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Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Thu Mar 24, 2016 5:39 pm
by Penny-Whistle
We aren't Christians so Sunday is open for us. Up to y'all.
Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Fri Mar 25, 2016 12:30 am
by Tadhg
Penny-Whistle wrote:We aren't Christians so Sunday is open for us. Up to y'all.
OK. Our family events usually involve loads of partying and drinking, so I'll try to post in the afternoon as to how I'm feeling.
I never drink in the afternoon, except Christmas eve, Thanksgiving and Easter.

Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Fri Mar 25, 2016 4:49 am
by Gringnr
I have 3 young nephews, so most kid-centric holidays are spent with them and the in-laws. That having been said, I don't yet have many details about what we will be doing Sunday. I will find out and post tomorrow.
Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Sun Mar 27, 2016 12:46 am
by Tadhg
OK, thanks Gringnr!
Feel free to do tomorrow your way and then if it works out that we're all available in the evening then perhaps we can game.
I hope to post tomorrow as well.

Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Sun Mar 27, 2016 12:47 am
by Gringnr
Looks like we will be engaged into the evening. So, sorry folks, but I will be unavailable.
Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Sun Mar 27, 2016 1:10 am
by Tadhg
Gringnr wrote:Looks like we will be engaged into the evening. So, sorry folks, but I will be unavailable.
OK . . enjoy!

Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Sun Mar 27, 2016 7:13 pm
by Tadhg
Nate's game is on . . Gringnr will be with family . . . I am having a glass of wine about to leave to the in-laws . . . so - might as well cancel the game now.
And I'm sure Penny will find something very fun and interesting to do this evening ~ and thanks for your posts in the other thread.

Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Wed Mar 30, 2016 9:13 pm
by Tadhg
Session I - The Free City of Greyhawk
The adventurers:
Aergraith as:
Saxbert, a human fighter
Gringnr as:
Sheldwyn Surefoot, a halfling fighter/rogue
Penny as:
Blue Wulf, a half-orc barbarian
NPC as:
Laroo Spugnar, a gnome wizard
Buzby T. Farlowe, a halfling cleric
Horatio Bagmuffin, a halfling glimjack
The action:
The adventure begins in The Green Dragon Inn nearby the river that flows through the City of Greyhawk. It's very busy and noisy at midday. There is good food and drink to be had hear, if one has enough coppers to purchase and enjoy it.
At one of the central tables, two campaign veterans are chatting about the old day over glasses of beer . . .
Leonardo: "What of the old wizard's complex, do anyone ever find it?
Godfrey: "Zelligar's place? And there was another fellow with him ~ can't remember it at the moment!" He takes a sip of beer and continues, "Not sure if anyone found it or not, since no one has returned to tell."
Leonardo also has a sip of beer and remarks, "There must be loads of treasure in there."
...............
Just then several adventurers approach the men to greet and introduce themselves and to ask if they may speak with the veterans.
They are asked to sit and they introduce themselves to the adventurers.
Alyssa the wench arrives and takes their order for food and drink.
..............
As the veterans ask how they can be of service, some noise and a scuffle nearby cause to to stop and turn to see what is happening. It seems a tall fighter is yelling a smaller man holding a dagger in a sheath as he draws his sword. Another fighter appears next to the first but doesn't draw metal.
At the blink of an eye, Leonardo is up out of his seat springs over to where the fighter is attempting to cut the thief in two. The veteran blocks the fighter's sword with his own and says, "Stand down man! You'd kill a man for taking you dagger?"
The two stand facing each other as the patrons move away from the men. Godfrey was up a moment after his friend is standing nearby with hand on hilt.
"I would, if it pleased me. But this is not your affair old man, your days have been over while quite awhile as I can see. Put your sword away, before I hurt . . . "
The rude fighter didn't finish his sentence as Leonardo swung his sword down upon the other's and cleaved it in two. The blow knocked the man down as he was more stunned by the skill and speed of the veteran rather than the breaking of his sword. His fighter friend began to unsheathe his sword.
Leonardo glares at the man and says, "Sir Godfrey is faster and stronger than I am. He will cut you in two rather than your sword. Do you dare?"
The man pushes his sword back down, just as the sargeant of the watch and five guards enter the room.
"Sir Leonardo saved a man from these two, "men" who wish to kill a man for that one's purloined dagger", explains Godfrey to the sargeant.
"I only meant to examine it!" squeaks a little man as he puts it on the floor nearby the man on the ground who glares.
The sargeant says, "Come along you two and you as well. Next time, Sir Leonardo will not be here to save ye"
They leave and order is restored while everyone goes back to business and pleasure as though this sort of thing happens with some regularity.
The adventurers sit down again along with the veterans as the serving wench brings their hot plates a food along with beverages and bread.
They learn only a little about the wizard's complex but do find out it's somewhere in the Gnarly Forest west of the city of Fax on the Wild Coast. The veterans tell them of the Keep on the Borderland and from there they have a map to the Zelligar's complex to which they sell to the party.
A reasonable price is negotiated while all enjoy their excellent meals. Afterwards, the group decides to recruit some hirelings as suggested by Sir Godfrey.
They meet Laroo Spugnar, a gnome wizard and Buzby T. Farlowe, a halfling cleric who agree to join the group. At the same time, a scullion at the Green Dragon Inn is hired to be a glamjack for the party when they go into hill/underground complexes.
The early dinner concludes and the party spends the night at the Inn and will leave early the next morning.
End scene 1.
Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Wed Mar 30, 2016 10:52 pm
by Tadhg
Created by Aergraith!
GLIMJACK (Dexterity)
Glimjacks usually start their careers on the streets as torchbearers, also known as link-boys or mooncursers. Some are honest and hardworking, and some supplement their income by leading unwary travelers into dark alleys, taking a cut of the proceeds from thieves. Glimjacks represent the best of these torchbearers and they perfect their art through spells, tools, and techniques which make them indispensable to any adventuring party.
They can use simple weapons, but prefer to stay out of the way most of the time, using light and darkness to disrupt foes. The most skilled glimjacks can make this seem accidental.
Because of their relationship with the Thieves Guilds, they pick up the thieves cant, and often work with merchants, panderers, thieves and beggars to further their goals, providing warning, helping to set up favorable situations, and directing marks and customers their way. This special relationship can help a party find fences, learn rumors, and find hirelings willing to perform dirty deeds for them. At the same time, a torchbearer’s regular customers run the gamut from adventurers to nobles who just need a lighted path across town, so a glimjack in good standing can often help a party with these connections also.
While primarily a non-player character class, a glimjack player character can be helpful to an otherwise well-appointed party, especially in city and dungeon situations. It isn’t uncommon for a glimjack to have visited a local dungeon multiple times, know some of the traps, know where the last party dropped their things and fled, or to know the bed and breakfast with the fewest fleas or the healer with the lowest prices.
EXPERIENCE CHART
The glimjack has the same experience and BtH chart as the Rogue class.
ABILITIES
SPECIAL: Glimjacks generally do not wear armor, as they feel it only makes them a target. Instead, they prefer to stand as far out of range as possible and look like an ordinary torchbearing hireling, quiet, unassuming, and non-threatening. Glimjacks may wear a leather coat without penalty. If a Glimjack elects to wear armor which yields an armor class above 11, the AVOID ability cannot be used and the DISTRACT is penalized by -1 for each point of armor class above 11.
LIGHT SPELLS: Glimjacks are not general-purpose spellcasters and don’t have the time, patience, or possibly even the literacy to study all spells. However, they learn enough through rote training offered by their guilds to cast many light related spells. They do not record them in spell books, and cannot use scrolls unless they are unrestricted by class. At level 1 Glimjacks may cast the Light spell 4 times per day. At level 3 they may cast the Burning Hands spell. At level 5 they may cast Continual Flame 1 time per day. At level 7 they may cast Pyrotechnics 3 times per day. At level 9 a Glimjack can cast Darkness.
VISION: The Glimjack practices being able to see in perfect darkness. A glimjack that normally would have normal vision can see 30’ in darkness. If they would normally have twilight vision or darkvision, they can use it even if it would otherwise be spoiled by a bright light, and they may see twice as far in darkness.
DIRECTION: Creatures acting without sight due to darkness or blindness may operate at +5 (above their penalized CL) if being directed verbally by the Glimjack.
DISTRACT (Dexterity): A glimjack with a directional light source such as a bullseye lantern may train it on the eyes of a foe that has vision. Each round that the foe is distracted, it will make attacks and saves at -5. If operating in darkness and the foe is using darkvision, the foe will be blinded (-10) for the round.
ALIGHT: A glimjack with a source of flame such as a torch or open lantern may set any nearby flammables alight and still act; for example, the glimjack may light and throw a flask of oil in the same round, or set a nearby character's pitch-soaked crossbow quarrels alight.
AVOID: A glimjack uses dexterity and extraordinary luck to avoid being hit. The glimjack may add half his or her level to Armor Class. If the glimjack is at least 20’ from any foes, this armor class bonus increases by +2, and the glimjack receives +2 to saving throws versus any magical or mundane attack.
CANT: Glimjacks may communicate with rogues using their cant tongue.
LIGHT ON THE SUBJECT: The glimjack knows how to modify mundane light-giving items in order to increase the light they yield. At level 1, light sources have a 150% radius when so prepared. At level 6 this increases to 200%. At level 9 this increases to 300%. Additionally, when holding light up to magical writing, runes, engravings, etc., the reader receives a +2 bonus to their ability check when trying to read them.
SALT OF THE EARTH: A glimjack has perfected the ability to fit in, and gains a +2 to ability checks used to gain information from people of the lower rungs of society.
FEET DON’T FAIL ME NOW: A glimjack completely fleeing combat receives a 20’ bonus to their movement.
PRIME ATTRIBUTE: Dexterity
HIT DIE: d6
ALIGNMENT: Any
WEAPONS: Flask of oil, club, torch (as club), dagger.
ARMOR: Leather coat
ABILITIES: Light spells, Vision, Direction, Distract, Alight, Avoid, Cant, Light on the Subject, Salt of the Earth, Feet Don’t Fail Me Now
Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Wed Mar 30, 2016 11:29 pm
by Tadhg
Session I continued . .
Scene 2
The adventurers arise early the next day to get started and go to the Green Dragon Inn to enjoy a hot delicious breakfast - as they know this might be the last one for several days as they will be on the road.
They move about the city procuring goods and rations and also are able to purchase a second hand cart along with a mule. This will work out well, as they know that some of the party can ride the mule at times while at other times each member of the party can sit in the wagon as it is not yet fully laden.
The mule will allow two small ones on its back or in the wagon. He will allow the human to ride him, but not the half-orc - although he will allow him to sit in the wagon.
The heroes leave the city and follow the Fry river to the southwest and cross the bridge that leads to Gnarley Forest but has trails that go south to either Hardby or Narwell. There are many travelers, so all feel quite safe and these are well secured roads.
It takes the better part of the day to reach the city of Narwell, where the group spends the night after a good dinner. The next morning they again set out early, but it seems all the other travelers head east to Safeton - while they continue south hoping to reach Fax by nightfall . . and they do.
The group leaves early, but the weather is uproarious ~ thunder, lightening and high winds. They move off the trial several times and get under cover as the lightening is picking off high tree targets and blasting out trees.
Later in the morning, the thunderclap storms pass to the east and the group moves out.
Suddenly, it grow very quiet and the party stops and watches the area around them as well as the skies. And they see it . . . bloodhawks, flying swiftly towards the group.
The hawks target the humans and demi-humans but seem to avoid the half-orc. The courageous party quickly moves into defensive positions to take on the attacking bird of prey.
A tremendous battle ensues with hawks biting and clawing at the heroes as they fend off those attacks and parry with deathly blows against the birds.
The heros dispatch the birds swiftly and deftly as they regroup and stand back to back surveying the surrounding area watching for any other attackers.
The party takes a rest drinking from their skins and eating small morsels of rations and then they depart.
A few hours later the group encounters a vicious bugbear hungry and lusting for battle and blood, charges the party. The mule screeches and scatters his riders as he runs from the bugbear.
Blue Wulf jumps into action to greet the bugbear with her piercing axe as Saxbert charges with his bearded axe.
An incredible wild fight erupts with the bugbear doing some damage, but the adventurers working together are able to defeat the huge humanoid monster.
After resting and fortifying themselves, the party continues on to the Keep on the Borderlands where they are greeted and received by the Castellan.
End scene 2.
Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Thu Mar 31, 2016 12:51 am
by Tadhg
Session I XP = 223 per PC!

Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Thu Mar 31, 2016 5:52 pm
by Penny-Whistle
"Bah. The day I can't travel on my own two feet it will be time to put myself on an iceberg." says Blue Wulf eyeing the mule with some distaste.
hahaha
Thunderstorms, bloodhawks and bugbears. We are off to a wonderful start. Can't wait until Sunday.
Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Thu Mar 31, 2016 7:45 pm
by Tadhg
Penny-Whistle wrote:"Bah. The day I can't travel on my own two feet it will be time to put myself on an iceberg." says Blue Wulf eyeing the mule with some distaste.
hahaha
Thunderstorms, bloodhawks and bugbears. We are off to a wonderful start. Can't wait until Sunday.
LOL!
Indeed!
Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Sun Apr 03, 2016 5:06 pm
by Tadhg
Here is the standard background setting for all players to
read prior to their first adventure:
Rogahn the Fearless and Zelligar the Unknown are legendary
names. Even you, a young fledgling in a town far from
the great cities of your world, know of their reputation—even
though their tale begins long before you were born. The
elders and the sages speak both names with respect, even
awe, in a distant admiration for the memories of the two
legendary figures . . .
You have heard parts of the story before, but never enough
to know all of it, or even what is true and what is only legend
or speculation. But it is a great and fascinating beginning in
your own quest to learn more.
Rogahn the Fearless earned his name as a great warrior,
and his reputation spread far and wide across the land. Zelligar
the Unknown, equally renowned, earned his respected
status and power as a foremost practitioner of the mystical
arts of magic and sorcery.
Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Sun Apr 03, 2016 5:07 pm
by Tadhg
No one knows what occurrences or coincidence brought
these two men together, but tales tell of their meeting and
forming a strong bond of friendship, a union that would last
for the ages. As this occurred, legend has it, the two men virtually
disappeared from the view of civilization. Stories occasionally
surfaced about a rumored hideaway being built
deep in the wilderness, far from the nearest settlement, away
from traveled routes, and high upon a craggy hill—but no
one seemed to know any more than that, or where this supposed
hideaway really was located, if indeed it was. No one
knows for sure, but some say their motive was to pursue the
common goals of personal greed and some kind of vague
(or chaotic) evil. In any case, they jointly led a hermit life with
but a few occasional forays into the outside world to add to
their own reputations.
Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Sun Apr 03, 2016 5:08 pm
by Tadhg
Many years passed, until one day a great barbarian invasion
came from the lands to the north, threatening to engulf
the entire land with the savage excesses of the unchecked
alien horde. Just when things seemed the darkest, Rogahn
the Fearless and Zelligar the Unknown made their unexpected
yet most welcome reappearance. Joining their powerful
forces, they and their band of loyal henchmen met the barbarian
army in a great battle at a narrow pass in the hills,
and decisively turned back the invasion. Rogahn slew a
horde of barbarians single-handedly and Zelligar's powerful
magic put their army to fight. It was a great victory, and a
grateful populace rewarded the pair and their consorts with
considerable treasure. After that, the two heroes returned to
their mystical hideaway, and rumor has it that the spoils of
victory were spent to further its construction, although some
of it may yet be hidden somewhere.
Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Sun Apr 03, 2016 5:09 pm
by Tadhg
The most exciting portions of the legend are the most recent.
Some years ago, perhaps in the decade before you were
born, Rogahn and Zelligar apparently decided upon a joint
foray into the lands of the hated barbarians. Taking most of
their henchmen and associates along with them in a great
armed band, the two personages, it seems, disappeared into
the forbidding alien lands to the north on a great adventure
which some say may have been asked by the very gods
themselves.
Word just reaching civilization tells of some great battle in the
barbarian lands where the legendary Rogahn and Zelligar
have met their demise. This rumored clash must have occurred
some years ago, and there are few details—and no
substantiation of the story. The only thing certain is that, if all
this is true, Rogahn and Zelligar have been gone far too
long . . . if only one had the knowledge and wherewithal to
find their hideaway, he or she would have great things to explore!
Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Sun Apr 03, 2016 5:27 pm
by Tadhg
Now, just recently, came the most promising bit of information—
a crude map purporting to show the way to the hideaway
of the two men, a place apparently called "Q." You or
one of your acquaintances has this map, and if it is accurate,
it could perhaps lead you to the mystical place that was their
home and sanctuary. Who knows what riches of wealth and
magic might be there for the taking??? Yes, the risk is great,
but the challenge cannot be ignored. Gathering a few of
your fellows, you share the secret and embark on an adventure
in search of the unknown . . .
Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Sun Apr 03, 2016 5:34 pm
by Tadhg
The adventurers have heard the following legends/rumors:
Zelligar and Rogahn have actually returned to their
stronghold, and woe be to any unwelcome visitors!
There are secret doors, rooms, and passageways in
parts of the complex.
No outsiders have ever entered the complex and returned
to tell the tale.
Rogahn owned a fantastic gem as big as a man's fist
that was worth over 100,000 gold pieces; he kept it
hidden in his personal quarters.
Troglodytes have moved into the complex in the absence
of its normal inhabitants.
Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Sun Apr 03, 2016 11:53 pm
by Tadhg
Game on tonight . . server will be up in a few moments!

Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Mon Apr 04, 2016 3:50 am
by Tadhg
Great session . . thanks to everyone!
Incidentally, while Blue Wulf was engulfed by the gelatinous cube ~ all her clothes were destroyed by the acid and so she was naked when the party killed the creature and healed her.
GQube magazine has offered 1 million gold pieces if she would pose nude for the May issue.
Another mag, called Playbarbarianboy has offered 1.3 GPs.
It seems that the half-orc beauty could retire from a dangerous life of dungeon delving and be a media star in the Free City of Greyhawk!

Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Mon Apr 04, 2016 5:29 pm
by Tadhg
Session II - Wizard's Complex
The adventurers:
Penny as:
Blue Wulf, a female half-orc barbarian
Aergraith as:
Saxbert, a human fighter
Gringnr as:
Sheldwyn Surefoot, a halfling fighter/rogue
NPCs as:
Laroo Spugnar, a gnome wizard
Lavinia T. Farlowe, a female halfling cleric
Horatio Bagmuffin, a halfling glimjack
The action:
The group leaves the Keep on the Borderlands and goes west into the Welkwood forest where they are able to pick up the trail to the wizard's complex using the map they purchased from the old knights at the Green Dragon Inn.
After an hour or so ascending the trail they reach a great rock outcropping at the crest of a large wooded hill. The rock is a blackish slate color and at the middle is a cave opening that is somewhat obscured by vegetation.
The party clears the shrubs and bushes and enter the complex. They see a long hallway going north, which ends at a door. They open the door and see that the corridor continues north. As they pass some alcoves, magic mouths shout out their warning to not enter the domain of Rogahn and Zelliger.
The heroes are not afraid and continue down the corridor and up several stairs to see a grisly scene of dead bodies decaying and rats that run away at their approach. They look at each body without touching until Bluewulf pulls the sword out of the wall that holds up a body.
The group then notices a sign on the wall which says, "Quasqueton".
It's at this point that all of the party fall asleep and wake up later in a prison cell guarded by a goblin with a crossbow.
[In progress]
Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Mon Apr 04, 2016 10:57 pm
by Penny-Whistle
Rhuvein wrote:Great session . . thanks to everyone!
Incidentally, while Blue Wulf was engulfed by the gelatinous cube ~ all her clothes were destroyed by the acid and so she was naked when the party killed the creature and healed her.
GQube magazine has offered 1 million gold pieces if she would pose nude for the May issue.
Another mag, called Playbarbarianboy has offered 1.3 GPs.
It seems that the half-orc beauty could retire from a dangerous life of dungeon delving and be a media star in the Free City of Greyhawk!

Great googily moogily. Getting shot twice while imprisoned was bad enough but that takes the cake. I better roll up an alternate character. I don't think she stands any chance for survival.
=(
Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Tue Apr 05, 2016 1:40 am
by Tadhg
Penny-Whistle wrote:Rhuvein wrote:Great session . . thanks to everyone!
Incidentally, while Blue Wulf was engulfed by the gelatinous cube ~ all her clothes were destroyed by the acid and so she was naked when the party killed the creature and healed her.
GQube magazine has offered 1 million gold pieces if she would pose nude for the May issue.
Another mag, called Playbarbarianboy has offered 1.3 GPs.
It seems that the half-orc beauty could retire from a dangerous life of dungeon delving and be a media star in the Free City of Greyhawk!

Great googily moogily. Getting shot twice while imprisoned was bad enough but that takes the cake. I better roll up an alternate character. I don't think she stands any chance for survival.
=(
Blue Wulf will be the best at survival . . . mebbe a certain powerful patron that resides in the Silver Mountains in Scandia who seems to favor half-orcs may enter her world!
[Hmm, and your character in Friday night's game got blasted with buckshot!! LOL ~ rough weekend!!

]
Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Tue Apr 05, 2016 4:55 am
by Penny-Whistle
Playing a barbarian is tough! I will have to be more cautious.
(Still going to prepare a back-up character just 'cause. haha)
Edit: Saxbert has offered the use of his extra set of clothes. Blue Wulf will never forget his kindness.
I suppose the backpack has also been dissolved as well as any surface tattoos and makeup. Plus side: her skin looks like she just stepped out of a salon.
Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Wed Apr 06, 2016 12:26 am
by Tadhg
Penny-Whistle wrote:Edit: Saxbert has offered the use of his extra set of clothes. Blue Wulf will never forget his kindness.
Oh you might . . as he doesn't have an extra set of clothes!
As a matter of fact, he isn't even wearing clothes and neither has Gringnr or you from the beginning!!!
Clothes are not listed on your character sheets.
Sorry, but we'll have to re-roleplay the scene when you all walk into The Green Dragon Inn!
[Bartender . . . "we don't serve yer kind (nudists), get out!"]

Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Thu Apr 07, 2016 1:31 am
by Tadhg
This Sunday, I'm working late afternoon to early evening ~ 8 PM.
So we'll have a later start time of approximately 8:15.
See ya then!

Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Thu Apr 07, 2016 1:32 am
by Penny-Whistle
Rhuvein wrote:This Sunday, I'm working late afternoon to early evening ~ 8 PM.
So we'll have a later start time of approximately 8:15.
See ya then!

Sounds like you'll be seeing a lot more of us than we expected. hahahaha
Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Thu Apr 07, 2016 1:43 am
by Tadhg
Penny-Whistle wrote:Rhuvein wrote:This Sunday, I'm working late afternoon to early evening ~ 8 PM.
So we'll have a later start time of approximately 8:15.
See ya then!

Sounds like you'll be seeing a lot more of us than we expected. hahahaha
Oh? Does this mean Aergraith will be online? Can't remember if Nate's game is this Sunday or not.
Anyway, always glad to have the whole crew in the game.

Re: Rhu's Sun nite game - In Search of the Unknown B1
Posted: Thu Apr 07, 2016 2:29 pm
by Penny-Whistle
heh I was thinking about our group being 'clothing optional.' I wonder if I could squeeze into goblin rags. I wonder if I want goblin rags to touch my skin ....