conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: Sewercop: I will put down the houserules we run with, the mods, exp totals for each character and such here.
  Over time we will have one thread for reference for all we need if anyone need it.
  
  Character Creation :
   
   Spoiler: Character creation 
  -New characters start with experience points equal to the lowest level in the group minus 1 level. Minimum 5
  -Stats is generated either by 32 point buy or by rolling 4d6 drop lowest and you get to shift 1 from one stat to another if that is wanted.
   If you choose to roll, there are no rerolls or point buy.
  -Feats comes at these levels instead of normal progression. 1,2,4,6,8,10,12,14,16,18,20 etc
  -Skillpoints, every class gets an additional 2 skill points added to them.
  -Flaws, a maximum of two flaws at character generation
  -Traits, a maximum of two traits at character generation
  -Non standard races, all is allowed but the players will understand not all are welcomed all places.
  -Level adjustment uses they buyoff rule as normal.
  -There is no multiclass penalties.
   
  
  
  House rules for now :
   
   Spoiler: criticals 
  
  Criticals are implemented from rolemaster.
  If you hit against an opponent in battle with melee,natural weapons, directed spells that has a attack roll etc
  you gain the possibility to score a critical. If exceed the armor class of your opponent with 2(ac+2) you get an A critical of the appropriate type against them.
  For every two points you exceed your opponent you change the critical a,b,c,d,e where E is the highest.
  
  Size and criticals:
  If you are one size bigger f.eks large and medium the large combatant gets a critical for every 1 point he exceeds on. While the smaller needs 3 points per critical.
  That for each size difference, add or subtract one. If there is more than one size difference, the larger one uses the large or super large tables when receiving crits.
  You can never go below a difference of 1 per crit,
  
  How to read the criticals.
  All bleeding results are halved, all stuns are halved, all hitpoints are halved, minuses or positives gained are divided by 5.
   
  
   
   Spoiler: experience points 
  exp totals as of now :
  Zarniwoop:39465(but atm dead)
  Liara:29500
  Kaleb:18112+7000.. i got a question first
  Belim:29450
   
conversations.from: human
conversations.value: Sewercop: Loot from the inn in Pedestal :
  
  15 longswords and Light crossbows
  500 bolts
  
  90 pp
  6800 gp
  36000 sp
  
  Gems:
  Bloodstone x3 50 gp each
  Onyx  x3 50 gp each
  Jasper  x3 50 gp each
  Citrine  x3 50 gp each
  Amber x4 100 gp each
  Alexandrite x1 500gp
  Jade piece worth 100 gp
  Blue sapphire x4 1000 gp each
  
  
  Wand of mage armor (10 charges)
  Scroll of identify (arcane)
  Wand of ray of enfeeblement (10 charges)
  Scroll of bull’s strength (divine)
  Tower shield, masterwork
  Light steel shield, masterwork
  Hide armor, masterwork
  Scroll of resist energy (Arcane)
  Scroll of silence (divine)
  Wand of resurgence(Spell Compendium) (10 charges)
  
  Potion of eagle’s splendor
  Chain shirt, masterwork
  Potion of cure moderate wounds x 3 (as stupid as it is for undeads to have that) but... i guess they sold them
  Potion of shield of faith +3
  Scroll of cure serious wounds (Divine)
  Scroll of invisibility purge (Divine)
  Essentia jewel (MIC)
  Potion of barkskin +2
  Skill shard, greater(MIC) Jumping
  
  Helm of Battle(MIC)
  Survival Pouch (MIC) nifty little item
  Gauntlet of Infinite blades (MIC) hidden weapons
  +2 Longsword
   Robe of eyes , The most valuable by far..(and i mean far far )
  Amulet of IceAxe 2xday, caster level 7 . Where he got his weapon from 
  
  And of course the weird **** :
  Marble statue of wrestling dwarves, small, 100gp
  Prayer mat with inlaid gold(hextor) 100gp
  A masterpiece painting of a Landscape, 500gp
  Wall tapestry showing an orgy in a brothel 500gp
  
  And finally .. Dragon Hide formal boots with electrum buckles, 2500 gp
conversations.from: human
conversations.value: Sewercop: reserved for edit  dammit
conversations.from: human
conversations.value: Sewercop: to reserve a posts need different sayings or its a duplicate
conversations.from: human
conversations.value: paws_2307: Hello, this is me. Paula. Is this enough words for a post? I sure hope so!
conversations.from: human
conversations.value: Elguser: Hællæ, this is Bjørn-E, hope you all is doing well 😄
conversations.from: human
conversations.value: Razzor.Spo: Hi, everyone, here is the list of Toxon's possessions:
  
  COINS:
  2131 Gold Pieces
  88 Silver pieces
  55 Copper pieces
  
  ARMOR:
  MW Sharkskin armor w/ attached Armor Spikes (melee/grapple: 1d6 dmg, crit x2), +6 Circumstantial bonus to Escape Artist (from Sharkskin armor)
  Darkwood Heavy Shield
  
  WEAPONS:
  MW Bastard Sword
  Silver Kukri
  Darkwood Spear
  Darkwood Light Crossbow
  Crossbow Bolts x70
  Light Pick
  
  MAGIC ITEMS: (for when you have them identified)
  +1 Spell Storing Shield [Item Familiar - no investments, Unearthed Arcana book, pg. 170 &amp; 173] - can store Arcane spells only, up to 2nd level
  
  Heward's Handy Haversack: 2000 gp, weighs only 5-lbs, acts as 3 Bags of Holding
   + Center Pouch (holds 80-lbs)
   + Right Pouch (holds up 20-lbs)
   + Left Pouch (holds up to 20-lbs)
  
  Anklet of Translocation: 1400 gp, 2/day, 10-ft Teleportation (line-of-sight), as a Swift Action
  
  Hat of Disguise: 1800 gp, Disguise Self at will, +10 Disguise, Will DC 12 to disbelieve if interacted
  
  Armband of Armor +3 AC
  
  Hand of the Mage: 900 gp, 5-lb Telekinesis at will, Range 30-ft, uses a Move Action &amp; Concentration
  
  Belt of Healing: Charges: 1 - 2d8; 2 - 3d8; 3 - 4d8 healing
  
  Wand of Cure Light Wounds, 40 charges left
  
  Ring of Piercing Spells: 3/day, 2d4 melee touch spells
  
  Life Ring:
  3-foot-diameter, 4-inch-thick wooden hoop has four equally spaced handholds where the wood flattens slightly. A piece of thin twine crosses the middle of the ring.
  To activate a life ring, you break the twine crossing the hoop. Once active, a Life Ring grants a Feather Fall effect to the next four creatures who touch it within 10 rounds.
  The duration of each subject’s Feather Fall benefit is equal to the number of rounds remaining in the item’s duration when that creature touches the life ring.
  At the end of this duration, the broken life ring becomes inert and useless.
  
  MW Disarm Trap Kit: +2 Disarm Trap &amp; 1/day Telekinesis (Sp) as Standard Action, up to 1-lb, 1-ft/s, up to 100-ft, for 10 turns
  
  Aurun Mask; +5 v Inhale Toxin &amp; 10-min Breathe Water
  
  Gray Bag of Tricks: 900 gp, can pull out an animal from the bag
  01-30% : Bat : MM 268
  31-60% : Rat : MM 278
  61-75% : Cat : MM 270
  76-90% : Weasel : MM 282
  91-100% : Badger : MM 268
  
  Potion Cure Moderate Wounds
  Potion of Magic Fang
  Scroll of Inflict Moderate Wounds, CL3
  
  
  MUNDANE ITEMS:
  Explorer's outfit, Gloves
  Healer's Kit (5 uses left)
  Hourglass
  Bulleye's Lantern
  Bedroll
  Winter Blanket
  Block &amp; Tackle pulley system
  Silk Rope, 50-ft
  Grappling Hook
  Map case
  Hammer
  Crowbar
  Shovel
  Caltrops
  Fishhooks x3
  Candles x3
  Flint &amp; Steel (wrapped in leather)
  Whetstone (wrapped in leather)
  Lock, Average
  Trail Rations
  Waterskin
  Vial of ink
  Ink pen
  Papers x4
conversations.from: human
conversations.value: Abel: Hi
  
  From Daniel.
conversations.from: human
conversations.value: woop: finally. that thing would not stop insisting that im a bot.
conversations.from: human
conversations.value: Sewercop: Ok nice :) everyone is gatherd up here.