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Subject: Well.........

As I see it, if Max stood on Ody's shoulders he'd still be about 7 foot short of the door. Ody is 6'9' in this form and Max is 7' tall. A Stair of stone or a stone ladder would allow Max to climb to the door and check for traps and the rest of us dash up and out of the room.

Posted on 2016-01-29 at 21:19:39.

Topic: Trilogy War Q/A
Subject: Continual Light?

A couple of the Clerics have this spell and could be used maybe to turn the horde. The Fighter can hold off those that through. Also a wall of force could back them. Maybe the hemisphere of force around us and the light out front. We might be able to hold them off until dawn.

Level: 3 Sphere: Elemental (Earth) [Alteration]
Range: Touch Components: V, S, M
Duration: Permanent Casting Time: 1 rd.
Area of Effect: 9 cu. ft. + 1 cu. ft./level Saving Throw: None

This spell is similar to a light spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a dispel magic spell. Creatures with penalties in bright light suffer them in this spell's area of effect. As with the light spell, this can be cast into the air, onto an object, or at a creature. In the third case, the continual light affects the space about 1 foot behind a creature that successfully rolls its saving throw vs. spell (a failed saving throw means the continual light is centered on the creature and moves as it moves). Note that this spell also blinds a creature if it is successfully cast upon the creature's visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell effects are blocked until the covering is removed.

Continual light brought into an area of magical darkness (or vice versa) cancels the darkness so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of a continual light spell against a similar or weaker magical darkness cancels both.

This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in a typical campaign. Extremely hard and expensive materials might last hundreds or even thousands of years.

The reverse spell, continual darkness, causes complete absence of light (pitch blackness), similar to the darkness spell but of greater duration and area.

Posted on 2016-01-29 at 21:12:47.

Subject: Change the Wall?

Another option:
Ody has the priest spell of Shape Stone. He could transform the stone wall into stairs or create a stone ladder out of the wall. this could be an easy way out.

Level: 3 Sphere: Elemental (Earth) [Alteration]
Range: Touch Components: V, S, M
Duration: Permanent Casting Time: 1 rd.
Area of Effect: 9 cu. ft. + 1 cu. ft./level Saving Throw: None

By means of this spell, the caster can form an existing piece of stone into any shape that suits his purposes. For example, he can make a stone weapon, a special trapdoor, or a crude idol. By the same token, it enables the spellcaster to shape a stone door, perhaps so as to escape imprisonment, providing the volume of stone involved is within the limits of the area of effect. While stone coffers can be thus formed, stone doors made, etc., the fineness of detail is not great.

Being that we have sort slowed a lot in this game I have forgotten just what Ody has and can do. Got to get back on my toes here.

Posted on 2016-01-29 at 20:00:14.
Edited on 2016-01-29 at 20:11:19 by Odyson

Topic: Trilogy War Q/A
Subject: Outside the Box....

Another thought. How about a Wall of Force to stop them and then Fire Ball them. There are a lot and it will take a bit.

Also I was wondering if an invisibility spell on us would make them go look for something else to eat.

Like Wall of Force to stop them and then go invisible until dawn.

Posted on 2016-01-28 at 18:27:45.

Subject: Tann's Plan

the one door out is 20 feet up the south wall, in the middle.

So that would be a long reach down to pull up the wiz. Got to think about this. Would it seem to work better to lift the wiz and Ody go last. His reach is about to 10 foot over his head.

I think I need to have Ody toss his gear up, so when he changes back he has his other weapons and stuff. I have got to keep track of my stuff.

Got to check spells to see there something to there.

The Wiz could cast enlarge on Ody, he could lift Max to check the door and open it. Then Ody lifts the other up to the door and then pulls himself in.


Posted on 2016-01-27 at 20:06:05.

Topic: Trilogy War Q/A
Subject: I may Have Found something...........

This may be what is coming!

CLIMATE/TERRAIN: Temperate/Forest, subterranean
ACTIVITY CYCLE: Night (but see below)
DIET: Carnivore
ALIGNMENT: Chaotic neutral
THAC0: 19
DAMAGE/ATTACK: 1-8 (weapon)
SIZE: S-M (4'-5' tall)
MORALE: Irregular (5)

They come screaming, jabbering, and howling out of the night. Dozens, maybe hundreds, of hunchbacked, naked humanoids swarm unceasingly forward, brandishing short swords. They have no thought of safety, subtlety, or strategy, leaving others with no hope of stopping their mass assault. And then, having come and killed, the gibberlings move on randomly back into the night.
The first impression of gibberlings is of a writhing mass of fur and flesh in the distant moonlit darkness. The pandemonium is actually a mass of pale, hunchbacked humanoids, with pointed canine ears, black manes surrounding their hideous, grinning faces. Their eyes are black, and shine with a maniacal gleam. They carry short swords in their overly long arms as they lope ever faster forward.

Combat: Gibberlings attack in great numbers, uttering ghastly howls, clicks, shrieks, and insane chattering noises which cause even the boldest hirelings to check morale each round. PCs need only make a morale check if it is appropriate to their character. The screaming mob is completely disorganized in form, and random in direction.
The gibberlings attack with common swords, but such is their skill and practice in using these weapons that they are +1 to hit. Their forward motion slows only long enough to kill anything moving, then continues forward, their bloodlust apparently unabated. They always fight to the death. All food in their path is devoured, including the fallen among their own number, and any unfortified building or objects are generally wrecked.
The only true hope of survival, should a herd of gibberlings be encountered, is to take strategic advantage of their fear and detestation of bright light. The gibberlings generally frequent only dense forests and subterranean passages, loathing bright light of all kinds, and are particularly afraid of fire. Although their mass attacks would quickly overwhelm someone wielding a torch, a bright bonfire or magical light of sufficient intensity will hold them at bay or deflect their path.
Habitat/Society: It is difficult to imagine a gibberling social structure. It can be roughly compared to the social structure of lemmings throwing themselves into the sea, or of a school of pirhana in a feeding frenzy. There is no sense, no organization, and no individuality. Though they clearly have a primitive means of communicating among themselves, they have no discernable language.
Gibberlings traveling above-ground invariably burrow into the ground to hide during the daytime, and it is at such time that they are most vulnerable. They can easily be tracked by the path of chaos and destruction they leave, and can be quickly dispatched while they lie dormant just beneath the surface of the ground. If uncovered, they awake, but generally cower in fear at the bright light surrounding them, and so are easy prey. Subterranean gibberlings may burrow into the ground, or may simply lie down in a curled, fetal posture at times of rest. They awake suddenly, as a group, and burst in unison out of the ground, howling and gibbering in a most frightful way.
If captured, these strange creatures speak only their own incomprehensible gibberish, and show neither the patience nor the inclination to learn other languages or communicate whatsoever with their captors. Instead, they beat against their cages and fling themselves at barred windows and doorways in pitiful attempts to escape their captivity.
It is unclear how or when or even if gibberlings procreate.
Ecology: Attempts to find the gibberlings' lairs have inevitably led back to subterranean passages, where the trail is eventually lost in the deepest rock-floored recesses of the caverns.
Gibberlings require a prodigious amount of food to support their manic nocturnal existence, stripping to the bone anyone or anything that should fall in their path. Their fur is commonly infested with lice and other pests picked up during their burrowed slumber. Their hides are vile and worthless. Gibberlings carry no treasure or other useful items.Their swords are of the commonest variety, with no markings or decoration, and are often pitted and dull. In short, gibberlings serve no purpose and no known master, save random death in the night.

We should act fast and bowl them over with Fire Balls!!!

Posted on 2016-01-27 at 18:48:05.
Edited on 2016-01-27 at 18:50:42 by Odyson

Topic: Trilogy War Q/A
Subject: Undead??????

Well if these are undead ghosty things then I'd think the Clerics zapping out a Turn Undead may be called for and if that doesn't do it Ulthok can try toasting them with Burning Hands. If fire works then a well places Fire Ball could wipe out the rear guard.

Tried looking up monsters to get a guess at what they may be and I didn't find what I thought was a good match.

Any guesses for you guys?

pale long armed creatures coming up behind them, all armed with crude swords and wearing no armor. The party was under attack by a seemingly vast horde of these unknown creatures. These may not be undead. The crude sword is a clue as is the being pale and long arms.

Does someone have a Commanding Voice that could tell them to halt?

Posted on 2016-01-27 at 18:06:52.
Edited on 2016-01-27 at 18:19:11 by Odyson

Topic: Trilogy War Q/A
Subject: What's That?????

Well I guess I don't have to worry about posting new spells.

So long armed ghostly looking things. Hmmm.......

Anyone got a guess at what they are.
I'll go searching for ideas.

Posted on 2016-01-25 at 18:58:25.

Topic: Tann’s NFL U Pick em Game 2016-17
Subject: Me First............

Go with the Blue.

Carolina Panthers

Posted on 2016-01-25 at 18:49:08.

Topic: Weird War II
Subject: Let's Get On With It..........

If it was left up to most of the guys they'd shoot first and sort things out later. But Star took the lead as Doc was sure she would. It wasn't just a girl thing, Star was the expert in sort of thing. As she addressed the figure on the floor the waxen lady rose and spoke to her,"hal takhdim aleashiqa ? hal hadhih qurbanana laha lilttadhia?".

Under his breath Doc mumbled, "What the blazes does that mean?"

Star's brief translation was a bit unnerving, "Umm something about The Mistress and I think she's asking if I want to offer you guys as a sacrifice."

A soft smirk crosses Stars face as she nods back to the priestess, an speaks. It just more that same gibberish.
Star shifted her cloak. Standing up a little straighter she spoke again, her voice hinted with a air of authority, but it was still more of that foreign stuff. He saw Star watched the woman's body an face for tell's of her reaction to her words.

Doc's hand rested on his 45, he did not know if that waxy glowing thing could die, but at least a few slugs might give Star a chance to do her voodoo on it.

Posted on 2016-01-24 at 20:03:39.
Edited on 2016-01-25 at 20:14:44 by Odyson

Topic: The Trilogy War
Subject: Away.........

She couldn't help but smile as she winded her way to the coast with the party in tow. One of the smallest in this mix of creatures she felt a sense of pride that she had been able to help in a big way. The potions her companions used made them as light as the down of the thistle so having them clinging to her legs, back and tail they didn't drag her down. Only Ulthok held her hand, she only wished that Valene was here to hold the other. She knew her mage had put up strong front, but she had sensed the shadow that covered Ulthok's heart.

Flying for two days was starting to take its toll on the Faerie Dragon so when the coast appeared before them on the dawn of the third day she felt a sense of relief. Spying a sheltered beach she descended and hovered to let each member land safely. As the party rested Peri assume her normal size.

Gliding into the air the mage the retreat. He should have known better than cast that spell but after hearing the bickering of party he let emotion instead of logic rule. The old tales of the dark elves spoke of their sense of magic, but it was nothing compared to reality.

The party joined his lead and they ascended toward the sky. Peri cast a spell and grew from a diminutive fluttering creature into a formidable creature. The tiny butterfly like wings now beat with a strength and power. The party caught up to Peri and latched on. Sliding his hand into Peri's; she closed fingers with a gentle yet firm grip. There she guided him through the skies. Her sure grip allowed the Halfling to nap a times. On the dawn of third day the mage felt the gentle descent.

Ulthok watched his companions as they landed safely. They had not had the advantage of Peri's sure grip and he saw the fatigue in their eyes and movements. So as they rested.
The next morning he chose to let Sirene save her magic spell and use the scroll of creation he'd carried unused for so long. He pulled the scroll, quill and ink. In a short time he had drawn a long slender boat with sail and ores. A dragon head adorned the prow and a strong rudder extended from the rear. Invoking the words of the scroll a sturdy sailing craft appeared on the water in front of them.
One by one the companions loaded their gear and themselves into the boat. Then for the next four days they took their turn on ore and rudder as needed. The mages used their rest time to study and prepare new spells as the saw fit.

At the midday of that fourth day they caught first sight of The Isle of the Cyclops. The rest of the day was spent sailing around its rock walls. With the coming of dusk they finally caught sight of a lone beach. The beach they could see from the boat was deserted and looked as if nothing had set foot upon it in a very long time. Steering the boat to the shore they drove the boat onto the beach. Once the boat was grounded they grabbed their gear and gathered. "We need to find cover and get off this beach before we are spotted by something unfriendly." It time for the Ranger again.

(I should have a new list of spells for Ulthok and Peri by Monday night.)

Posted on 2016-01-24 at 17:56:53.

Topic: Tann’s NFL U Pick em Game 2016-17
Subject: Not A Hard Pick..........

I think the Superbowl is getting easier to see.

Week 20


Posted on 2016-01-18 at 19:24:42.

Topic: Tann’s NFL U Pick em Game 2016-17
Subject: Week 20............

Here we go again!!!!!!

6:40 PM ET
Cardinals at Panthers
3:05 PM ET
Patriots at Broncos

Posted on 2016-01-18 at 19:20:49.

Topic: Trilogy War Q/A
Subject: We Need To Go........

The fog also cuts the party off from the battle so if we all exit stage right the our mighty warrior will most likely come along. You know them hero types.

Posted on 2016-01-17 at 20:39:36.

Topic: The Trilogy War
Subject: Up, Up and Away...........

As the alarm blared Ulthok regretted his impulsive active. They needed to escape now, quickly,. and without a trail to follow. "I have erred and now we most fly,and I mean FLY. They can track us so we must not leave them a trail. Use a potion and head for the coast. Those with more skilled help the others move as quickly as possible. With luck they may not look to sky." Pulling a potion the mage started to run to enhance his momentum as he down the fluid. "Let's go,,"

The little fay creature felt badly that her companions excellent prank failed. Sensing the urgency she followed Ulthok. Hearing him and watching him take to flight. "I'll help as I can", she chirped. Remembering her enlarge spell the creature took the air, "If you all take to the sky then grab a hold and I'll do my best to speed us on." When the party had joined the flight the Peri cast her spell and with her larger wings she could now tow her friends to safely. Once all were linked to each other or Peri she willed herself invisible hoping all would disappear with her.

Posted on 2016-01-17 at 20:28:13.
Edited on 2016-01-17 at 20:48:33 by Odyson

Topic: Trilogy War Q/A
Subject: So..............

I will be away all day Saturday but may be able to post late.

Do we want Peri to enlarge and then we all fly away ... or do we fight?

Peri's action would start things so I need to know to get you guys a post to work with.

If we fight I don't think we should not try to face all of them at once. Hurrying down the road to separate the Drow from the slower Dwarvs and Gollums may be a good tactic. Then separate the Dwarvs from the slower Gollums.

To fight the Drow us should draw them into the sunlight. But their hand crossbow darts can be a problem, but if what was said about their weapons is true for the crossbows too then they may start to deteriorate in direct sunlight.

Sunbursts from Ulthoks weand might slow them too.

But with their magic resistance we may want to concentrate on melee attacks. Range weapons on the Drow.

Posted on 2016-01-15 at 19:42:46.
Edited on 2016-01-15 at 19:50:02 by Odyson

Topic: Trilogy War Q/A
Subject: Drow.........

Here's some 2.0 information about Drow........

Combat: The drow's world is one in which violent conflict is part of everyday life. It should not be surprising then, that most drow encountered, whether alone or in a group, are ready to fight. Drow encountered outside of a drow city are at least 2nd-level fighters. (See Society note below.)
Drow wear finely crafted, non-encumbering, black mesh armor. This extremely strong mail is made with a special alloy of steel containing adamantite. The special alloy, when worked by a drow armorer, yields mail that has the same properties of chain mail +1 to +5, although it does not radiate magic. Even the lowliest drow fighters have, in effect, chain mail +1, while higher level drow have more finely crafted, more powerful, mail. (The armor usually has a+1 for every four levels of experience of the drow wearing it.)

Dark elves also carry small shields (bucklers) fashioned of adamantite. Like drow armor, these special shields may be + 1,+2, or even+3, though only the most important drow fighters have+3 bucklers.

Most drow carry a long dagger and a short sword of adamantite alloy. These daggers and swords can have a+1 to + 3 bonus, and drow nobles may have daggers and swords of +4 bonus. Some drow (50%) also carry small crossbows that can be held in one hand and will shoot darts up to 60 yards. The darts only inflict 1-3 points of damage, but dark elves commonly coat them with poison that renders a victim unconscious, unless he rolls a successful saving throw vs. poison, with a -4 penalty. The effects last 2d4 hours.

A few drow carry adamantite maces (+ 1 to+5 bonus) instead of blades. Others carry small javelins coated with the same poison as the darts. They have a range of 90 yards with a short range bonus of+3, a +2 at medium, and a +1 at long.
Drow move silently and have superior infravision (120 feet). They also have the same intuitive sense about their underground world as dwarves do, and can detect secret doors with the same chance of success as other elves. A dark elf can only be surprised by an opponent on a roll of 1 on ldl0.

All dark elves receive training in magic, and are able to use the following spells once per day: dancing lights, faerie fire, and darkness. Drow above 4th level can use levitate, know alignment, and detect magic once per day. Drow priests can also use detect lie, clairvoyance, suggestion, and dispel magic once per day.

Perhaps it is the common use of magic in drow society that has given the dark elves their incredible resistance. Drow have a base resistance to magic of 50%, which increases by 2% for each level of experience. (Multi-classed drow gain the bonus from only the class in which they have the highest level.) All dark elves save vs. all forms of magical attack (including devices) with a+2 bonus. Thus, a 5th-level drow has a 60% base magic resistance and a +2 bonus to her saving throws vs. spells that get past her magic resistance.

Drow encountered in a group always have a leader of a higher level than the rest of the party. If 10 or more drow are encountered, a fighter/mage of at least 3rd level in each class is leading them. If 20 drow are encountered, then, in addition to the higher level fighter/mage, there is a fighter/priest of at least the 6th level in both classes. If there are more than 30, up to 50% are priests and the leader is at least a 7th-level fighter/8th-level priest, with a 5th-level fighter/4th-level mage for an assistant, in addition to the other high level leaders.

Dark elves do have one great weakness+bright light. Because the drow have lived so long in the earth, rarely venturing to the surface, they are no longer able to tolerate bright light of any kind. Drow within the radius of a light or continual light spell are 90% likely to be seen. In addition, they lose 2 points from their Dexterity and attack with a -2 penalty inside the area of these spells. Characters subject to spells cast by drow affected by a light or continual light spell add a +2 bonus to their saving throws. If drow are attacking a target that is in the area of effect of a light or continual light spell, they suffer an additional -1 penalty to their attack rolls, and targets of drow magical attacks save at an additional+1. These penalties are cumulative (i.e., if both the drow and their targets are in the area of effect of a light spell, the drow suffer a -3 penalty to their attack rolls and the targets gain a +3).
Because of the serious negative effects of strong light on the drow, they are 75% likely to leave an area of bright light, unless they are in battle. Light sources like torches, lanterns, magical weapons, or faerie fire spells, do not affect drow.

Direct sunlight utterly destroys drow cloth, boots, weapons, and armor. When any item produced by them is exposed to the light of the sun, irreversible decay begins. Within 2d6 days, the items lose their magical properties and rot, becoming totally worthless. Drow artifacts, protected from sunlight, retain their special properties for ld20+30 days before becoming normal items. If a drow item is protected from direct sunlight and exposed to the radiations of the drow underworld for one week out of every four, it will retain its properties indefinitely.

Drow sleep poison, used on their darts and javelins, is highly prized by traders on the surface. However, this poison loses its potency instantly when exposed to sunlight, and remains effective for only 60 days after it is exposed to air. Drow poison remains potent for a year if kept in an unopened packet.

Posted on 2016-01-14 at 19:18:48.

Topic: Trilogy War Q/A
Subject: Peri........

Yes, Peri turning big is an option. That spell would work.
For teleport remember we have to be able to visualize exactly where we are going or there could be a problem.

Astrid, think of what you would like to do with the gollums and then ask Tann if you have found that in your book. Keep asking questions. He won't come out and just tell what you learned. Think up stuff that would be possible and ASK!!!
He may do some dice rolls, hope for 20's. We used say "call your favorable" so you pick high or low and then roll. The DM then makes a judgement depending on how well the roll it.

Good stuff.. anymore ideas????

Posted on 2016-01-13 at 19:21:35.

Topic: Tann’s NFL U Pick em Game 2016-17
Subject: Ody's Week 19 Picks

Saturday, Jan. 16

New England Patriots

Arizona Cardinals

Sunday, Jan. 17

Carolina Panthers

Denver Broncos

Posted on 2016-01-12 at 18:56:18.

Topic: Weird War II Q n A
Subject: Yikes...Again.........

Well hal hath no banana like a qurbanana!

I hope this where Star tell Miss Blue Eyes we are guards or something and we search for those that defiling the tempel...or something like that...


Posted on 2016-01-12 at 18:50:43.

Topic: Trilogy War Q/A
Subject: Hmmm...

I'm not crazy about the idea of teleporting back toward the city.

How about someone changes into a big bird, the rest drink a fly potion and then grab on as the bird flies all away rapidly.

That way no trail, rapid departure, get to the coast quickly, make the boat and sail off before of them find us.

Posted on 2016-01-12 at 18:38:57.

Topic: Tann’s NFL U Pick em Game 2016-17
Subject: Week 19....

Here's the matchups........

Saturday, Jan. 16

No. 5 Kansas City Chiefs (12-5) at No. 2 New England Patriots (12-4): 4:35 p.m., CBS

No. 5 Green Bay Packers (11-6) at No. 2 Arizona Cardinals (13-3): 8:15 p.m., NBC

Sunday, Jan. 17

No. 6 Seattle Seahawks (11-6) at No. 1 Carolina Panthers (15-1): 1:05 p.m., FOX

No. 6 Pittsburgh Steelers (11-6) at No. 1 Denver Broncos (12-4): 4:40 p.m., CBS

Posted on 2016-01-11 at 20:33:41.
Edited on 2016-01-11 at 20:35:04 by Odyson

Topic: Trilogy War Q/A
Subject: Oops.........

Sorry, I guess I should have said something before taking a parting shot.

Well do we run, fight, get creative? We can out run Dwarves and Gollums, but them Drow got skills...and magic.

This could be why the Drow are gone. Does Sirene have a Genocide spell?

So one way to stop fighting amoung ourselves is to have a common enemy...well I guess we've got that now.

I'm not too worried about effecting the future...I believe we already have. What we do is supposed to happen.

Posted on 2016-01-11 at 20:20:59.

Topic: Weird War II Q n A
Subject: Where Did He come From??????

It may be scraping the barrel, but he does WANT to play, so I'm sure he'll stick around.

And it is sooooo annoying the hear him whine about being left out.(Hope that doesn't get Ulthok killed, lol.)

For continuity maybe he should take over Rat and perhaps if we survive and there is another adventure he could bring back Romo.

It would show his versatility by breathing life into a ready made character.(After all he is a DM.)

Posted on 2016-01-11 at 19:26:39.
Edited on 2016-01-11 at 19:45:43 by Odyson

Topic: Destiny Flight - QnA
Subject: We Are Keeping The Boat............

Well maybe Jon will split his share between Tess and Grace after his honeymoon with Steph. J.C. can work his deal Tess and Grace or he can come work for Jon and Steph as they set up a flying medical unit for the outer planets.

Posted on 2016-01-10 at 18:42:51.

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