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Nioca

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Everything posted by Nioca

  1. Yemirrr: Unfettered. Deadly. Getting another point in axes. (And also in perception and stealth). Oh, and a new martial technique that at the moment is only tentatively approved. EDIT: Swapped out questionable technique for one a bit saner to balance and judge. And it's approved! Click to reveal.. (Yemirrr, XP-62) Yemirrr Unfettered Male Nephilim Raider Physical Description: Dark fur, large muscles, dark-colored eyes. Has tattered ears and a large scar from his left shoulder to his chest. Wearing ratskin pants and a small, tribal-reminiscent necklace. (If you've played BoA and seen the 5th nephil portrait, it'll give you a pretty good idea. Except with pants.) 10/28 HP [+2] / 7/10 STM 17 DEF [+1] / 13 WIL 5 SPD / 01/50 XP Melee (Axes) - 7 [+1] Magic (Force) - 3 Thievery – 3 Athletics – 4 Perception - 2 [+1] Stealth - 2 [+1] Click to reveal.. (AXE TECHNIQUES (5) +1) BLITZ BARRAGE (1STM) – Unleashes a devastating and lightning-quick barrage of blows onto a target, doing elevated damage and either penalizing or outright stunning the victim for 1 round. GRAPPLE BREAKER (1STM) - Counter-attacks an opponent that has grappled the character, adding the character's Melee skill and bonuses to their save versus the grapple. If successful in breaking the grapple, the opponent will take damage. UNSTOPPABLE RAGE (1PD) – Goes into a berserk rage. All attacks gain a notable bonus to hit and do extra damage, at the cost of defense. The effects last until the end of the current battle. WIDE CLEAVE (1STM) – As a full-round action, winds up and performs a massive cleaving attack, striking up to four adjacent enemies in one hit. Each additional enemy targeted inflicts a -1 penalty to-hit. SHATTER STRIKE – As a full-round action, delivers a savage strike against an enemy, targeted to harm both the enemy and a specified item; a successful hit will, depending on the targeted item and strength of hit, either damage the item (reducing its effectiveness) or destroy it beyond usability (although not necessarily beyond repair). Magical items are far more resistant to the sundering effect. This technique can also be used outside of combat to provide a bonus to breaking an inanimate object when using the appropriate weapon type. Click to reveal.. (FORCE MAGIC (3)) CHILL – Hits the target object with a burst of cold. IMPULSE – Creates a short-range pulse of force. Does minimal damage as an attack, but is capable of throwing, knocking back, or deflecting enemies and objects. Additional stamina can increase the power of the force pulse or spread it out into a small cone of effect. DISPERSION – Creates a temporary shield around the target tuned to a specific element or form of energy (heat, electricity, cold, etc.), deflecting and dispersing it into the recipient's surroundings. This reduces its damage/effects while also potentially dumping it into nearby creatures or objects. Stronger castings can disperse greater amounts of energy, and multiple energy types can be shielded against at 1STM per additional type. Click to reveal.. (INVENTORY) Ratskin Pants – Pants stitched together from ratskins. There's a few pockets for storing things. Bone Necklace – A necklace made of rat bones. Battle Axe – A nasty-looking steel battle axe that Yemirrr wields one-handed. Pack – A slightly-frayed pack that was looted off of an adventurer. PACK Dried Meat x6 – Portions of dried lizard meat. Bread x5 – Loaves of bread. Healing Potion – Restores missing HP. Potion of Battle – Provides a boost to accuracy and defense for a short time. Industrial Axe - A heavy axe meant for industrial use.
  2. Okay, I recently got and have been playing Avadon. Currently just wrapping up the second trip to the Kva with the ogres, and generally doing my best to kick rear and take names on Torment. However, there's one thing I've noticed as I've been playing. ...Are the world's monsters leveling up? Maybe it's just because I'm playing Torment, but it seems that the Giant Rats of Khemeria are ridiculously more powerful than the Giant Rats in Avadon's basement, and there's no explanation for it. Cosmetically, they're the same exact rats; there's no mention of Khemeria having larger or more dangerous giant rats than the rest of the world, or having the rats titled "Khemeria Giant Rat" or "Khemeria Vapor Rat", or even getting a simple hue adjustment. Nope, these are bog standard giant rats, and they were still handing me my shadowwalkery rump on a silver platter despite having gained 8 levels since the last time I faced giant rats. The same thing happened with Giant Spiders and Giant Cavebats. Seriously, it's kind of disheartening to take on ogres by the dozen, only to get knocked down a peg by the same monster you were slaughtering at level 1. Has anyone else noticed this? And does anyone else feel like whatever conspiracy is going on behind the scenes would be better off just releasing a bunch of giant rats from an end-game section and watching them completely annihilate Avadon?
  3. Nice. Congrats, Triumph! Also, the base titles have changed again, back to Avernum titles.
  4. Excalibur: Noted. Earles: Yeah, the water bottle was moved to the truck; I moved it back. The lamp and radio have been added to the truck as well, and the binoculars and vodka have been added to Nathan's pack. However, I triple-checked the pneumatic canisters: You started with three total, fired one shot during Session 2's Apache battle, then fired another during Session 3's zombie swarm. Both missed. So you have one left.
  5. Originally Posted By: Vent Constant curse in Torment there's a hellish logic! Well, it's not called "Walking in a meadow of daisies", now is it?
  6. The next session is tomorrow at 8EST! (That's 28 hours from this post).
  7. I thought on this for a while, and finally decided on an answer: Click to reveal.. (Nioca's Answer) No Solution. No matter what three questions are asked, there is no 100% reliable way to correctly identify all three oracles. The odds can be improved, yes, but it'll still come down to hoping that the random oracle didn't undermine your results. Then again, I suck at logic puzzles, so I'm probably screwed either way.
  8. It's the day of Christmas Eve. You know what that means? It's time for a Yule Log! Now in HTML! And quotes! Click to reveal.. (Stuffing your stocking with quotes!) Nathan: "We are not going to rob him. Unless of course he tries to rob us first. Then all bets are off." Tocmetone: "Horses never pour out smoke!" (Rowen): (If this was WoW, James would have a big "!" over his head and just giving us a quest.) Tocmetone: "Oh dear...they're about as stealthy as angry bears in the New York Stock Exchange." James: "And what on earth would a leader, who would presumably be needed to lead, be doing off in the arse-end of Nevada with a broken-down step van?" Larry: "Ben, I've had to put you back together how many times? You're in no position to make 'good idea' calls" (Nioca): (What is it with people critting being the distraction?) Ben: "One bottle of water says that the meanest of the zombies stayed behind to eat any looters we left behind." (Sylae): (for the love of god, at least make sure to pick up my boxes when you pick up my carcass. I may not live but by god if i do i want my random pharmaceuticals.) Gordon (Nalyd): "Shoot me. I wanna see what this feels like." ---------- But wait! There's more! I can't send you guys Christmas presents, but I can send Gordon AND Ben perks! Gordon receives: Click to reveal.. (Reckless Abandon) Reckless Abandon Self-preservation is for wimps. Whenever Gordon's HP dips below the 50% mark, he gains a +1 to Melee Attacks and Physical Checks, and +1CRIT on all melee weapons. Ben receives: Click to reveal.. (Die Another Day) Die Another Day To Ben, dying has almost become routine. He bleeds out at a slower rate, and, once per day, an improved or critted major surgery check is capable of bringing him back up to 2HP without side-effects. ---------- Also, since it's been a while, and since we've still got some time until the 1st, I'd like to do a quick inventory check/refresher. Below are what I have on your guys' inventories. I'd like you to look it over and make sure it matches up with what you have noted; if something doesn't match up (an item missing off the list, wrong amount of an item, etc.), please let me know. Click to reveal.. (TOCMETONE) --Leather Chaps [+1AC] --Hubcap Shield [+2FAC] --Shirt & Jeans --Leather Belt, Boots, Gloves --Cowboy Hat & Bandana --Desert Eagle [Large Caliber Pistol: 5Dmg -2HIT1H 0/8LrgCal] --Pistol [3Dmg 5/10SmCal] --Machete [3Dmg Slash] --2 Tomahawks [2Dmg Slash Throw] --Whistle --Canteen [0/2 Water] --Compass --Leather Satchel SPARE AMMUNITION --5 Small Caliber Bullets SATCHEL --Leather Saddle --7 Cans of Soup [7 Food] --2 2-Liters Soda [4 Pseudowater] Click to reveal.. (NATHAN) --Jeans, Black Tee, Sneakers, Socks --Black & Green Windbreaker --Green Baseball Cap & Aviators --Pistol [3Dmg 3/10SmCal] --Pistol [3Dmg 10/10SmCal] --Steak Knife [1Dmg Slash] --Captive Bolt Pistol [6Dmg +1CRIT; 3xDmg on CRIT; 1/1Pneum] --Flashlight [99%; 2 C-Batteries] --Small Lockpicks --Backpack BACKPACK --Box of Matches [10] --Spare Shirt --Binoculars --Bottle of Vodka [2/2 Alcohol] --Water Bottle [0/1 Water] Click to reveal.. (GORDON) --Reinforced Jerkin [+1AC, SlashDR 1/-] --Football Helmet [bluntDR 1/-] --Solar Watch --T-Shirt, Hoodie, Sweatpants, Boots --Blackjack [4Dmg Blunt] --Crowbar [3Dmg Blunt] --Pocket Knife [1Dmg Slash] --Lighter [100%] --Multitool w/ openers & screwdriver --Truck Keys [Red Pickup] --Large Backpack SPARE AMMUNITION --13 Arrows PACK --Flashlight [100%] --Laptop --Spare Laptop Battery [100%] --USB Connector --Firestarter --5 Unlabeled Food Cans [5 Food] --1 Packages of Ramen [1 Food] --2 portions of Juniper Berries [2 Food] --2-Liter Bottle [0/2 Water] --Recurve Bow [4Dmg AP -2HIT] Click to reveal.. (LARRY) --Leather Jerkin [+1 AC] --Shirt, Pants, Lab Coat --Wooden Board [2H 3Dmg Blunt] --Truck Keys [brown Camper Pickup] --Revolver [4Dmg 2/6SmCal FRLoad] --SMG [6Dmg 4Brst 0/20SmaCal] --Car Keys [Missing Cadillac] --Wallet, ID, $600 --First Aid Kit --Pack SPARE AMMUNITION --12 Small Caliber Bullets FIRST AID KIT --0 Bandages --0 Sutures --Bottle of Rubbing Alcohol [33%] --Hand Soap [60%] --Aspirin [2 Doses; +2THP, -1DR] PACK --Box of 8 Granola Bars [4 Food] --3 Candy Bars [1 Food] --Canteen [2/2 Water] --Bottle of Water [0/1 Water] Click to reveal.. (BEN) --Jeans, T-Shirt, Windbreaker --Tattered Ballistic Vest [PierceDR 1/Non-Firearms] --Socks & Hiking Shoes --Automatic Carbine [8Dmg 4Brst 8/20Rifle NoCloseRangePenalty] --Hammer [2Dmg Blunt] --Key Chain w/ Keys to Ben's House --Backpack --Bag SPARE AMMUNITION --20 Rifle Rounds BACKPACK --Socks, T-Shirt, Pants --2 Drinking Glasses --Large Wrench [3Dmg Blunt] --5 Forks [0Dmg Pierce] --2 Steak Knives [1Dmg Slash] --Cell Phone [Dead] --Lantern [90%] --Blanket --Assorted Cutlery [2 Teaspoons, 8 Tble spoons, 6 Butter Knives, 7 Plastic Sporks] --Short Length of Hose Click to reveal.. (BROWN PICKUP) --5 Gallon Gas Can [5/5 Gasoline] --Pickup Truck Engine --Vehicle Starter Battery --Misc. Engine Components --2 Truck Tires --Truck Jack --Assortment of Dirty Blankets --Large Pots and Pans --5-Gallon Water Bottle [5/5 Gasoline] --Double-Barreled Shotgun [8Dmg +6HIT, 0/2Shell, FRLoad] --3 Water Bottles [0/3 Water] --2 Cans Chicken [2 Food] --Spider Wrench --Fishing Rod --Tackle Box --3 1-Gallon Water Jugs [12/12 Water] --16 Cans assorted produce [16 Food] --Kerosene Lamp --Emergency AM/FM Radio _________________________ Originally Posted By: Raibert Grines, Raider People just don't get it. It ain't a civilization anymore; the only law out here is survival, and it says only the strong survive.
  9. Originally Posted By: Sarachim Hey guys, it's the log for Session 1! Huh. I guess Freewebs DOES allow HTML files. That's good to know.
  10. No, it's just that there's nothing to post until the next session happens (which is in 5 days).
  11. 30th works for me as well. Feel better soon! (It also puts all currently scheduled sessions precisely two days apart; Abyss on 28th, AtCT on 30th, Z2 on 1st, and FoD on 3rd)
  12. I was under the impression that the gold got split equally too (5 to each). No one else wanted the explosives OR the wand of enchantment breaking, so I listed them both in Amadan's inventory. Click to reveal.. (Amadan Rayton, XP-200) AMADAN RAYTON Pragmatic Male Human Walking Armory Alchemical Hunter of Liea HEALTH: 19/28 [+3] STAMINA: 5/10 SKILL POINTS: 001/200 Missile (Archery): 10 (55) [+1] Magic (Transmutation): 9 (45) Alchemy: 5 (15) Perception: 5+1 (15) Stealth: 5+1 (15) Arcana: 5 (15) [+1] Nature: 4 (10) Acrobatics: 4 (10) Melee (Knives): 4 (10) [+1] Artifice: 3 (6) Athletics: 2 (3) HUMAN SURVIVAL (RACIAL) - You receive a +1 bonus to Perception checks, and also to STEALTH. You can make checks to Stealth, Athletics or Acrobatics as if trained. LIEA'S BLESSING (PERK) - In the Bloodmarsh, whilst fighting the cultists of Yunelias, Amadan inadvertently forged a deeper connection with Liea. All fire-based attacks gain a +2 bonus to accuracy. NEGATIVE ANIMAL MAGNETISM (WEAKNESS) - Animals are inherently drawn to Amadan, mainly for the express purpose of trying to maul him. In combat, animals have an elevated chance of targeting Amadan, and animals that cross Amadan's path, whether wild or domesticated, have a small chance of going inexplicably hostile and attacking Amadan on sight. Click to reveal.. (Transmutational Spells (5+2)) Energetic Arrow (MAct-or-1STM; 1Arrow): Charges an arrow with energy on launch, which effects the way it behaves. Requires a Move-Action or 1STM to cast, and will always consume 1 arrow. -Fire Arrow: Can burn through armor or hard surfaces that normal arrows can't, partially bypassing DR and armor. Can easily ignite flammable substances and materials. -Light Arrow: Partially transmutes the arrow into a bolt of light; the arrow flies faster and further, providing an accuracy and range bonus, and does increased damage to undead and incorporeal beings. Also makes a good signaling arrow. -Electric Arrow: Electrocutes whatever it impacts, causing a penalty to actions and potentially stunning the target. Can also send an electrical jolt into liquids or metals. -Impact Arrow: Strikes with abnormal force and momentum, doing additional damage and knocking the target back or down. Ameliorate: Seamlessly mends a damaged or broken object, or heals a wounded being. Requires being adjacent to the target. Casting on a creature costs 1STM. Hunter's Jump: Teleports the caster and anything he's carrying to a location within his Line of Sight. Anything longer than a short hop requires stamina, the amount depending on distance and any heavy loads the caster is carrying. Detrimentum: Disintegrates a targeted creature or object. Pyrokinesis: Takes control of fire, bending it to the caster's will. The caster can move, intensify, shape, or put out targeted flames. Bigger and more complicated tasks cost stamina, and the more fire that's available for the caster to use, the greater the chance of success. Magical flames are harder to manipulate than mundane ones, and are more likely to cost stamina. Basilisk's Gaze: Turns the targeted object (regardless of composition) to stone. Living (or unliving) creatures require 1 stamina to petrify and get a save versus the effect; after the spell elapses, the target reverts to its original composition unharmed. (Inactive) Volcanic Arrow (MAct-or-1STM; 3Arrows): This powerful arrow is actually composed of 3; when fired, the arrows are merged into a massive obsidian bolt with a compressed magma core. The arrow itself does elevated damage to the target, but upon impact, the core detonates into a spray of pyroclastic material, burning and igniting/melting everything with a moderate AoE (including whatever was hit by the arrow itself). Wavefracture (EPIC 2STM): This spell disintegrates everything within a large cone of the caster. Assuming a successful cast, any mundane material or objects caught in the fracture wave is completely vaporized; warded or magical objects are considerably more resistant, but may also be disintegrated. Living (or necromantic) beings caught in the beam take damage and, if killed, have their bodies and equipment reduced to component atoms. The range and width of the beam can be increased at the cost of additional stamina. Click to reveal.. (Archery Techniques (5)) Shoot From the Shadows: You time your attacks so that your opponents cannot pinpoint their origins. Attack as normal, but make an additional Stealth check. If successful, you do not lose concealment. Arterial Break (1STM): An attack at a -2 penalty that attempts to strike and sever a major blood vessel within the target. If successful, the target will bleed, taking minor damage each round until the wound is healed or treated. Note that this technique only works if the target actually needs blood of some sort and the attacker has some idea of where to strike. (Particularly nasty if coupled with Bloodlet Toxin) Sniper's Garrote (1STM): Takes careful aim and fires a shot at the target's throat. A successful hit will puncture the windpipe, preventing or strongly inhibiting the victim from casting spells, speaking, or using breath weapons until the arrow is removed and the wound healed. Useful for putting a spellcaster out of action or preventing a foe from sounding an alarm. Requires that the creature has a throat or similar portion of anatomy, and inflicts a -4 penalty to hit due to the shot's difficulty. Take Aim (1STM): Spends a full round observing a target and setting up a shot at its vitals; Amadan may not move, attack or use items during the round he spends taking aim. If he fires at his target in the following round, his attack has a bonus to hit and inflicts triple damage. Truefire (FRAct-or-1STM): Utilizes skills, intuition, and perceptive abilities, enabling one to lock onto and shoot a specified target even if the character (or player) can't tell where the target is located, without taking concealment penalties. The character still needs to have a reasonably clear shot, and firing with someone downrange increases friendly fire risk. Click to reveal.. (Knife Techniques (2)) Flick Step: Does a quick slash or jab at a sensitive area with a melee weapon; if it connects, it briefly staggers the opponent, enabling the character to disengage and move away that turn without provoking an AoO. Disarm: Knocks an enemy's weapon out of its grasp. Does no damage. Dictating where it goes requires a strong roll/stamina. Click to reveal.. (Alchemical Recipes) PRIMARY RECIPES (1 REAGENT) Healing Tonic (Water) – Heals 6 HP when drunk. Hawkeye Brew (Air) – A lightweight and simple brew that temporarily improves one's eyesight, providing a +3 Perception and an ancillary +1 Missile Weapons for 30 minutes. Alchemical Fire (Fire) – Catches fire when exposed to air. Stamina Potion (Earth) – Recovers 3 STM. Aerolyzer (Air) – A clear liquid that, when mixed with a potion, poison, or other liquid, renders it aerosol. This reduces its potency, but enables the effect to be spread across a moderate area-of-effect. Note that this does not work on all potions (and is just a generally bad idea with others). SECONDARY RECIPES (2 REAGENTS) Kath Inhibitor (Earth + Fire) – The smoky-clear Kath Inhibitor is a simple and effective antidote, capable of curing a wide variety of mild-to-moderate poisons and toxins, and inhibiting the effects of stronger toxins. If you are pregnant or may become pregnant, contact a certified healer before taking. Potion of Defensive Insight (Air + Earth) - This thin grey brew enhances the imbiber's self-preservation instincts and reflexes, providing a +2 bonus to physical/magical defenses and saves. While active, if the imbiber takes a hit that would knock him to-or-below 0 HP, this potion enables the character to partially avoid the hit, stablizing at 1 HP. This also terminates the potion's effects. Side-effects include mild paranoia and a sense of impending doom. Paralytic (Air + Fire) - This slimy violet poison causes the victim's muscles to freeze up, forcing a save. If the victim passes, it takes a penalty to-act for a short time. If the victim fails, they're paralyzed for a few rounds. Can be imbibed or absorbed through an open wound. Bloodlet Toxin (Fire + Water) - This poison acts as an anticoagulant, causing even minor wounds to bleed profusely. Those affected by this poison take more damage from any attack or harm that draws blood until the toxin is purged. Primal Philter (Earth + Fire) – This red translucent potion shuts down the higher functions of the mind and taps into the imbiber's primal instincts; the drinker gains large bonuses to fighting unarmed or with natural weapons (teeth, claws, breath) and small bonuses to all other forms of mundane combat. However, until the potion wears off, spellcasting, complex combat techniques, composure, and anything beyond basic knowledge all take heavy penalties. The effects last 30 minutes. TERTIARY RECIPES (3 REAGENTS) Sunder Mist (Air + Fire + Water) – This potent brown potion turns into mist on contact with air, eroding and sundering most woods and metals within a 6-space radius of where the potion was opened (or thrown). Magical items and objects are immune to the mist's effects. Explosive (Air + Earth + Fire) - A thick greasy paste that explodes when struck violently, producing little heat but immense concussive force. Aural Ether (Air + Earth + Water) – This potion brings the drinker in tune with the magical world. They can more easily spot the presence of magic, and can detect and identify the magical auras of items, enchanted areas, and creatures for the time the potion is in effect. Lasts roughly 30 minutes. Syrup of Stickiness (Earth + Fire + Water) – This sticky syrup can either be ingested or applied to objects. When ingested, it causes the imbiber to become incredibly sticky, enabling them to keep a far stronger hold on objects and creatures, and improve their ability at climbing, keeping one's balance, or any feat in which stickiness might be helpful for roughly 1 hour. When applied to an object, it causes that object to stick with incredible force to the next person who touches it. The drawbacks should be obvious, and Liea have mercy if this is combined with an Aerolyzer. Wardwater (Earth + Fire + Water) – When drunk, provides strong protection versus magical attacks. It provides defensive and save bonuses versus magical attacks, spells, and auras. It also provides damage and effect resistance versus instant-hit spells (such as curses, scrying, and some attack spells). Lasts 15 minutes. Click to reveal.. (Inventory) WEALTH - 5 Gold, 11 Silvers, 17 Coppers (TOTAL – 5.27) EQUIPPED/WORN Ricochet Bow – A magical bow etched with transmutational runes. Provides a flat +1 accuracy bonus. Upon missing, a second d20 is rolled; a roll above a 15 ricochets towards the nearest logical foe with the amount above 15 added to-hit. A roll below 6 ricochets towards the nearest logical ally with the amount below 6 added to-hit. Anything between misses as normal. Quiver – A standard quiver for holding arrows. ____9x Wood Arrows – Standard, cheap arrows that can be whittled from long sticks. ____0x Iron Arrows – Well-crafted iron-tipped arrows. +1 Bonus when firing, less likely to break. ____10x Steel Arrows – High-quality steel-tipped arrows. +2 Bonus when firing, less likely to break. Athame – A small athame, typically used for utility or alchemical purposes. In a pinch, it can also be used to poke holes in an enemy. Leather Armor– Bog-standard leather armor. Relatively light-weight, quiet, and good for protecting those squishy vital organs. Dark Cotton Pants and Undershirt - Motians generally frown upon undressed people in public, especially if they're mammals. Buckler (+1DEF) – Your typical buckler with a wrist strap. Used to help deflect attacks without weighing the wielder down. Prosthetic Gauntlet – A gauntlet that replaces Amadan's missing right middle finger, enabling him to fire a bow right-handed; a series of wires connected to the right ring finger enable him to bend the artificial middle finger to a limited extent via bending his ring finger. Leather Boots – An important feature of any rugged ensemble. Hand Axe - A crude hand axe. Pendent of Liea – A holy symbol of Liea. Has no powers, but identifies the person as a follower of Liea. Pack – An adventurer would be nothing without his or her trusty pack. PACK Wand of Enchantment Breaking - A wand designed to break enchantments. If used too frequently in too short a period of time, it may break. Alchemy Kit – A small kit with all the essentials to perform alchemy. It also has a small pouch for reagents. ____5x Empty Vials – Necessary for holding potions or more dangerous (or messy) reagents ____2x Air Reagents - Alchemical reagents, embodying motion and creativity. Usually consists of an animal's sensory organs or meteorites. ____0x Earth Reagents - Alchemical reagents, embodying stability and protection. Usually consists of animal bones and crystalline materials. ____0x Fire Reagents - Alchemical reagents, embodying destruction and change. Usually consists of caustic substances and animals' natural defenses (claws, teeth, venom). ____0x Water Reagents - Alchemical reagents, embodying persistence and restoration. Usually consists of fossils and animals' vital organs. ____9ozs Purified Sea Salt - Useful for countering bloodborers or for certain alcoholic beverages. ____Amadan's Recipe Book – A book of alchemical recipes. Has blank pages for storing new recipes learned in his travels. Healing Tonic - A tonic that causes wounds to seal up and life energy to rebalance itself. Paralytic – A slimy violet poison that causes the muscles of the victim to freeze up, causing either penalties to-act or outright paralysis for a short time. Primal Philter – Shuts down higher thought processes and taps into primal instincts. Heavily boosts unarmed combat and provides small bonuses to other mundane combat. Heavily penalizes anything requiring considerable thought or focus (such as magic, composure, etc). Large Vial of Insect Poison (6/10 Doses) - A powerful insect poison useful for repelling and killing insects. 3x Vials of Insect Poison - An insect poison useful for repelling and killing insects. Now in small vial form for added description redundancy! Aerolyzer - Renders a liquid aerosol on contact. 3x Explosive - Vials of alchemical explosive, which detonates on impact or under extreme heat. 3x Jerky – Portions of dried meat. The tastier alternative to hardtack. 2x Waterskins [Full] – Bags capable of holding two days of (preferably potable) water each. 25ft. Rope – A rope of 25 feet. Useful for chasm crossing, cliff climbing, or cattle catching. Dragonfly Signet – It's a signet of a dragonfly! Used to identify oneself as a servant of Lady Arielle, but keep out of sight at all other times. Fancy Clothing – Respectable dark green clothing, fitted so it goes over Amadan's body armor. Click to reveal.. (Animal Companion) EMBER [Gender?] Warhorse STATUS: Reasonably Healthy TYPE: Mount ABILITIES: Running swiftly, maintaining composure during combat.
  13. Originally Posted By: Pyrrhus Jeff needs time to work on them. If I'm not mistaken, I think SW games are more of his hobby instead of his profession. You're mistaken; Jeff's full-time job is making SW games.
  14. Indeed, and here's hoping you have enough time to kick off FoD tonight!
  15. Well, I was hoping to avoid this, but since Excalibur can't make Sunday (the 18th), the means the session will have to be pushed back. How far back, you ask? Why, all the way back to January 1st, 2012. I'd schedule it on Christmas, but I learned my lesson from trying to schedule it near Halloween. Besides, zombies just aren't as threatening when they're in little Santa hats. Hopefully, that works for everyone, and I'm sorry I couldn't schedule it sooner.
  16. Nioca

    SWTOR

    Originally Posted By: Enraged Slith Dwarf Fortress would be more fun if it wasn't so bogged down with the worst UI in the history of video games. Even with one of those Dwarf Managers, my fortresses always end up drowning in useless migrant soap washers and dust gatherers and it just isn't worth continuing at that point. Ditto. It has a learning cliff instead of a curve; The only think I figured out how to operate were the menus despite some 15 hours of trying.
  17. Er, DragoWaffle, can I direct you to the Code of Conduct? More specifically: Originally Posted By: Code of Conduct Don't use obscenities in any language, including masked or abbreviated
  18. Arwel Error: She has 20HP, not 17. The formula is (10 + [2*Martial{3}] + Higherof[Missile{0} or Athletics{4}]). Code: 10+6 (2*Martial[3])+4 (Higher of Missile[0] or Athletics[4])= 20 Other than that, it looks like she'll fit right into our merry band of misfits.
  19. Yay, 10 XP! Also, a new spell that's basically elemental ward, with a slight twist. (Approved!) Click to reveal.. (Yemirrr XP-50) Yemirrr Unfettered Male Nephilim Raider Physical Description: Dark fur, large muscles, dark-colored eyes. Has tattered ears and a large scar from his left shoulder to his chest. Wearing ratskin pants and a small, tribal-reminiscent necklace. (If you've played BoA and seen the 5th nephil portrait, it'll give you a pretty good idea. Except with pants.) 26/26 HP [+2] / 10/10 STM 16 DEF [+1] / 13 WIL [+1] 5 SPD / 01/50 XP Melee (Axes) - 6 [+1] Magic (Force) - 3 [+1] Thievery – 3 Athletics – 4 Perception - 2 Stealth - 2 Click to reveal.. (AXE TECHNIQUES (4)) BLITZ BARRAGE (1STM) – Unleashes a devastating and lightning-quick barrage of blows onto a target, doing elevated damage and either penalizing or outright stunning the victim for 1 round. GRAPPLE BREAKER (1STM) - Counter-attacks an opponent that has grappled the character, adding the character's Melee skill and bonuses to their save versus the grapple. If successful in breaking the grapple, the opponent will take damage. UNSTOPPABLE RAGE (1PD) – Goes into a berserk rage. All attacks gain a notable bonus to hit and do extra damage, at the cost of defense. The effects last until the end of the current battle. WIDE CLEAVE (1STM) – As a full-round action, winds up and performs a massive cleaving attack, striking up to four adjacent enemies in one hit. Each additional enemy targeted inflicts a -1 penalty to-hit. Click to reveal.. (FORCE MAGIC (3)) CHILL – Hits the target object with a burst of cold. IMPULSE – Creates a short-range pulse of force. Does minimal damage as an attack, but is capable of throwing, knocking back, or deflecting enemies and objects. Additional stamina can increase the power of the force pulse or spread it out into a small cone of effect. DISPERSION – Creates a temporary shield around the target tuned to a specific element or form of energy (heat, electricity, cold, etc.), deflecting and dispersing it into the recipient's surroundings. This reduces its damage/effects while also potentially dumping it into nearby creatures or objects. Stronger castings can disperse greater amounts of energy, and multiple energy types can be shielded against at 1STM per additional type. Click to reveal.. (INVENTORY) Ratskin Pants – Pants stitched together from ratskins. There's a few pockets for storing things. Bone Necklace – A necklace made of rat bones. Battle Axe – A nasty-looking steel battle axe that Yemirrr wields one-handed. Pack – A slightly-frayed pack that was looted off of an adventurer. PACK Dried Meat x6 – Portions of dried lizard meat. Bread x5 – Loaves of bread. Healing Potion – Restores missing HP. Potion of Battle – Provides a boost to accuracy and defense for a short time. Industrial Axe - A heavy axe meant for industrial use.
  20. *triple post* The party survived and made it to Vegas! Next session in tentatively set for Sunday, December 18th. I say tentatively, because two who agreed on it were tentative, and two left before I could propose that date. Everyone, let me know if that works for you! ---------------------------------------- Originally Posted By: Donni Cambridge, Former Cop Three months ago, I would never have imagined discussing what seasonings go best with rat. Life in a zombified city isn't all it's cut out to be, that's for sure.
  21. ^ 9 hours (or whatever it says above) till the party gets eaten by endless hordes of zombies! Wait, no, that's not right... 9 hours till the party gets mauled by menacing meandering raiders! Wait, no, still not right... 9 hours till the party gets devoured by endless menacing hordes of meandering zombie raiders! There we go. Also, it's in SWZombies2, for anyone who might have forgotten. ---------------------------------------- Originally Posted By: Allison Parker's Daybook So, after parting ways with that intersting group of six, I headed west. I figured if I can make it to Hawthorne, I can figure out where to go from the safety of an army base. Like all things, it's a task made easier when people don't leap out from behind abandoed buildings in forgotten ghost towns and shoot at you.
  22. Reminder! The premiere of Frontiers of Darkness: Revenge of the Sith Nerds is happening six days from now! Be there as the party engineers their certain victory!
  23. Quote: (11:07:51 PM) Nioca: Heh. I'm looking forward to the next Z2 session. (11:07:57 PM) Sylae: same (11:08:07 PM) Sylae: any fun surprises in stock? (11:09:27 PM) Nioca: Well, you'll probably wind up visiting a town/city that isn't described by the "Ghost" adjective. So you'll probably be able to stock up on some important stuff. (11:09:38 PM) Sylae: yay! (11:09:43 PM) ***Sylae needs medical crap. (11:09:53 PM) Nioca: Like food, zombies, water, ammo, more zombies, first aid kits, mutated zombies, cars, even more zombies... (11:09:58 PM) Sylae: 'specially if Ben keeps up this 'dying' business (11:10:04 PM) Sylae: aaaaaahhhh i hate you (11:10:32 PM) Nioca: (11:11:03 PM) Nioca: 'Course, really, you can stock up on zombies pretty much everywhere, so maybe saying that's redundant.
  24. Expanding Amadan's area of effects... Click to reveal.. (Amadan Rayton, XP-180) AMADAN RAYTON Pragmatic Male Human Alchemical Hunter of Liea HEALTH: 25/25 STAMINA: 10/10 SKILL POINTS: 002/182 Missile (Archery): 9 (45) Magic (Transmutation): 9 (45) [+2] Alchemy: 5 (15) Perception: 5+1 (15) Stealth: 5+1 (15) [+1] Nature: 4 (10) Acrobatics: 4 (10) Arcana: 4 (10) Melee (Knives): 3 (6) Artifice: 3 (6) Athletics: 2 (3) HUMAN SURVIVAL (RACIAL) - You receive a +1 bonus to Perception checks, and also to STEALTH. You can make checks to Stealth, Athletics or Acrobatics as if trained. LIEA'S BLESSING (PERK) - In the Bloodmarsh, whilst fighting the cultists of Yunelias, Amadan inadvertently forged a deeper connection with Liea. All fire-based attacks gain a +2 bonus to accuracy. NEGATIVE ANIMAL MAGNETISM (WEAKNESS) - Animals are inherently drawn to Amadan, mainly for the express purpose of trying to maul him. In combat, animals have an elevated chance of targeting Amadan, and animals that cross Amadan's path, whether wild or domesticated, have a small chance of going inexplicably hostile and attacking Amadan on sight. Click to reveal.. (Transmutational Spells (5+2)) Energetic Arrow (MAct-or-1STM; 1Arrow): Charges an arrow with energy on launch, which effects the way it behaves. Requires a Move-Action or 1STM to cast, and will always consume 1 arrow. -Fire Arrow: Can burn through armor or hard surfaces that normal arrows can't, partially bypassing DR and armor. Can easily ignite flammable substances and materials. -Light Arrow: Partially transmutes the arrow into a bolt of light; the arrow flies faster and further, providing an accuracy and range bonus, and does increased damage to undead and incorporeal beings. Also makes a good signaling arrow. -Electric Arrow: Electrocutes whatever it impacts, causing a penalty to actions and potentially stunning the target. Can also send an electrical jolt into liquids or metals. -Impact Arrow: Strikes with abnormal force and momentum, doing additional damage and knocking the target back or down. Ameliorate: Seamlessly mends a damaged or broken object, or heals a wounded being. Requires being adjacent to the target. Casting on a creature costs 1STM. Hunter's Jump: Teleports the caster and anything he's carrying to a location within his Line of Sight. Anything longer than a short hop requires stamina, the amount depending on distance and any heavy loads the caster is carrying. Detrimentum: Disintegrates a targeted creature or object. Pyrokinesis: Takes control of fire, bending it to the caster's will. The caster can move, intensify, shape, or put out targeted flames. Bigger and more complicated tasks cost stamina, and the more fire that's available for the caster to use, the greater the chance of success. Magical flames are harder to manipulate than mundane ones, and are more likely to cost stamina. Basilisk's Gaze: Turns the targeted object (regardless of composition) to stone. Living (or unliving) creatures require 1 stamina to petrify and get a save versus the effect; after the spell elapses, the target reverts to its original composition unharmed. (Inactive) Volcanic Arrow (MAct-or-1STM; 3Arrows): This powerful arrow is actually composed of 3; when fired, the arrows are merged into a massive obsidian bolt with a compressed magma core. The arrow itself does elevated damage to the target, but upon impact, the core detonates into a spray of pyroclastic material, burning and igniting/melting everything with a moderate AoE (including whatever was hit by the arrow itself). Wavefracture (EPIC 2STM): This spell disintegrates everything within a large cone of the caster. Assuming a successful cast, any mundane material or objects caught in the fracture wave is completely vaporized; warded or magical objects are considerably more resistant, but may also be disintegrated. Living (or necromantic) beings caught in the beam take damage and, if killed, have their bodies and equipment reduced to component atoms. The range and width of the beam can be increased at the cost of additional stamina. Click to reveal.. (Archery Techniques (5)) Shoot From the Shadows: You time your attacks so that your opponents cannot pinpoint their origins. Attack as normal, but make an additional Stealth check. If successful, you do not lose concealment. Arterial Break (1STM): An attack at a -2 penalty that attempts to strike and sever a major blood vessel within the target. If successful, the target will bleed, taking minor damage each round until the wound is healed or treated. Note that this technique only works if the target actually needs blood of some sort and the attacker has some idea of where to strike. (Particularly nasty if coupled with Bloodlet Toxin) Sniper's Garrote (1STM): Takes careful aim and fires a shot at the target's throat. A successful hit will puncture the windpipe, preventing or strongly inhibiting the victim from casting spells, speaking, or using breath weapons until the arrow is removed and the wound healed. Useful for putting a spellcaster out of action or preventing a foe from sounding an alarm. Requires that the creature has a throat or similar portion of anatomy, and inflicts a -4 penalty to hit due to the shot's difficulty. Take Aim (1STM): Spends a full round observing a target and setting up a shot at its vitals; Amadan may not move, attack or use items during the round he spends taking aim. If he fires at his target in the following round, his attack has a bonus to hit and inflicts triple damage. Truefire (FRAct-or-1STM): Utilizes skills, intuition, and perceptive abilities, enabling one to lock onto and shoot a specified target even if the character (or player) can't tell where the target is located, without taking concealment penalties. The character still needs to have a reasonably clear shot, and firing with someone downrange increases friendly fire risk. Click to reveal.. (Knife Techniques (2)) Flick Step: Does a quick slash or jab at a sensitive area with a melee weapon; if it connects, it briefly staggers the opponent, enabling the character to disengage and move away that turn without provoking an AoO. Disarm: Knocks an enemy's weapon out of its grasp. Does no damage. Dictating where it goes requires a strong roll/stamina. Click to reveal.. (Alchemical Recipes) PRIMARY RECIPES (1 REAGENT) Healing Tonic (Water) – Heals 6 HP when drunk. Hawkeye Brew (Air) – A lightweight and simple brew that temporarily improves one's eyesight, providing a +3 Perception and an ancillary +1 Missile Weapons for 30 minutes. Alchemical Fire (Fire) – Catches fire when exposed to air. Stamina Potion (Earth) – Recovers 3 STM. Aerolyzer (Air) – A clear liquid that, when mixed with a potion, poison, or other liquid, renders it aerosol. This reduces its potency, but enables the effect to be spread across a moderate area-of-effect. Note that this does not work on all potions (and is just a generally bad idea with others). SECONDARY RECIPES (2 REAGENTS) Kath Inhibitor (Earth + Fire) – The smoky-clear Kath Inhibitor is a simple and effective antidote, capable of curing a wide variety of mild-to-moderate poisons and toxins, and inhibiting the effects of stronger toxins. If you are pregnant or may become pregnant, contact a certified healer before taking. Potion of Defensive Insight (Air + Earth) - This thin grey brew enhances the imbiber's self-preservation instincts and reflexes, providing a +2 bonus to physical/magical defenses and saves. While active, if the imbiber takes a hit that would knock him to-or-below 0 HP, this potion enables the character to partially avoid the hit, stablizing at 1 HP. This also terminates the potion's effects. Side-effects include mild paranoia and a sense of impending doom. Paralytic (Air + Fire) - This slimy violet poison causes the victim's muscles to freeze up, forcing a save. If the victim passes, it takes a penalty to-act for a short time. If the victim fails, they're paralyzed for a few rounds. Can be imbibed or absorbed through an open wound. Bloodlet Toxin (Fire + Water) - This poison acts as an anticoagulant, causing even minor wounds to bleed profusely. Those affected by this poison take more damage from any attack or harm that draws blood until the toxin is purged. Primal Philter (Earth + Fire) – This red translucent potion shuts down the higher functions of the mind and taps into the imbiber's primal instincts; the drinker gains large bonuses to fighting unarmed or with natural weapons (teeth, claws, breath) and small bonuses to all other forms of mundane combat. However, until the potion wears off, spellcasting, complex combat techniques, composure, and anything beyond basic knowledge all take heavy penalties. The effects last 30 minutes. TERTIARY RECIPES (3 REAGENTS) Sunder Mist (Air + Fire + Water) – This potent brown potion turns into mist on contact with air, eroding and sundering most woods and metals within a 6-space radius of where the potion was opened (or thrown). Magical items and objects are immune to the mist's effects. Explosive (Air + Earth + Fire) - A thick greasy paste that explodes when struck violently, producing little heat but immense concussive force. Aural Ether (Air + Earth + Water) – This potion brings the drinker in tune with the magical world. They can more easily spot the presence of magic, and can detect and identify the magical auras of items, enchanted areas, and creatures for the time the potion is in effect. Lasts roughly 30 minutes. Syrup of Stickiness (Earth + Fire + Water) – This sticky syrup can either be ingested or applied to objects. When ingested, it causes the imbiber to become incredibly sticky, enabling them to keep a far stronger hold on objects and creatures, and improve their ability at climbing, keeping one's balance, or any feat in which stickiness might be helpful for roughly 1 hour. When applied to an object, it causes that object to stick with incredible force to the next person who touches it. The drawbacks should be obvious, and Liea have mercy if this is combined with an Aerolyzer. Wardwater (Earth + Fire + Water) – When drunk, provides strong protection versus magical attacks. It provides defensive and save bonuses versus magical attacks, spells, and auras. It also provides damage and effect resistance versus instant-hit spells (such as curses, scrying, and some attack spells). Lasts 15 minutes. Click to reveal.. (Inventory) WEALTH - 0 Gold, 11 Silvers, 17 Coppers (TOTAL – 0.27) EQUIPPED/WORN Ricochet Bow – A magical bow etched with transmutational runes. Provides a flat +1 accuracy bonus. Upon missing, a second d20 is rolled; a roll above a 15 ricochets towards the nearest logical foe with the amount above 15 added to-hit. A roll below 6 ricochets towards the nearest logical ally with the amount below 6 added to-hit. Anything between misses as normal. Quiver – A standard quiver for holding arrows. ____18x Wood Arrows – Standard, cheap arrows that can be whittled from long sticks. ____0x Iron Arrows – Well-crafted iron-tipped arrows. +1 Bonus when firing, less likely to break. ____10x Steel Arrows – High-quality steel-tipped arrows. +2 Bonus when firing, less likely to break. Athame – A small athame, typically used for utility or alchemical purposes. In a pinch, it can also be used to poke holes in an enemy. Leather Armor– Bog-standard leather armor. Relatively light-weight, quiet, and good for protecting those squishy vital organs. Dark Cotton Pants and Undershirt - Motians generally frown upon undressed people in public, especially if they're mammals. Buckler (+1DEF) – Your typical buckler with a wrist strap. Used to help deflect attacks without weighing the wielder down. Prosthetic Gauntlet – A gauntlet that replaces Amadan's missing right middle finger, enabling him to fire a bow right-handed; a series of wires connected to the right ring finger enable him to bend the artificial middle finger to a limited extent via bending his ring finger. Leather Boots – An important feature of any rugged ensemble. Hand Axe - A crude hand axe. Pendent of Liea – A holy symbol of Liea. Has no powers, but identifies the person as a follower of Liea. Pack – An adventurer would be nothing without his or her trusty pack. PACK Alchemy Kit – A small kit with all the essentials to perform alchemy. It also has a small pouch for reagents. ____3x Empty Vials – Necessary for holding potions or more dangerous (or messy) reagents ____2x Air Reagents - Alchemical reagents, embodying motion and creativity. Usually consists of an animal's sensory organs or meteorites. ____0x Earth Reagents - Alchemical reagents, embodying stability and protection. Usually consists of animal bones and crystalline materials. ____0x Fire Reagents - Alchemical reagents, embodying destruction and change. Usually consists of caustic substances and animals' natural defenses (claws, teeth, venom). ____0x Water Reagents - Alchemical reagents, embodying persistence and restoration. Usually consists of fossils and animals' vital organs. ____10ozs Purified Sea Salt - Useful for countering bloodborers or for certain alcoholic beverages. ____Amadan's Recipe Book – A book of alchemical recipes. Has blank pages for storing new recipes learned in his travels. Healing Tonic - A tonic that causes wounds to seal up and life energy to rebalance itself. Stamina Potion - A potion that eases fatigue and recovers missing stamina. Paralytic – A slimy violet poison that causes the muscles of the victim to freeze up, causing either penalties to-act or outright paralysis for a short time. Primal Philter – Shuts down higher thought processes and taps into primal instincts. Heavily boosts unarmed combat and provides small bonuses to other mundane combat. Heavily penalizes anything requiring considerable thought or focus (such as magic, composure, etc). Large Vial of Insect Poison (6 Doses) - A powerful insect poison useful for repelling and killing insects. 3x Jerky – Portions of dried meat. The tastier alternative to hardtack. 2x Waterskins [Full] – Bags capable of holding two days of (preferably potable) water each. 25ft. Rope – A rope of 25 feet. Useful for chasm crossing, cliff climbing, or cattle catching. Dragonfly Signet – It's a signet of a dragonfly! Used to identify oneself as a servant of Lady Arielle, but keep out of sight at all other times. Fancy Clothing – Respectable dark green clothing, fitted so it goes over Amadan's body armor. Also, calendared.
  25. I'm going for a tank this time around. Click to reveal.. (Yemirrr) Yemirrr Unfettered Male Nephilim Raider Physical Description: Dark fur, large muscles, dark-colored eyes. Has tattered ears and a large scar from his left shoulder to his chest. Wearing ratskin pants and a small, tribal-reminiscent necklace. (If you've played BoA and seen the 5th nephil portrait, it'll give you a pretty good idea. Except with pants.) 24/24 HP / 10/10 STM 15 DEF / 12 WIL 5 SPD / 00/40 XP Melee (Axes) - 5 Magic (Force) - 2 Thievery – 3 Athletics – 4 Perception - 2 Stealth - 2 Click to reveal.. (AXE TECHNIQUES (4)) BLITZ BARRAGE (1STM) – Unleashes a devastating and lightning-quick barrage of blows onto a target, doing elevated damage and either penalizing or outright stunning the victim for 1 round. GRAPPLE BREAKER (1STM) - Counter-attacks an opponent that has grappled the character, adding the character's Melee skill and bonuses to their save versus the grapple. If successful in breaking the grapple, the opponent will take damage. UNSTOPPABLE RAGE (1PD) – Goes into a berserk rage. All attacks gain a notable bonus to hit and do extra damage, at the cost of defense. The effects last until the end of the current battle. WIDE CLEAVE (1STM) – As a full-round action, winds up and performs a massive cleaving attack, striking up to four adjacent enemies in one hit. Each additional enemy targeted inflicts a -1 penalty to-hit. Click to reveal.. (FORCE MAGIC (2)) CHILL – Hits the target object with a burst of cold. IMPULSE – Creates a short-range pulse of force. Does minimal damage as an attack, but is capable of throwing, knocking back, or deflecting enemies and objects. Additional stamina can increase the power of the force pulse or spread it out into a small cone of effect. Click to reveal.. (INVENTORY) Ratskin Pants – Pants stitched together from ratskins. There's a few pockets for storing things. Bone Necklace – A necklace made of rat bones. Battle Axe – A nasty-looking steel battle axe that Yemirrr wields one-handed. Pack – A slightly-frayed pack that was looted off of an adventurer. PACK Dried Meat x6 – Portions of dried lizard meat. Bread x5 – Loaves of bread. Healing Potion – Restores missing HP. Potion of Battle – Provides a boost to accuracy and defense for a short time. Click to reveal.. (BACKSTORY) Yemirrr was not a nice nephil. One of the few direct descendents of the infamous Ratbane clan, his parents had been cast into the abyss after his father had taken to recruiting bitter nephilim and trying to restart the clan, primarily by raiding caravans for food and weapons. Of course, this didn't actually stop once they were in the abyss; he continued raiding up to the day he was killed. However, he had also been training his son, Yemirrr, in the ways of a raider. Very soon, the brutish and very-slightly magically talented nephil was hitting under-defended caravans and farmhouses alongside his father. And he was terrifyingly good at it, too. After his father passed, he continued raids, striking terror into anyone who traveled the countryside undefended. His greatest moment came when an adventurer was hired to kill him; The adventurer foolishly assumed that he was dealing with an over-rated nephil bandit, and came under-prepared. He was soon given a rather fatal lesson; the training Yemirrr received from his father left him stronger and more competent than any normal nephil bandit. Claiming the adventurer's steel battle axe for his own, he became almost completely unfettered by societal moors. Might made right, and he started exercising that might over anyone who had the misfortune of crossing his path. This continued until the day the Empire invaded. Yemirrr, remembering his father's tales of how the Empire had practically annihilated the Ratbane clan, decided that simply slamming up agains the full might of the Empire was foolish and futile. He quickly moved away, occasionally pillaging a farmhouse as he went but mostly staying on the move. Eventually, he found himself in the presence of several other refugees who had holed up away from the Empire. And that's where things got interesting.
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