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Post by Achán hiNidráne on May 17, 2014 22:46:40 GMT -6
Niiiiice Simon! I'd love to see what you can do with a Sword & Planet setting.
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Post by simonw on May 18, 2014 4:22:24 GMT -6
Map update
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Post by simonw on May 23, 2014 0:32:36 GMT -6
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jdjarvis
Level 4 Theurgist
Hmmm,,,, had two user names, I'll be using this one from now on.
Posts: 123
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Post by jdjarvis on May 27, 2014 11:36:50 GMT -6
Cool, a Barbarian Pc class, a bit of sample setting info, and more monsters.
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Post by simonw on May 27, 2014 12:48:33 GMT -6
Cool, a Barbarian Pc class, a bit of sample setting info, and more monsters. Yep - but I'm dropping out the mass combat rules and the sea battle rules for a later add-on, so I can concentrate on getting this finished without being sidetracked.
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jdjarvis
Level 4 Theurgist
Hmmm,,,, had two user names, I'll be using this one from now on.
Posts: 123
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Post by jdjarvis on May 27, 2014 14:09:48 GMT -6
I did quickie combat for Woodland Warriors using the attack roll as the damage roll. High AC warriors under such a method don't get hurt much but when they do...whammo a good bit of damage. It made fights on the large side fairly quick, granted not mass battles but dozens at a time is still a big fight.
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Post by simonw on May 27, 2014 15:15:41 GMT -6
I did quickie combat for Woodland Warriors using the attack roll as the damage roll. High AC warriors under such a method don't get hurt much but when they do...whammo a good bit of damage. It made fights on the large side fairly quick, granted not mass battles but dozens at a time is still a big fight. How did you do that - not sure I get it..? I ran two Woodland Warriors campaigns when I first brought out WW. The PCs in the first campaign didn't have massively high stats (the squirrel scout had a 6 DEX! and the hedgehog wizzard (that's how he spelt it) had INT 4 - he couldn't learn/cast spells, but I allowed him to cast them off his wand if his master put them on there for him! - there was also a mole warrior, a mouse friar and a badger wayfarer) but they made it to 6th level and retired - all except the wayfarer who was killed. The combat runs quite smoothly and can be quite nasty - the thing that saved the Mole a few times was the fact that you aren't dead at 0 HP - the Fort save can keep PCs alive that bit longer.
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jdjarvis
Level 4 Theurgist
Hmmm,,,, had two user names, I'll be using this one from now on.
Posts: 123
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Post by jdjarvis on May 27, 2014 18:01:17 GMT -6
I used the attack roll as the damage roll. If there were 20 HD of foes attacking I'd roll 20 dice, remove all the misses. Total up the remaining dice to determine damage. If a foe did d3 damage I'd just divide the attack dice by 2 when determining damage. Good attack rolls resulted in good damage since a hit roll of 6 would aslo mean 6 points of damage(before modifications).
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Post by simonw on May 30, 2014 9:28:59 GMT -6
How about this NPC class?
NPC Class
ROYAL REDEEMER Redeemers are agents of the King of Krand. They have wide-ranging powers to enable them to seek out and bring to justice any Dendrelyssi they discover. These powers have lately extended to destroying Dendrelyssi, sorcerers, witches, demons and anyone that speaks out against the rulers of Krand. Redeemers are particularly single-minded in their search for signs of chaos wherever it lurks.
Prime Attribute: WIS. If WIS is 13+, you gain +5% to XP earned Primary Save: Will Hit Dice: 1d6 (+1) at 1st level. Then per the Redeemer Advancement table. Armour/Shield Permitted: Any Weapons Permitted: Medium or light weapons only
Table 12: Royal Redeemer Advancement
Level Hit Dice Primary Secondary Tertiary 1 1(+1) 3+ 4+ 5+ 2 1(+2) 3+ 4+ 4+ 3 2 2+ 3+ 4+ 4 2(+1) 2+ 3+ 3+ 5 2(+2) 2+ 3+ 3+ 6 3 1+ 2+ 3+ 7 3(+1) 1+ 2+ 3+ 8 3(+2) 1+ 2+ 2+ 9 4 1+ 2+ 2+ 10 4(+1) 1+ 1+ 2+
Redeemer Class Abilities Diplomatic Protection: At 1st level, a Royal Redeemer receives a signet (a ring or a brooch) from the King of Krand denoting the agent's favored connection to Crown and Nation. This connection provides status and a certain level of protection from the law. In Krand, this protection is absolute (though violating the laws of the land can sometimes lead to trouble for the agent). In the neighboring lands, treaties and long-established agreements protect Royal Redeemers, but agents who push their luck—meddling in the affairs of government in lands other than Krand, killing wantonly, or otherwise flouting the local law at every turn—are likely to suffer "accidents" that are completely disavowed by authorities in those lands. In other realms, a Royal Redeemer’s royal protection is meaningless.
At 1st level, the redeemer chooses which of the following six skills will be his primary (best), which will be secondary and which will be tertiary (least good). He chooses two skills for each category. Most of these skills assume the redeemer is carrying out the task at some speed or under a degree of pressure. If the redeemer has time, the GM could give a small bonus, say +1 to the roll. Some skills benefit from good equipment. Some of these things can be performed by any character on a roll of 6+ at the GMs discretion.
Assess Person: With a minute of study and a die roll, the redeemer can figure out something about someone he can see. The redeemer can tell the level and class (if he has a class), the person’s alignment, whether the person is in disguise or hiding something and some other useful information at the GMs discretion.
Detect Illusions: Redeemers are trained to notice the tricks and stratagems of other sorcerers, enchantresses and demons and to detect magical illusions. Against any illusory spell, the redeemer gets a roll to see if he sees through the illusion (in addition to any save he would normally get).
Disciplined Mind: A redeemer is particularly resistant to enchantment (charm) spells and those effects that make him do things he’d rather not do, like fear, possession and enchantment. He gets this second roll per the above table if his normal Will save is unsuccessful.
Force Shapechange: A Royal Redeemer can force a creature into its natural form. The Redeemer must make a successful melee attack against the creature. If the attack is successful, the redeemer makes a roll to force the target into its natural shape. This ability undoes the effect of alter self, polymorph, shapechange, and alternate form abilities, whether exceptional, spell-like, or supernatural in nature. The affected creature cannot change its shape again for 1D6 rounds.
Gather Information: Redeemers obtain information by greasing palms, subtlety, force or fear. With a successful die roll, they can get a general idea of a city’s major news items or more specific information as required. The higher the result, the better the information they can obtain.
Learn the Truth: By touching a person or creature that has lied to him, a Royal Redeemer of can force the creature to tell the truth.
Establish Chapter (10th): At 10th level, a redeemer can set up a chapterhouse of redeemers as an outpost against the chaos of sorcery. The redeemer will be joined by a number of low-level redeemers and fighting-men, ready to die for the cause if necessary.
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jdjarvis
Level 4 Theurgist
Hmmm,,,, had two user names, I'll be using this one from now on.
Posts: 123
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Post by jdjarvis on May 30, 2014 9:57:08 GMT -6
Cool NPC idea. Definitely establishes a flavor and danger for playing certain PCs.
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Post by Malcadon on Jun 1, 2014 2:31:44 GMT -6
Wow, I really like the rules! I really like the simple d6 rolls for everything, the ability to make multiple attacks a round, and the Mountebank class is a great compliment to the otherwise Dexterity-focused Thief. That, and I really like Charisma-based classes, like the Noble and Temptress classes for the Conan d20 game. I always found the one attack/round used in the standard D&D systems to be annoying, as otherwise powerful mid- and high-level characters have to whittle-down large creatures or a mass of men with their basic, puny weapons. This would really speedup combat at higher levels. I cant wait to see what more you have up your sleeves. Keep up the good work!
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Post by simonw on Jun 3, 2014 6:21:28 GMT -6
Crimson Blades is now out on RPGNow
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Post by stevemitchell on Jun 3, 2014 9:11:51 GMT -6
Do you have plans for a print edition?
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Post by simonw on Jun 3, 2014 9:29:06 GMT -6
Do you have plans for a print edition? Yep - via LULU, but I'm waiting for the print proof first - should be next week.
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Post by Mike on Jun 4, 2014 22:54:15 GMT -6
Apologies, I missed a meeting.
So this is WW rules in a Stormbringer-style setting?
Any changes to the WW rules?
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Post by simonw on Jun 5, 2014 0:08:39 GMT -6
Apologies, I missed a meeting. So this is WW rules in a Stormbringer-style setting? Any changes to the WW rules? Yep - you missed the drafts when they were available! There are just a few changes - characters are expanded to level 10 and there are some different classes. The actual mechanics are the same with a few minor tweaks. The games assumes the default setting of the "Crimson Lands" - it's kinda got a "Young Kingdoms" vibe (at least, that's what I was going for).
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machpants
Level 5 Thaumaturgist
Supersonic Underwear!
Posts: 259
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Post by machpants on Jun 5, 2014 2:06:52 GMT -6
Can you put print PDF bundles on RPGnow? I know Lulu don't do them, or at least I haven't seen one.
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Post by simonw on Jun 5, 2014 9:14:53 GMT -6
It'll be on LULU because I have less problems with their cover designer. I do charge a modest amount for the pdf version so that if you do get both, you're still getting good value. I'll see if I can negotiate the RPGNow cover system again though...
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Post by simonw on Jun 5, 2014 12:43:01 GMT -6
Incidentally, I'll be uploading a revised version when I've corrected a few minor typos and so on. The upload will include bookmarks.
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Post by simonw on Jun 7, 2014 2:10:34 GMT -6
I've been working on Crimson Lands, the supplement to Crimson Lords. It'll include a few new classes, mass combat, sea battles and more background on the setting. here is the first of the new classes:
GRIOT Griots are historians, storytellers, praise-singers, poet and/or musicians. The griot is a repository of oral tradition and is also often seen as something of a societal leader due to his or her traditional position as an adviser to royal personages. As a result of the former of these two functions a griot is called a bard or a skald in some regions of the Crimson Lands. A griot’s wit can be devastating and his or her knowledge of local history formidable. Although they are popularly known as "praise singers", griots may also use their vocal expertise for gossip, satire, or political comment.
Prime Attribute: Charisma. If CHA is 13+, you gain +5% to XP earned. Primary Save: Will Hit Dice: 1D6 at 1st level, then as the Griot Advancement table Armour/Shield Permitted: Quilted, leather, chain no shields Weapons Permitted: Light & medium only
Table 1: Griot Advancement
Level Hit Dice Summoning Primary Secondary Tertiary 1 1 6+ 3+ 4+ 5+ 2 1(+1) 6+ 3+ 4+ 4+ 3 1(+2) 5+ 2+ 3+ 4+ 4 2(-1) 5+ 2+ 3+ 3+ 5 2 4+ 2+ 3+ 3+ 6 2(+1) 4+ 1+ 2+ 3+ 7 2(+2) 3+ 1+ 2+ 3+ 8 3(-1) 3+ 1+ 2+ 2+ 9 3 2+ 1+ 2+ 2+ 10 3(+1) 2+ 1+ 1+ 2+
Summoning: Whilst griots aren’t generally known to be summoners, they are actually able to summon either undead or demons of knowledge (chosen at outset). This is how they know so much – if they want to know about a battle, they summon the shade of someone who was there; if they want to know about a specific place or artifact, they summon a demon knowledgeable of these things. They don’t do this in public, of course. Griots aren’t known to bind their undead or demons, but that isn’t to say they aren’t able to.
At 1st level, the griot chooses which of the following skills will be his primary (best), which will be secondary and which will be tertiary (least good). He chooses two skills for each category. Most of these skills assume the griot is carrying out the task at some speed or under a degree of pressure. If the griot has time, the GM could give a small bonus; say +1 to the roll. Some skills benefit from good equipment. These abilities are unavailable to other classes. Followers: Griots are able to gain followers as if they were hirelings, without the need to pay them, by making a successful roll. They can also add 1 follower to the normal number of hirelings allowed for every level of griot.
King’s Ear: Some griots advance to such a position that wherever they go they are welcomed by the nobility of that land. This connection provides status and a certain level of protection from the law (Griotic Immunity). In the griot’s homeland, this protection is absolute (though violating the laws of the land can sometimes lead to trouble for the griot). In other lands this can be a little less certain. Mostly, this is role-played, but when used during a confrontation, a griot can invoke his or her Griotic Immunity by succeeding the die roll. It functions as the sorcerer spell sanctuary but only against people that can hear and understand the griot. It lasts for 1 turn per level. It doesn’t work against monsters and animals. It might work against undead (GMs discretion).
Performance: A griot can spin a web of words to attract an audience. Creatures must be able to hear and understand the Griot to be affected. Affected creatures take a -2 penalty to Notice checks (as they are so fascinated by the web of words the griot is creating). This is useful as a distraction for various purposes. Suggestion: A Griot can subtly work a suggestion into their tales once per day, like the sorcerer spell. The target is entitled to a Will save. Observers must make a notice check to spot the suggestion being used against them.
Trained Memory: A griot forgets little of what he or she knows. If he or she takes the time to memorize something, he or she can recite it perfectly at any later date with a successful roll. The time taken depends on the thing to be memorized, but as a rule of thumb it takes three times as long to memorize a piece of text as it takes to simply look over it.
Voice: A griot has an incredible vocal skill and can perform a number of almost magical effects with his or her voice. He or she can “throw” his or her voice, to make it appear to come from another location. A griot can also mimic other people’s voices and accents if they’ve heard them before and can also make simple sound effects with their voices – animals in the forest, doors opening, floorboards creaking etc.
Griotic School: At 10th level, a Griot is called a Master Griot and can establish his own school for students of poetry, music and entertainment. It will attract a number of paying students eager to learn more.
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Post by simonw on Jun 8, 2014 3:20:47 GMT -6
Here is the griot in pdf: Griot
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Post by simonw on Jun 9, 2014 15:15:05 GMT -6
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Post by simonw on Jun 10, 2014 15:36:33 GMT -6
Here's an NPC Class I've been working on. Just needs another ability - any ideas?
NPC CLASS: Surgeomancer (Dendrelyssi) Surgeomancers are Dendrelyssi surgeon-torturers who can also summon a specific type of demon. Dendrelyssi surgeons were far advanced in their craft; primarily because they left no stone unturned in their quest to learn new surgical techniques, to the extent that practicing surgery on living slaves became commonplace. Because of their particular set of skills, Dendrelyssi surgeons were turned to for the interrogation of prisoners – their tortures became more and more elaborate and gradually became an entertainment for bored nobles rather than merely to illicit information from captives. Surgeomancers are vicious, ruthless and unmerciful. They are cruel to others to an extent that few can match. Surgeomancers are well and truly evil. INT is their Prime Attribute and CON and DEX should both be 9 or more.
Prime Attribute: INT. As Dendrelyssi, Surgeomancers receive no bonus to XP. Primary Save: Will Hit Dice: 1D6 at 1st level, then as the Surgeomancer Advancement table Armour/Shield Permitted: Quilted cloth or leather, no shield Weapons Permitted: Daggers, shortswords , longwords and cutlasses only
Table 4: Surgeomancer Advancement
Level Hit Dice Summoning Primary Secondary Tertiary 1 1(+1) 5+ 3+ 4+ 5+ 2 1(+2) 5+ 3+ 4+ 4+ 3 2 4+ 2+ 3+ 4+ 4 2(+1) 4+ 2+ 3+ 3+ 5 2(+2) 3+ 2+ 3+ 3+ 6 3 3+ 1+ 2+ 3+ 7 3(+1) 2+ 1+ 2+ 3+ 8 3(+2) 2+ 1+ 2+ 2+ 9 4 1+ 1+ 2+ 2+ 10 4(+1) 1+ 1+ 1+ 2+
Surgeomancer Class Abilities Summoning: Surgeomancers are able to summon a particular kind of demon called Demons of Pain. Full details of these demons and how to summon them are set out on page xx.
At 1st level, the Surgeomancer chooses which of the following skills will be his primary (best), which will be secondary and which will be tertiary (least good). He chooses two skills for each category. Most of these skills assume the Surgeomancer is carrying out the task at some speed or under a degree of pressure. If the Surgeomancer has time, the GM could give a small bonus; say +1 to the roll. Some skills benefit from good quality equipment.
Aid Injured: The Surgeomancer can attend a character that is at risk of death having fallen to below 0 HP. If the Surgeomancer succeeds his roll, the injured character can take +1 to his roll and re-roll his Fort roll, if he wishes. In addition, a Surgeomancer can also aid the recovery of a number of injured characters that are recuperating under his care. He can add +1 to Fort saves for recovery for a number of injured up to his own level.
Amputation: When a character has “died” as a result of injuries received in combat (see damage and death in the main rulebook), a Surgeomancer has a chance of saving him by amputation (for the purposes of this rule, it is assumed the character is actually still alive and immediate and drastic surgery might actually save him). The Surgeomancer declares “I can save him!” and whips out his bone-saw (or some other equally nasty implement). The player of the Surgeomancer chooses which body part to remove from his victim and a grisly scene ensues (which we won’t elaborate on here). With a successful roll, the “operation” is a success and the character still lives (minus the body part).
Bleeder: After hitting his unaware target (that is by surprise or from behind) and with a successful ability roll, a Surgeomancer may choose to strike a vein or artery in any enemy that has one, to cause it to bleed for 1D6 rounds, causing level divided by two (rounded up) in damage each round afterwards.
Heal Wounds: The Surgeomancer can stitch up wounds and prevent infection using alcohol or similar, healing 1-3 HP (roll 1D3). It takes 5 minutes (turns) to do a decent patch-up job (possibly leaving horrible scars in the process).
Interrogation: Surgeomancer’s are skilled at extracting the truth from their victims. With a successful roll, the Surgeomancer can receive an answer to a direct question provided that the victim knows the answer. With another successful roll, he can obtain another answer. He can keep doing this until he fails a roll. With a failed roll, the victim dies from the torture.
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Post by simonw on Jun 11, 2014 8:11:18 GMT -6
Okay, they've changed a bit now:
NPC CLASS: Fleshcrafter (Dendrelyssi) Fleshcrafters are Dendrelyssi surgeon-torturers who can also summon a specific type of demon. Dendrelyssi surgeons were far advanced in their craft; primarily because they left no stone unturned in their quest to learn new surgical techniques, to the extent that practicing surgery on living slaves became commonplace. Because of their particular set of skills, Dendrelyssi surgeons were turned to for the interrogation of prisoners – their tortures became more and more elaborate and gradually became an entertainment for bored nobles rather than merely to illicit information from captives. Fleshcrafters are vicious, ruthless and unmerciful. They are cruel to others to an extent that few can match. Fleshcrafters are well and truly evil. INT is their Prime Attribute and CON and DEX should both be 9 or more.
Prime Attribute: INT. As Dendrelyssi, Fleshcrafters receive no bonus to XP. Primary Save: Will Hit Dice: 1D6 at 1st level, then as the Fleshcrafter Advancement table Armour/Shield Permitted: Quilted cloth or leather, no shield Weapons Permitted: Daggers, shortswords , longwords and cutlasses only
Fleshcrafter Class Abilities Summoning: Fleshcrafters are able to summon a particular kind of demon called Demons of Pain. Full details of these demons and how to summon them are set out on page xx.
At 1st level, the Fleshcrafter chooses which of the following skills will be his primary (best), which will be secondary and which will be tertiary (least good). He chooses two skills for each category. Most of these skills assume the Fleshcrafter is carrying out the task at some speed or under a degree of pressure. If the Fleshcrafter has time, the GM could give a small bonus; say +1 to the roll. Some skills benefit from good quality equipment.
Amputation: When a character has “died” as a result of injuries received in combat (see damage and death in the main rulebook), a Fleshcrafter has a chance of saving him by amputation (for the purposes of this rule, it is assumed the character is actually still alive and immediate and drastic surgery might actually save him). The Fleshcrafter declares “I can save him!” and whips out his bone-saw (or some other equally nasty implement). The player of the Fleshcrafter chooses which body part to remove from his victim and a grisly scene ensues (which we won’t elaborate on here). With a successful roll, the “operation” is a success and the character still lives (minus the body part).
Bleeder: After hitting his unaware target (that is by surprise or from behind) and with a successful ability roll, a Fleshcrafter may choose to strike a vein or artery in any enemy that has one, to cause it to bleed for 1D6 rounds, causing level divided by two (rounded up) in damage each round afterwards.
Graft: A Fleshcrafter can perform face and body remodelling – cutting inches off a person’s height, or pounds off a person’s weight or even making them appear like someone else who is of a similar look and build. In addition, where someone has lost a limb a Fleshcrafter can replace the missing part with the part of another person or even with that of an animal. The more extreme the graft the more difficult it is and the GM may apply appropriate modifiers. So, grafting an animal (rather than human) limb to a person would be a -1 modifier. The player and GM should work together to determine the effects of grafting. When grafting doesn’t work, the recipient often dies or becomes badly disfigured.
Heal Wounds: The Fleshcrafter can stitch up wounds and prevent infection using alcohol or similar, healing 1-3 HP (roll 1D3). It takes 5 minutes (turns) to do a decent patch-up job (possibly leaving horrible scars in the process).
Interrogation: Fleshcrafter’s are skilled at extracting the truth from their victims. With a successful roll, the Fleshcrafter can receive an answer to a direct question provided that the victim knows the answer. With another successful roll, he can obtain another answer. He can keep doing this until he fails a roll. With a failed roll, the victim dies from the torture.
Poisons: Dendrelyssi Fleshcrafters have made the study of poisons and drugs and their effects on the body into a fine art as part of their tortures and experiments. This ability allows them to concoct a poison that has the effects they wish (with agreement of the GM). A failed roll has means it doesn't work as planned, not at all, or is obvious if they wished it to be subtle – other failed results at the GMs discretion.
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Post by simonw on Jun 11, 2014 16:20:44 GMT -6
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machpants
Level 5 Thaumaturgist
Supersonic Underwear!
Posts: 259
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Post by machpants on Jun 11, 2014 22:19:29 GMT -6
Man you are churning them out! A MACHINE!
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jdjarvis
Level 4 Theurgist
Hmmm,,,, had two user names, I'll be using this one from now on.
Posts: 123
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Post by jdjarvis on Jun 13, 2014 9:57:59 GMT -6
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Post by simonw on Jun 13, 2014 11:13:32 GMT -6
Cool, thanks!
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Post by simonw on Jun 15, 2014 8:30:11 GMT -6
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Post by simonw on Jun 16, 2014 14:55:40 GMT -6
Anyone got ideas for The Shining Fortress - what it is, adventure ideas etc?
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