you said, we're all here to be and play heroes, and with that there is a bit of disconnect from "characters who behave like actual people." Partly because you have answered this call, but mostly because you all are not normal people. If you check out Adventurers in Ashlar it says that an overwhelming majority of the people are common folk who can't do much of anything. Swing a sword, sling a spell, etc.Because of this, Alistair is right. You might bring it to the powers that be, but it would eventually slide down to those who are most qualified... you all. Now, if Klaus wouldn't continue because he doesn't believe he is that qualified person... then that is a different story. Maybe he does leave... it would be an opportunity for Sethiel to return home, and for someone to connect with a friend in the city that might be interested in this exploration (your new character). That would be an organic thing that would happen too... I believe that in my roll I need to set out hooks that would cause characters to want to continue, and I believe that I have been doing that. But, there is an equal responsibility on the players side to hang onto one of the hooks and run with it. Whatever your decision is I am cool with it. And if I have completely misunderstood what you are saying I apologize. ![]()
![]() Alistair Fox wrote: Do we make a roll to hear the excitement in the other room or is the GM making said roll? It is happening in the next room. Belfer is yelling for Sethiel to move. I think that it is safe to say that you guys can hear what is going on. According to the map you guys are only 15-25 feet away from each other. ![]()
![]() Sethiel Lunyris wrote: I'm having a very hard time keeping up with this game, so I'm going to drop out. Thanks for giving me a chance! Sethiel, I am sorry to hear you are leaving. Hope all goes well! Everyone I will bot Sethiel moving forward. Dargys we are not "in combat" but effectively in rounds. Everyone treat it the same as combat when it comes to action economy and such. ![]()
![]() Yes. Let's regroup in reverse order. Alistair is the one who moved forward and at the door he needed to make the will save. No one else needs to make that save. Belfer did make the check, and I noted it in my posting from Saturday Deshe ran down into the cave and had a spiritual encounter but have since came back. Now from all of that, what people do and don't share is totally up to them. I am following the promptings of what people are doing based on post/map. Which is why I wanted to clarify if Deshe was indeed heading to the cave all by himself. Scooby Doo tactics always leads to interesting fun. Does that clear things up on where we are? If I've missed something let me know, I never want to miss something your characters have done. And If I have, it's never intentional. |