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<blockquote data-quote="Mithreander" data-source="post: 1355850" data-attributes="member: 13791"><p><span style="color: gray"><span style="font-size: 9px">[OoC]Okay, a decision of the groups direction needs to be made. Here is the options for the players: continue in the direction they are heading and have a great adventure that has very little to do with the overall campaine, butforces them to stay in the sewer for a while longer (and will prevent them from having a chance to advance in someways because of lack of training... which still may be the case, even if they DO get out of sewers), or turn around, back to the falls to search for a way down and head out of the sewers and continue with the main stream campaine (the main benifit is getting OUT of the sewers). If no decisive course is chosen by Monday, I'll choose for you and make a post concerning that decision. </span></span></p><p><span style="color: gray"><span style="font-size: 9px"></span></span></p><p><span style="color: gray"><span style="font-size: 9px">As to hit points: 75%, round down for the first advancement, round up for the following ones (4 and then 5 for d6: 7 and then 8 for d10).</span></span></p><p><span style="color: gray"><span style="font-size: 9px"></span></span></p><p><span style="color: gray"><span style="font-size: 9px">Spells will be handled a little differently, but I think it makes sense. </span></span></p><p><span style="color: gray"><span style="font-size: 9px"></span></span></p><p><span style="color: gray"><span style="font-size: 9px">New spells for wizards will not be added until the wizard has time to research them. New slots for wizards are available, but not until they memorize a spell for that slot.</span></span></p><p><span style="color: gray"><span style="font-size: 9px"></span></span></p><p><span style="color: gray"><span style="font-size: 9px">For Sorcerors, they have access to both their new 'known' spells and their new spell slots imediately.</span></span></p><p><span style="color: gray"><span style="font-size: 9px"></span></span></p><p><span style="color: gray"><span style="font-size: 9px">I think that's it for now. Let me know if you have any more questions.[/OoC]</span></span></p></blockquote><p></p>
[QUOTE="Mithreander, post: 1355850, member: 13791"] [color=gray][size=1][OoC]Okay, a decision of the groups direction needs to be made. Here is the options for the players: continue in the direction they are heading and have a great adventure that has very little to do with the overall campaine, butforces them to stay in the sewer for a while longer (and will prevent them from having a chance to advance in someways because of lack of training... which still may be the case, even if they DO get out of sewers), or turn around, back to the falls to search for a way down and head out of the sewers and continue with the main stream campaine (the main benifit is getting OUT of the sewers). If no decisive course is chosen by Monday, I'll choose for you and make a post concerning that decision. As to hit points: 75%, round down for the first advancement, round up for the following ones (4 and then 5 for d6: 7 and then 8 for d10). Spells will be handled a little differently, but I think it makes sense. New spells for wizards will not be added until the wizard has time to research them. New slots for wizards are available, but not until they memorize a spell for that slot. For Sorcerors, they have access to both their new 'known' spells and their new spell slots imediately. I think that's it for now. Let me know if you have any more questions.[/OoC][/size][/color][size=1][/size] [/QUOTE]
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