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    Chapter 3: mad science

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    Chris

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    Re: Chapter 3: mad science

    Post  Chris on Tue Mar 27, 2018 12:41 pm

    whit10 wrote:acro check:

    Roll(1d20)+3:
    19,+3
    Total:22

    luck don't fail me now...



    Amazingly, the big cat keeps his balance yet again cheers

    2 more whacks on the helicopter, it is definitely damaged now, maybe about halfway Menkaure would guess


    Ghost is up
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    Re: Chapter 3: mad science

    Post  Robyo on Tue Mar 27, 2018 2:14 pm

    Ghost fires at the chopper. It should still be within range. Two Attacks with the SMG.
    1st) 18 + 11 = 29; hit) 7 + 6 = 13P.
    2nd) 11 + 11 = 22; hit) 5 + 6 = 11P.

    He moves to D-5.

    Ghost
    AC 18 (studded leather combat suit)
    Hp 85/96
    Temp HP: 0
    Remaining HD: 8d10
    Pass Perc: 14
    Initiative +5
    Speed: 30'; *1 hour: 40'
    Action Surge: 0
    Fighting Spirit: 2/3
    Condition: Ronin

    *Bio-electric boost (Longstrider spell)


    Last edited by Robyo on Tue Mar 27, 2018 6:40 pm; edited 1 time in total
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    Re: Chapter 3: mad science

    Post  Chris on Tue Mar 27, 2018 2:32 pm

    Robyo wrote:Ghost fires at the chopper. It should still be within range. Two Attacks with the SMG.
    1st) 18 + 11 = 29; hit) 7 + 6 = 13P.
    2nd) 11 + 11 = 22; hit) 5 + 6 = 11P.


    it is now beyond the 100 of normal range, it is within the 400 of max range, but I think Ghost has to roll his attacks at Disadvantage
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    Re: Chapter 3: mad science

    Post  Robyo on Tue Mar 27, 2018 6:40 pm

    Chris wrote:
    Robyo wrote:Ghost fires at the chopper. It should still be within range. Two Attacks with the SMG.
    1st) 18 + 11 = 29; hit) 7 + 6 = 13P.
    2nd) 11 + 11 = 22; hit) 5 + 6 = 11P.


    it is now beyond the 100 of normal range, it is within the 400 of max range, but I think Ghost has to roll his attacks at Disadvantage

    Spend a dose of Fighting Spirit to offset Disadvantage. Keep the rolls as they are?

    Ghost
    AC 18 (studded leather combat suit)
    Hp 85/96
    Temp HP: 5
    Remaining HD: 8d10
    Pass Perc: 14
    Initiative +5
    Speed: 30'; *1 hour: 40'
    Action Surge: 0
    Fighting Spirit: 1/3
    Condition: Ronin

    *Bio-electric boost (Longstrider spell)
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    Re: Chapter 3: mad science

    Post  Chris on Wed Mar 28, 2018 2:11 am

    Perfect!

    Ghost hits twice
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    Re: Chapter 3: mad science

    Post  Chris on Wed Mar 28, 2018 12:18 pm

    At 10, Cion works his magic again, computer success #7



    Chris wrote:
    Cion
    spd 25
    AC 14 +2 = 16
    HP  15\50

    computer tools 7\10


    Goggles will use his Move action to spin the helicopter around in circles (pilot check) in an effort to fling Menkaure off his back.  

    Menkaure needs to make an Athletics check to hang on.  or a harder Acrobatics check just to keep his balance.  Menkaure is looking at 11d6 if he falls.  This is an opposed Athletics vs Goggles pilot roll.  

    Goggles will fire once at Mime and once at Ghost after his spin finishes, though he will be at -2 from being slightly dizzy himself  drunken

    Goggles misses Mime (go figure)

    Goggles hits Ghost!

    Result of the throw of dice "2d6 +5" :

    3 + 5 + 5 = 13  piercing

    map is unchanged




    Chris wrote:ROUND 9

    Initiative

    Mime 21
    Ghost 11
    Menkaure 11
    Cion 10
    Killer Drones 8
    Killer Cannons 5
    Blue Bolt 3


    Mime is up
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    Re: Chapter 3: mad science

    Post  whit10 on Wed Mar 28, 2018 1:25 pm

    Athletics check:

    Roll(1d20)+8:
    16,+8
    Total:24
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    Re: Chapter 3: mad science

    Post  Chris on Wed Mar 28, 2018 3:37 pm

    whit10 wrote:Athletics check:

    Roll(1d20)+8:
    16,+8
    Total:24

    affraid unbelievable! the cat claws onto the spinning helictoper with supernatural balance

    and I really wanted to see if the cat would land on its feet....

    Mime is up
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    Re: Chapter 3: mad science

    Post  whit10 on Wed Mar 28, 2018 5:21 pm

    yeah, the comp. generated stuff is rarely this lucky for me.
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    Re: Chapter 3: mad science

    Post  Chris on Wed Mar 28, 2018 5:26 pm

    whit10 wrote:yeah, the comp. generated stuff is rarely this lucky for me.

    I think you found your special d20 Cool
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    Re: Chapter 3: mad science

    Post  whit10 on Wed Mar 28, 2018 7:12 pm

    lol... if that were the case I'd have had a crit by now... and a few 1s. Shocked

    I kid you not, that damned black twenty sider of mine rolled 10 or more 20s in one night, and the same amount of 1s. It was freaky!

    I don't use it anymore
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    Re: Chapter 3: mad science

    Post  navyik on Wed Mar 28, 2018 10:09 pm

    AC 17
    Cloak of Displacement:
    Attackers are disadvantaged to Attack Mime
    Hp 96/51

    Initiative +3 (Advantage)
    Mime's party is never surprised

    Passive Perception: 15(18 in the city)

    Lucky (3)✓

    Spells
    1) 4 ✓
    2) 2

    Hunter's mark 1 hour.

    Mime continues to track the chopper ready to fire if it comes within 100'
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    Re: Chapter 3: mad science

    Post  Chris on Thu Mar 29, 2018 10:21 am

    navyik wrote:

    Mime continues to track the chopper ready to fire if it comes within 100'

    roger that


    Ghost and Menkaure are up
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    Re: Chapter 3: mad science

    Post  Robyo on Thu Mar 29, 2018 11:39 am

    Ghost's position is not accurate.

    Robyo wrote:He moves to D-5.


    The street sam targets the chopper again with his SMG. Spends his last dose of Fighting Spirit to offset Disadvantage due to range.

    1st) 16 + 11 =27; hit) 7 + 6 = 13P.
    2nd) 16 + 11 = 27; hit) 7 + 6 = 13P.

    Amazingly I rolled the same for both attacks/damage!

    Ghost
    AC 18 (studded leather combat suit)
    Hp 72/96
    Temp HP: 5
    Remaining HD: 8d10
    Pass Perc: 14
    Initiative +5
    Speed: 30'; *1 hour: 40'
    Action Surge: 0
    Fighting Spirit: 0/3
    Condition: Ronin

    *Bio-electric boost (Longstrider spell)
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    Re: Chapter 3: mad science

    Post  Chris on Thu Mar 29, 2018 12:28 pm

    Robyo wrote:Ghost's position is not accurate.

    Robyo wrote:He moves to D-5.


    The street sam targets the chopper again with his SMG. Spends his last dose of Fighting Spirit to offset Disadvantage due to range.

    1st) 16 + 11 =27; hit) 7 + 6 = 13P.
    2nd) 16 + 11 = 27; hit) 7 + 6 = 13P.

    Amazingly I rolled the same for both attacks/damage!


    oops, apologies, fixed now



    some crazy dice lately, indeed

    Ghost keeps ripping into the helicopter. it is badly damaged now

    Menkaure is up
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    Re: Chapter 3: mad science

    Post  whit10 on Thu Mar 29, 2018 4:18 pm

    2 attacks on the chopper...

    Roll(1d20)+9:
    18,+9
    Total:27

    Roll(1d20)+9:
    4,+9
    Total:13

    Well, one probably hit! lol

    damage:

    Roll(2d6)+6:
    4,5,+6
    Total:15

    Roll(1d4)+0:
    4,+0
    Total:4

    total of 19 damage on that hit
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    Re: Chapter 3: mad science

    Post  Chris on Thu Mar 29, 2018 5:26 pm

    Menkuare has just about hacked the tail off the helicopter. Black smokes billows from the rotor engine.  Sparks fly from several places.

    Goggles realizes that he can't keep the Blue Bolt airborne much longer.  He sets his sights on Mime, Ghost and the building that Cion entered.  He grits his teeth.  With a shaking hand, he pulls the throttle to full and dives towards his enemies in a last-ditch kamikaze attack.



    The helicopter will of course enter Mime's range before it crashes, so he can take his declared readied action.



    Everyone needs to make a DEX save for 1/2 damage. I am treating the kamikaze an AOE-type effect.
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    Re: Chapter 3: mad science

    Post  navyik on Thu Mar 29, 2018 6:22 pm

    AC 17
    Cloak of Displacement:
    Attackers are disadvantaged to Attack Mime
    Hp 96/51

    Initiative +3 (Advantage)
    Mime's party is never surprised

    Passive Perception: 15(18 in the city)

    Lucky (3)✓

    Spells
    1) 4 ✓
    2) 2

    Hunter's mark 1 hour.

    Mime double taps the trigger as the chopper closes.
    Rolling "1d20 +8" 2 times

    1: 13 + 8 = 21
    2: 19 + 8 = 27

    Damage:
    Rolling "1d10 +1d6 +3" 2 times

    1: 3 + 1 + 3 = 7
    2: 7 + 4 + 3 = 14

    Mime dives out of the way, hoping he has diverted the chopper enough to save Cion.

    Dex Save
    Result of the throw of dice "1d20 +5" :

    12 + 5 = 17
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    Re: Chapter 3: mad science

    Post  Robyo on Thu Mar 29, 2018 6:36 pm

    I think Blue Bolt would need to move/crash/attack on it's turn. Cion can move before that happens.

    "Run your ass out of there, Professor!" shouts Ghost from the other side of the wall.

    Ghost Dex save: 12 + 5 = 17


    "Initiative

    Mime 21
    Ghost 11
    Menkaure 11
    Cion 10
    Blue Bolt 3"

    Ghost
    AC 18 (studded leather combat suit)
    Hp 77/96
    Temp HP: 5
    Remaining HD: 8d10
    Pass Perc: 14
    Initiative +5
    Speed: 30'; *1 hour: 40'
    Action Surge: 0
    Fighting Spirit: 0/3
    Condition: Ronin

    *Bio-electric boost (Longstrider spell)
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    Chris

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    Re: Chapter 3: mad science

    Post  Chris on Fri Mar 30, 2018 10:27 am

    Robyo wrote:I think Blue Bolt would need to move/crash/attack on it's turn. Cion can move before that happens.

    "Run your ass out of there, Professor!" shouts Ghost from the other side of the wall.

    I know some of that comment is meant as "in character" but just to explain.... I am considering the "crash" as his Action (attack), basically his ability to hit the party with the crashing helicopter. It could also be considered simply a Dash, I suppose, but it seemed more active for Goggles to have to make a pilot check to control the moving\falling helicopter that has to be really hard to steer at this point, from a reality-perspective. By the same token, from a gaming-perspective, the helicopter\pilot is really 1 single creature that wouldn't have to make piloting checks anyways, since Fly is a natural and primary type of movement for the creature. But then again, a large flying animal wouldn't necessarily cause an explosion on impact, it would be more of just a heavy weight falling from the sky.... so yeah, let's just say it's complicated drunken


    anyways.... just waiting for Josh's save and we can resolve the crash
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    Re: Chapter 3: mad science

    Post  whit10 on Fri Mar 30, 2018 12:02 pm

    Dex Save:

    Roll(1d20)+3:
    18,+3
    Total:21

    Lol... Cats always land on their feet?
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    Re: Chapter 3: mad science

    Post  Robyo on Fri Mar 30, 2018 12:05 pm

    Chris wrote:
    Robyo wrote:I think Blue Bolt would need to move/crash/attack on it's turn. Cion can move before that happens.

    "Run your ass out of there, Professor!" shouts Ghost from the other side of the wall.

    I know some of that comment is meant as "in character" but just to explain....  I am considering the "crash" as his Action (attack), basically his ability to hit the party with the  crashing helicopter.  It could also be considered simply a Dash, I suppose, but it seemed more active for Goggles to have to make a pilot check to control the moving\falling helicopter that has to be really hard to steer at this point, from a reality-perspective.  By the same token, from a gaming-perspective, the helicopter\pilot is really 1 single creature that wouldn't have to make piloting checks anyways, since Fly is a natural and primary type of movement for the creature.  But then again, a large flying animal wouldn't necessarily cause an explosion on impact, it would be more of just a heavy weight falling from the sky....  so yeah, let's just say it's complicated drunken


    anyways....  just waiting for Josh's save and we can resolve the crash

    I'm just saying, that according to initiative, Ghost can see the damaged state of the chopper, and Cion should get an attempt to flee before the crash. But hey, they're your NPCs, so whatev.
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    Re: Chapter 3: mad science

    Post  Chris on Fri Mar 30, 2018 12:34 pm

    Robyo wrote:
    I'm just saying, that according to initiative, Ghost can see the damaged state of the chopper, and Cion should get an attempt to flee before the crash. But hey, they're your NPCs, so whatev.

    sorry, I was confused there, until I realized that I had skipped CIon's turn at 10, my bad drunken

    He would have just worked on his computer hacking skills, but I can't seem to run this combat properly, so.... Cion will take Ghost's advice and "flee! flee for your lives!"
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    Re: Chapter 3: mad science

    Post  Chris on Fri Mar 30, 2018 12:48 pm




    The burning Blue Bolt slams into the ground hitting Mime and Ghost.  Menkaure is on the helicopter as it crashes.  Cion manages to run out the back door just in time, thanks to Ghost's quick thinking and the GM's poor planning.


    The Blue Bolt not only fell 110 feet but was also flying at speed towards the ground.  Mime managed to "kill" the helicopter on the way down, so you won't take the explosion damage of the remainder of its payload.  It is still a huge object, falling at speed with whirling metal blades dicing up everything in the vacinity as it lands in a heap of metal.

    REF DC was 15, if you passed, you take half damage

    110 ft of falling = 11d6
    Huge object = 6d6
    no fireball effect, thanks to Mime

    final damage = 17d6  (half with save)

    Result of the throw of dice "17d6" :

    3 + 6 + 3 + 3 + 4 + 6 + 5 + 6 + 1 + 6 + 3 + 4 + 1 + 6 + 1 + 1 + 6 = 65 (call it impact\bludgeoning)


    combat is over, as Cion can finish his work without further threat.  

    if you survived, you can take any out-of-combat actions, then we can advance the scene for conclusion
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    Re: Chapter 3: mad science

    Post  navyik on Fri Mar 30, 2018 1:05 pm

    AC 17
    Cloak of Displacement:
    Attackers are disadvantaged to Attack Mime
    Hp 96/18

    Initiative +3 (Advantage)
    Mime's party is never surprised

    Passive Perception: 15(18 in the city)

    Lucky (3)✓

    Spells
    1) 4 ✓
    2) 2

    Hunter's mark 1 hour.

    Mime took 33 dmg
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    Re: Chapter 3: mad science

    Post  Robyo on Fri Mar 30, 2018 1:44 pm

    "I love the smell of napalm in the morning!"

    Ghost takes half damage.

    Ghost
    AC 18 (studded leather combat suit)
    Hp 49/96
    Temp HP: 0
    Remaining HD: 8d10
    Pass Perc: 14
    Initiative +5
    Speed: 30'; *1 hour: 40'
    Action Surge: 0
    Fighting Spirit: 0/3
    Condition: Ronin

    *Bio-electric boost (Longstrider spell)
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    whit10

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    Re: Chapter 3: mad science

    Post  whit10 on Fri Mar 30, 2018 3:29 pm

    32 damage for Menkaure

    AC: 17
    Initiative: +3
    Movement: 30’
    HP: 88 -61
    Prof. Bonus: +3


    Menkaure will heal himself of 30 pts. of damage. He has 10 pts left to heal if anyone needs it.

    HP: 57 (currently)

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    Chris

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    Re: Chapter 3: mad science

    Post  Chris on Fri Mar 30, 2018 4:05 pm

    Mime receives a text "Yoshi."

    then another  "Yoshi?"

    and yet another, "Are you anywhere near the market area?  Something just blew up there."



    Cion is able to finish his work and shut down the drone-controlling broadcast towers in Rata Sum, the Floating City.  Blidd and the police arrive just in time, that being 5 minutes late to be of any help, but allowing them to perform scene lockdown and cleanup duties.  

    The party has the eternal gratitude of the Asuran people. This comes with the following benefits:

    move twice as quickly through Rata Sum

    +\- 10% to buy\sell goods in the market places

    safe haven to rest within the city


    Cion is hailed as a local hero and mastermind of the operation.  He attempts to deflect credit to the party, as is due.  Cion examines the wreckage from the Blue Bolt.  He asks the party to bring as much of the hull as they can find that is intact back to his lab.  He plans to craft a reward for the party.


    Any other actions here?


    otherwise, the party can get a full rest (or as long as you want).  Cion needs a day to finish crafting his gift anyways.


    study   the party did very well on this side-quest series!

    +1up level to all

    note the local boons above

    the party defeated 8 darkmantles (drones), 4 giant spiders (cannon) and 1 young adult blue dragon (blue bolt).  candidly, it wasn't as hard of a challenge as I thought.  I will have to up the difficulty next time Twisted Evil



    Cion's lab is a picture of the lab from the Nutty Professor.  

    "A situation of gravity" is the name of the original short story that Nutty Professor was based on

    appropriately, Cion crafts 3 "magic items" made of FLUBBER!

    since the party defeated the Blue Bolt (not just beat the timer), they were able to harvest blue dragon scales (hull) and Cion enhanced his gadgets with this material for added effect


    FLUBBER RING (attunement) with blue bolt bands - Resistance to Elecricity
    Per day (long rest) the user can activate the Flubber Ring to 'cast' JUMP or FEATHER FALL for a total of 10 turns, these turns do not have to be consecutive.  The Flubber either spreads between the user's arms and legs to form a kind of kite-like flying suit (feather fall) or concentrates in the user's boots to allow for increased bounciness (jump)
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    Re: Chapter 3: mad science

    Post  Robyo on Fri Mar 30, 2018 5:07 pm

    cheers Whoo Hoo!

    Ghost will gladly take a long rest.

    Updated character forthcoming...
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    Re: Chapter 3: mad science

    Post  Chris on Fri Mar 30, 2018 5:16 pm

    and perfect timing for a break from combat here as we have our waterfall fight going cheers
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    Re: Chapter 3: mad science

    Post  whit10 on Fri Mar 30, 2018 6:31 pm

    that was an awesome tale man!!

    Hope to continue in a little while, loving this...
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    Re: Chapter 3: mad science

    Post  Chris on Fri Mar 30, 2018 7:43 pm

    Definitely, on to the Sky Maze!

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    Re: Chapter 3: mad science

    Post  Robyo on Sat Mar 31, 2018 11:37 am

    Stats updated. Ghost will attune with the FLUBBER.

    Once he's rested up, Ghost will check in with Ysabel using his comlink*.


    Ghost
    AC 18 (studded leather combat suit)
    Hp 108/108
    Temp HP: 0
    Remaining HD: 8d10
    Pass Perc: 15
    Initiative +5
    Speed: 30'
    Action Surge: 1
    Fighting Spirit: 3/3
    Condition: Ronin

    *(posted on Ghost's character page)
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    Re: Chapter 3: mad science

    Post  Chris on Mon Apr 02, 2018 1:15 pm

    hi guys,

    we will get going again here this week, just taking a little pause to recharge the GM batteries
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    Re: Chapter 3: mad science

    Post  whit10 on Mon Apr 02, 2018 5:24 pm

    totally understand.
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    Re: Chapter 3: mad science

    Post  Chris on Wed Apr 04, 2018 2:26 pm

    this week actually got busy on me, plus we are having our floors re-done at home

    maybe next week for re-start and Sky Maze
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    Re: Chapter 3: mad science

    Post  whit10 on Fri Apr 06, 2018 5:25 pm

    any chance of Cion making Menkaure (or recommending an arms maker) to get a hammer of some neat sort? Need a bludgeoning weapon
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    Re: Chapter 3: mad science

    Post  Chris on Fri Apr 06, 2018 5:38 pm

    whit10 wrote:any chance of Cion making Menkaure (or recommending an arms maker) to get a hammer of some neat sort?  Need a bludgeoning weapon

    Cion already made you guys custom magic items.

    Rata Sum is full of vendors with crystal-powered tech.  And because of your standing with the Asurans you get 10% discount, as noted above



    Chris wrote:
    The party has the eternal gratitude of the Asuran people. This comes with the following benefits:

    move twice as quickly through Rata Sum

    +\- 10% to buy\sell goods in the market places

    safe haven to rest within the city




    study the party did very well on this side-quest series!

    +1up level to all


    FLUBBER RING (attunement) with blue bolt bands - Resistance to Elecricity
    Per day (long rest) the user can activate the Flubber Ring to 'cast' JUMP or FEATHER FALL for a total of 10 turns, these turns do not have to be consecutive. The Flubber either spreads between the user's arms and legs to form a kind of kite-like flying suit (feather fall) or concentrates in the user's boots to allow for increased bounciness (jump)
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    Re: Chapter 3: mad science

    Post  Chris on Tue Apr 10, 2018 1:50 pm

    sorry guys, the delay continues


    I just got a new case dumped on me that has 9 disks and 2000+pgs of discovery. I will be unable to restart the game for probably the rest of the week, at least
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    Re: Chapter 3: mad science

    Post  Robyo on Tue Apr 10, 2018 1:52 pm

    no prob. Whenever you feel ready.
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    Re: Chapter 3: mad science

    Post  whit10 on Tue Apr 10, 2018 2:38 pm

    totally understand dude.

    How do they do costs again for this game? I can't seem to find anything like that
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    Re: Chapter 3: mad science

    Post  Chris on Tue Apr 10, 2018 3:09 pm

    whit10 wrote:totally understand dude.

    How do they do costs again for this game?  I can't seem to find anything like that

    costs for what?

    basic stuff in the PHB
    magical items in the DMG

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    Re: Chapter 3: mad science

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