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PostPosted: Thu Dec 07, 2017 9:23 am 
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Ranger Lord
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You're still nugging towards the hardest-earned Scout-test in game history. :lol:


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PostPosted: Thu Dec 07, 2017 9:34 am 
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Marullus wrote:
You're still nugging towards the hardest-earned Scout-test in game history. :lol:

Yup!


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PostPosted: Thu Dec 07, 2017 9:49 am 
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Bill - it sounds like we're willing to follow. If you want Thag to go lead a charge against the skeletons, go post it IC. :)


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PostPosted: Thu Dec 07, 2017 3:47 pm 
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BillTheGalacticHero wrote:
We can camp, and fit the skellies while every one (except me) is still Fresh


Can't camp until after we earn a check. Fighting offers more opportunities to earn checks, especially when folks are Fresh! +1D (fresh) vs -1D (trait for a check). Just sayin'.

While Rabon wants the picks, I am only taking the test because we need to take one to earn a check so we can camp. So let's fight, instead, as it relates to more character beliefs than getting Rabon's tools. Lead on, Thag!


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PostPosted: Mon Dec 11, 2017 10:52 am 
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To answer Ludanto's question in the main thread:

Marullus wrote:
Allric sighs, then takes the sack from Aiofe to free both hands for her hammer. "Berry, Rabon, light your lanterns and lead Aiofe and Thag in... It should be enough light for the four of you. Berry, you can leave your pack here too if you wish, in case. Oh, Rabon - take that engraved Ruby out. It may be a key, if you can find the statue drawn in the book." He pauses, more solemn. "Berry, remember your ring. The name of a Lord of Light has Power. Don't be Afraid to use it."

He begins his motes patrolling the hallway on an ordered procession.


Berry and Rabon have lanterns lit. And as far as I can tell we've only done 1 test. I don't see Rabon having to do a test to "acquire" some stained glass.

And Allric's light are still with us. So we could dowse one or both of the lanterns.


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PostPosted: Mon Dec 11, 2017 11:31 am 
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No dice were rolled, so there was no test for the stained glass. Unless Light says otherwise, of course. ;)


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PostPosted: Mon Dec 11, 2017 11:45 am 
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That's correct - Allric's lights last two turns and we only passed one of them, so they'll be able to illuminate all characters for the fight (3 fully, Allric [likely not fighting] and one fighter at Dim Light). I cast it to last to the end of the Session.


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PostPosted: Mon Dec 11, 2017 12:06 pm 
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Rusty Tincanne wrote:
Can't remember if he can dual-wield weapons... If so, he will. If not, he'll just hold the axe,
which is likely what he will use anyhow.


They're both one-handed, so I think that's legit. You just can only benefit from one at a time, so you need to declare which weapon you're benefitting from for each action when you declare the move sequence.


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PostPosted: Mon Dec 11, 2017 12:15 pm 
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Marullus wrote:
Rusty Tincanne wrote:
Can't remember if he can dual-wield weapons... If so, he will. If not, he'll just hold the axe,
which is likely what he will use anyhow.


They're both one-handed, so I think that's legit. You just can only benefit from one at a time, so you need to declare which weapon you're benefitting from for each action when you declare the move sequence.


Unless you're a second level Strider, it's one of the options you can choose.


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PostPosted: Mon Dec 11, 2017 12:48 pm 
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BillTheGalacticHero wrote:
Unless you're a second level Strider, it's one of the options you can choose.

Good point. These are specifically Strider benefits (for those without that book), so are NOT something normal people do...

Quote:
Level 2: Sword Proficiency: When armed with a sword and any off-hand weapon, gain +1D to two action types (Attack, Defend, Feint or Maneuver) when acting with the sword. The bonuses stick to those action types for the remainder of the conflict.

Level 4: Sword Expertise: When wielding a sword and an off-hand weapon, you may declare a two weapon Attack or Maneuver (-1D, +1s) when you declare your action. Pre-requisite: Sword Proficiency.

Level 6: Sword Mastery: When wielding a sword and any off-hand weapon, gain +2D to Defend, Feint or Maneuver or gain +1s to Attack. The bonus sticks to that action type for the remainder of the conflict. Pre-requisite: Sword Expertise.


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