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Remnants of the Horde:Back to Myrach...
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<blockquote data-quote="Uriel" data-source="post: 964449" data-attributes="member: 8222"><p>With the bad footing, you can move BaseX2 max. or rush there and risk damage. Ref saves: Base DC 15, 1D6 subdual per 5 missed points/round sounds good.</p><p></p><p></p><p></p><p>Bargo gets there in 3 rounds, none the worse for wear.</p><p>Durgo gets there in 3 rounds, having taken 6 Sub HPs.</p><p>Kurg gets there in 3 rounds minus 2 Sub HPs.</p><p>Hex takes no damage thus Valrack doesn't either.</p><p></p><p>You will arrive the round after Midnight Fang tries to escape/whatever.</p><p></p><p>This is a bit different from the distance I posted earlier, but I want everyone to be involved. Maybe someone can save Mickerus from rolling up a new character as well...<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Everyone, let me know which map squares you move through</p><p>Post them here, like this or similar</p><p></p><p>'Durgo runs through H14,13,12,11,10, then I 9,8,7 etc...</p><p>Not that I have any more nasty suprises waiting for you <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>BTW, this group is really a lot of fun to DM, you guys are doing a bang-up job.</p><p></p><p>fear not, XPs coming soon...Ach, Ogres getting MORE burly...ugh.</p><p>As well, I am going to be implementing some 3.5 Revisions as soon as you have all read them.</p><p>Fighters take note, PA gets better, much better. As long as all are familiar, I am ok with using the 3.5 available now in the game as of now.</p><p></p><p></p><p></p><p>3.5 Revisions</p><p></p><p><a href="http://enworld.cyberstreet.com/showthread.php?s=&threadid=53488" target="_blank">http://enworld.cyberstreet.com/showthread.php?s=&threadid=53488</a></p><p></p><p>-Uriel</p></blockquote><p></p>
[QUOTE="Uriel, post: 964449, member: 8222"] With the bad footing, you can move BaseX2 max. or rush there and risk damage. Ref saves: Base DC 15, 1D6 subdual per 5 missed points/round sounds good. Bargo gets there in 3 rounds, none the worse for wear. Durgo gets there in 3 rounds, having taken 6 Sub HPs. Kurg gets there in 3 rounds minus 2 Sub HPs. Hex takes no damage thus Valrack doesn't either. You will arrive the round after Midnight Fang tries to escape/whatever. This is a bit different from the distance I posted earlier, but I want everyone to be involved. Maybe someone can save Mickerus from rolling up a new character as well...:D Everyone, let me know which map squares you move through Post them here, like this or similar 'Durgo runs through H14,13,12,11,10, then I 9,8,7 etc... Not that I have any more nasty suprises waiting for you :D BTW, this group is really a lot of fun to DM, you guys are doing a bang-up job. fear not, XPs coming soon...Ach, Ogres getting MORE burly...ugh. As well, I am going to be implementing some 3.5 Revisions as soon as you have all read them. Fighters take note, PA gets better, much better. As long as all are familiar, I am ok with using the 3.5 available now in the game as of now. 3.5 Revisions [url]http://enworld.cyberstreet.com/showthread.php?s=&threadid=53488[/url] -Uriel [/QUOTE]
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