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Eberron: Curse of the Cold Sun (game thread)
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<blockquote data-quote="81Dagon" data-source="post: 6177969" data-attributes="member: 78724"><p>The rest of the journey is not peaceful, but uneventful. The equipment you have stripped from the fallen is easy enough to transport, and your captive foes to not resist being tied up and led back as prisoners.</p><p></p><p></p><p>The jungle is alive with life, but you see no sign of an hobgoblins, lizardfolk, or aggressive dinosaurs; although you did catch sight of a threehorn herd, many glidewings and a massive soarwing overhead. The road eventually descends into a small town built mostly on the near side of a broad, sluggish river. Six old stone piers jut from the water, marking the spot where a bridge once stood, but the span itself is long gone. Instead a couple of long thick ropes cross the river, each secured to a flat-bottomed ferryboat. Brown fields and green orchards surround the town, but these areas look like they have been carved out of the jungle, which keeps fighting to reclaim them. You have finally reached Drellin’s Ferry. </p><p></p><p></p><p>A group of armed townsfolk - three in leather, one in mail. stands guard,watching you warily. <strong><span style="color: #40e0d0">"Halt and state your business strangers,”</span></strong> one of the guards says.</p><p></p><p>[sblock=mythic]Okay, so we'll go fast track then. So far we've got two yays, one neutral and one nay for mythic. Vertexx, do you have an opinion? </p><p></p><p><strong>Dava</strong>: I'm not sure about feats, but from the looks of it there are enough powers for A Champion to have a thrown weapon build, and a couple powers that only apply to thrown weapons. I didn't play too close attention to the playtest, so I can't really compare, but you'd definitely have enough. A good amount of powers for melee weapons also explicitly work when thrown. [/sblock]</p></blockquote><p></p>
[QUOTE="81Dagon, post: 6177969, member: 78724"] The rest of the journey is not peaceful, but uneventful. The equipment you have stripped from the fallen is easy enough to transport, and your captive foes to not resist being tied up and led back as prisoners. The jungle is alive with life, but you see no sign of an hobgoblins, lizardfolk, or aggressive dinosaurs; although you did catch sight of a threehorn herd, many glidewings and a massive soarwing overhead. The road eventually descends into a small town built mostly on the near side of a broad, sluggish river. Six old stone piers jut from the water, marking the spot where a bridge once stood, but the span itself is long gone. Instead a couple of long thick ropes cross the river, each secured to a flat-bottomed ferryboat. Brown fields and green orchards surround the town, but these areas look like they have been carved out of the jungle, which keeps fighting to reclaim them. You have finally reached Drellin’s Ferry. A group of armed townsfolk - three in leather, one in mail. stands guard,watching you warily. [B][COLOR=#40e0d0]"Halt and state your business strangers,”[/COLOR][/B] one of the guards says. [sblock=mythic]Okay, so we'll go fast track then. So far we've got two yays, one neutral and one nay for mythic. Vertexx, do you have an opinion? [B]Dava[/B]: I'm not sure about feats, but from the looks of it there are enough powers for A Champion to have a thrown weapon build, and a couple powers that only apply to thrown weapons. I didn't play too close attention to the playtest, so I can't really compare, but you'd definitely have enough. A good amount of powers for melee weapons also explicitly work when thrown. [/sblock] [/QUOTE]
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