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Thread: Off-Topic

  1. #31
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    Quote Originally Posted by Riftwalker View Post
    Do we know the properties of the Helmet of Command and the Hallowed Mace? Seryl is leaning towards the mace but I couldn't find descriptions for either in the DMG or the MIC.
    Yep, they were in the main thread, posted from the Spellcraft checks.
    Quote Originally Posted by The Wandering Bard View Post
    The Mace is Hollowed Soul. (a knowledge history will reveal its history.) A Ghost touched Mace with a unique ability. 1/day the mace can emit a screem like those trapped in the nine hells. (will save dc14 or flee from the wielder.)

    Helmet is a The Helmet of COmmand (+2 on Bluff, Intimidate, Diplomacy checks.)

  2. #32
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    There is some history to the Mace, but I couldn't determine it due to a terrible knowledge(history) roll.

    Developer for Darkage Warlord, a Pen & Paper Games exclusive Medieval Wargame.

    If you are in the DC metro area and like to trade D&D minis (1.0 or 2.0), please send me a PM!

  3. #33
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    The mace was used by Theologian Volmar in his war against the Mad summoner Estin. the mace was stained by the blood of so many deamons that it began to gain magical abilities. (its cold iron forged head is a +1 weapon with the added ability to unleash the shrieks of those trapped in the nine hells.)

  4. #34
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    Awesome. I'll go with the mace. Thanks!

  5. #35
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    I just wanted to post my thanks to ZANE and Crowblaze. Zane for his insightful idea to include character descriptions in a seperate topic so that if new players and old can get a visual idea of the vastly different looking party we have here.

    And my thanks to Crowblaze to for keeping a journal to write down all the "pieces of the puzzle" !

    - D'argos
    Rok "ROOOAAARRR !!!"
    [r oll=Dice]Action Description[/ roll]
    [h ide]Some stuff[/ hide]
    (no spaces)

  6. #36
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    POSSIBLE MARCHING ORDER
    (will be edited with everyone's input, can be changed easily if someone wants a different position)
    A____________________B_____________________ C
    l__ l++++++l_____l++++\__\/__/++++++++
    l __l 5 ft ++l____ l 10 ft l_____ l 15 ft +
    l__ l++++++l____ l++++_l_____l+++++++

    8 __________8_________ 8

    5__________ 52________ 526
    2__________ 74________ 374
    4__________ 13_________ 1
    7___________6
    3
    1
    6

    (1) Anaesthesia / Sparkle bard
    (2) D'argos / Rok war
    (3) dndmaster / Gabriel caster
    (4) Fsuphilosophy09 / Seth Rogue
    (5) headeast76 / Barravas dwarf war
    (6) Maelstrom / crowblaze hybrid
    (7) Riftwalker/ Seryl cleric
    (8 ) Zane / Mursharr scout
    .

    Changes: swapped Seryl and Seth in 5' line
    Last edited by D'argos; 04-16-2008 at 12:50 PM.
    [r oll=Dice]Action Description[/ roll]
    [h ide]Some stuff[/ hide]
    (no spaces)

  7. #37
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    Hmm, I don't think the formatting appeared quite like you intended.

    Oh, and I'm fairly sure that Seth is not a caster, but a roguish kinda guy.

  8. #38
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    Another possible order would be a reach order.

    If crowblaze has a longspear. We could do the 5 foot tunnel like this

    Baravas - axe reach 5 ft (short / medium humanoid)
    Crowblaze - longspear reach 10 ft (regular / human size humanoid)
    Rok - Sp. Chain reach 20 ft (large sized humanoid)

    Rok could also use his comp longbow and fire over the top of the front warriors

    Any and all input is wlecome !
    [r oll=Dice]Action Description[/ roll]
    [h ide]Some stuff[/ hide]
    (no spaces)

  9. #39
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    I have no major complaints. I might swap Seryl and Seth in the 5' lineup, simply because Seryl is more of an archer than a melee fighter. (She's a very druid/ranger-like outdoorsy cleric of Ehlonna. Her AC isn't that great, and her feats/stats are more geared towards shooting arrows than cracking skulls.)

  10. #40
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    Looks good to me

  11. #41
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    Anything is fine with me, as long as I'm not in front
    There's nothing to fear except fear itself and, of course, the boogeyman.

    Co-Organizer of NEPA D&D and Stroudsburg Geeks. Member of Stroudsburg Area Gaming Association.

  12. #42
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    Ok, now to comment on the actual order.

    I know that Seth would like to be near the front (his character suggested that at one point in time) - but with Fsuphilosophy09 not being able to check as often as others (i.e. myself - who has no life ), I think it would be better to keep him off the front line, especially since Mursharr is able to search for traps - when he thinks to do so...

    On the 15 foot wide, I'd say keep Crowblaze at the back to guard the rear and move Seth up instead. He can be flanked by the two bigger guys to protect him, but his eyes wouldn't hurt to have there. So:
    8
    542
    376
    1

    All in all, good idea keeping Seryl near the middle, so the cleric can easily reach as many people as possible.

  13. #43
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    Sounds good Zane!
    There's nothing to fear except fear itself and, of course, the boogeyman.

    Co-Organizer of NEPA D&D and Stroudsburg Geeks. Member of Stroudsburg Area Gaming Association.

  14. #44
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    * Gabriel's initiative *

    Dice Result History - [Hide]
    04-17-2008 10:06 PM
    Gabriel's initiative: 1d20 (20) + 3 = 23

  15. #45
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    hey good roll

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