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No Salvation For Witches (Old-school D&D-like adventure seeking one more player - NSFW)

ZincStandard

Super-Earth
Joined
Feb 19, 2019
QSjNVN8.png


England, 1627. The Price Revolution has brought fresh misery into the lives of the peasantry. With the near-doubling of the country's population over the past century, and increasing supply of precious metals from the New World, the cost of living has increased dramatically, with the prices of some goods multiplying fivefold or sixfold. Food is so expensive that many starve to death, or find themselves eating the heretofore unthinkable.

In this time of desperation and uncertainty, a band of rootless drifters—scoundrels, vagabonds, and tomb robbers to a one—arrives in the village of Edington, pursuing rumors of treasures hidden within its supposedly haunted priory. Little do they know, they are about to find themselves at the center of events born of terrible sorcery and otherworldly forces, events that threaten to transform the society they know forever...

*****
Update: We've had one player possibly drop, and now we're looking for one more to bolster our numbers! The game is still young, the first scene currently in progress, so there's plenty of room to jump in. Feel free to take a look at the current characters and IC thread and decide if you're interested!

Hey everyone! This is my interest check/recruitment thread for a friendly play-by-post game of Lamentations of the Flame Princess, a D&D retroclone you may or may not be familiar with, using Rafael Chandler's adventure module No Salvation For Witches. If you've played LotFP or read any of its published materials before, you'll know it's basically old-school D&D rules with an eye toward the weird and horrific, which this adventure definitely falls under; if you haven't, but the above sounds intriguing, have no fear! You're more than welcome to try your hand, and if you've played any version of D&D at all, the rules should feel quite familiar for the most part.

To those unfamiliar with old-school style games, there are some conventions that might take getting used to. Play tends to be a lot more lethal and unforgiving than in recent D&D; emphasis is on player creativity and lateral thinking to solve problems, rather than characters' mechanical abilities (a good mantra is 'if you have to roll dice, you've already failed'). Rather than telling a story about your characters, the goal is to simulate a part of their lives as they live them, which means events might happen that seem arbitrary or meaningless in the moment; as in real life, only in retrospect can things be made sense of as anything like a narrative. Character death is a real possibility that should be taken seriouslybut that's what makes it fun when you do succeed!

This is Blue Moon, so it probably goes without saying that adult content will feature heavily in this game (if the cover art above wasn't enough of a hint, the acronym of the module's title is NSFW). However, I wouldn't go in expecting smut, or an overtly sexy tonenot that there can't be sex and sexy situations if you want them, but your characters may have to do some work to make them happen. Or they may not, who knows?

If you want to give this a shot, all you have to do is submit a character! The rules of Lamentations of the Flame Princess, including character creation, can be found here in free PDF form. However, because I know just diving into a new system rulebook with no guidance is often overwhelming, I'll outline the (really quite simple) character creation process in the spoiler below (I'll assume you're familiar with basic vocabulary from D&D, if you're not and need more help please let me know).
First, roll 3d6 6 times, in order, to determine your character's Charisma, Constitution, Dexterity, Intelligence, Strength, and Wisdom. After recording all rolls, you may swap two scores of your choice, once. Then, record the modifiers of your scores: 3 is -3, 4-5 are -2, 6-8 are -1, 9-12 are 0, 13-15 are +1, 16-17 are +2, and 18 is +3. Add up all your ability modifiers; if they total less than 0, you may discard the character and start over. Ability score checks in LotFP are d20 equal to or under your ability score.

Important note: in LotFP, your "mental" stats—Charisma, Intelligence, and Wisdom—have no bearing on your character's actual mental faculties or personality. Charisma is purely a measure of their ability to attract and manage hirelings, not their persuasiveness or attractiveness. Intelligence is purely a measure of prior education and knowledge, not reasoning or learning ability. Wisdom is strength of will and connection to the greater spiritual forces of the universe, not understanding of other people or sensory acuity. So, if you roll a character with low Charisma, that doesn't mean they have to be unattractive or socially awkward, and a character with low Intelligence doesn't have to be stupid, just uneducated.

Next, choose your class: fighter, cleric, magic-user, or specialist (skill-focused characters, can be thieves but don't have to be). The book also has elves, dwarves, and halflings, but we're not using them for this game.

Roll for your starting hit points. Fighters roll 1d8, everyone else 1d6; add your Constitution modifier to the roll. Each class has a minimum number of hit points at 1st level; if your total including your Con modifier would be less than this, you start with the minimum. Clerics and specialists have a minimum of 4 hit points, fighters of 8, and magic-users of 3.

Record your attack bonuses. As adventurers, you're all somewhat more skilled in combat than the average commoner, and have a base attack bonus of +1, except for fighters, who start at +2. Your melee attack bonus is base plus your Strength mod; your ranged attack bonus is base plus your Dexterity mod. Attack rolls in LotFP are d20+your attack bonus equal to or above the target's armor class.

Record your saving throw values. These are dependent on your class; check the table in the classes section of the rulebook for your values (fighters, be careful: your class table includes the stats for a classless 0-level character in the first row, so skip those). Saving throws in LotFP are d20 equal to or above your save value, so a lower save value is better. You add your Intelligence modifier to your saving throws for saves against spells cast by magic-users (not clerics); you add your Wisdom mod to all saves against non-spell effects.

Choose your alignment: Lawful, Neutral, or Chaotic. Alignment in LotFP has nothing to do with your beliefs, actions, or characterit's a purely cosmic, metaphysical thing, indicating basically what supernatural powers have dominion over your soul. You might be a good and righteous person who was born cursed and marked by demonic powers, and thus Chaotic despite your desperate wish to be otherwise, or you might be a heartless rogue who finds themselves an unwitting pawn of a divine destiny, and thus Lawful. If you're a cleric, you're automatically Lawful; if you're a magic-user, you're automatically Chaotic. Almost everyone else is Neutral, but you can be an exception.

Roll for your starting equipment budget. LotFP assumes a silver standard for currency (good ol' pounds sterling in this case). You start with 3d6 x 10 £ to spend on equipment. Purchase your equipment from the tables in the book, which your're on your own with unless you have specific questions cause I'm not copying all that shit here. Keep in mind that firearms rules, and the associated armor options, are in play for this game, so check the back of the book for that stuff. If you're a magic-user, you get your first spellbook for free. Any extra money you keep as coin.

Record your inventory and calculate your encumbrance. LotFP uses a slot-based encumbrance system. Every 5 normal items you carry gives you 1 point of encumbrance. At 0-1 encumbrance, you're "unencumbered" and especially fast; at 2, you're "lightly encumbered", which is what you'll be accustomed to as normal movement from modern D&D. Any more encumbrance will start to slow you down. Small items can stack in a single slot, so 20 arrows in a quiver is 1 slot (coins stack up to 100, but you'll want a container for them). Items listed in the equipment tables in italics are non-encumbering; track those separately, they don't count. Items listed in bold italics are oversized; each oversized item adds a point of encumbrance all on its own.

Record your armor class. AC in LotFP is base from armor (12 for unarmored) + Dexterity bonus. Your "unadjusted" AC, used mostly when surprised, is just your armor AC, no bonus from Dex or a shield if you're using one.

If you're a magic-user, you know Read Magic. Roll a d20 3 times, and I'll tell you what other spells you know.

If you're a specialist, spend your skill points. Skill rolls in LotFP are d6 equal to or under your skill rating, which goes from 1 to 6 (non-specialists have 1 in every skill). You start with 4 points. Spend points 1-for-1 to increase your ratings in any skill you want. Defaults include architecture, bushcraft, climbing, languages, search, sleight of hand, sneak attack, stealth, and tinkering. If you want to have other skills, let me know and we'll figure out how they work if they're acceptable.

Tell us your name and a little about yourself, as outlined below!
Your characters are all natives of 17th-century Earth, most likely Europe, though possibly from elsewhere if you like. Classes available are fighters, specialists, clerics, and magic-usersno demi-human characters. Firearms rules (matchlocks standard, flintlocks at double price) in the back of the book are in play if you want to use guns, as are the associated armor options, with all the armors listed in the standard equipment tables (now badly outdated by setting standards) costing 50% more if you still want to use them. As far as most people know, this isn't an alternate fantasy Earth or anything; magic and the supernatural are quite beyond what are considered "normal", though as adventurers, you may have had encounters with them before.

Tell us your character's name, a few sentences about their immediate look or first impression, and a few sentences about where they're from and what kind of person they are behind what they show the world. Assume you've been traveling and working with the rest of the party for a while, and will already know them at the start of the adventure. If you're new to LotFP, I suggest not getting too attached to your 1st-level characterthey might not last long, depending on how cautiously and cleverly you play.

I'm looking to run this for three or four players; I've found that's the ideal range for these sorts of games. Feel free to go ahead and submit a character if you feel like it, or ask me any questions about the game or the rules. Hope to see some interest!
 
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I never played anything besides 5e DnD so the rules are kind of familiar and kind of not at the same time. I've always wanted to try out one of the more old school TRPG games. I'll submit a character soon after I read through the rules.

How do you want to do dice rolls?
 
I haven't had a chance to figure out if the forum has a built-in dice roller yet. Let me try an experiment: [roll]1d6+2[/roll]

Ok, guess not. That being the case, I'm fine with people using whatever utility they want for their rolls, or actual dice if you want, as long as you share your results. I trust you not to cheat.
 
Hi Zinc. Thanks for offering to run this. The setting looks interesting & I'm definitely familiar with these sorts of RP systems. (I started with 1st Ed. D&D and definitely remember how easy it was to get TPKed at 1st lvl.) I'll download the rules & get you a character tonight. For backstory, can I assume the world's history is more or less like ours, or is there a bunch of alt-history in the rules as well? Thanks again & more in a bit - Grey
 
Hi bishop! With that background, you'll be right at home here. The setting is Earth as you know it, no alternate history or anything like that--your character might have encountered magic or the supernatural in the past (definitely if they're a cleric or a magic-user), but such experiences are singular and not the kind of thing you ever really hear about, at least not credibly. Compare to people in the modern day claiming to have witnessed miracles or been abducted by aliens.
 
This is very interesting, and I love that there is a skill class that isn't a rogue or bard.
 
Zinc: Here’s the character I rolled up and what I’ve put together about him so far.

Adjusted stats (after four go rounds that had -1 or lower modifiers, and swapping two stats as permitted): Cha 13/+1, Con 14/+1, Dex 9/0, Int 10/0, Str 15/+1, Wis 9/0. Pretty good.

Class: Fighter. HP: 8. Attack Bonus: Melee +3, Ranged +2.

Saving Throws: Paralyze 14, Poison 12, Breath 15, Devices 13, Magic 16.

Alignment: Neutral. Starting Money: 100 Silver Pieces equivalent.

A question on firearms costs, before I buy my gear. It seems the default costs for firearms are for a matchlock variant, with wheel locks costing x7 and flintlocks costing x2. However the pistol text says that you can’t get a matchlock pistol (which I believe is historically accurate.) The default cost for a pistol is listed as 25 SP, but what is this for? A “theoretical” matchlock pistol or something else? (If it’s for a theoretical matchlock pistol, then that means the only two actual pistols you can purchase are a wheel lock variant, for a whopping 175, or a flintlock variant, which still costs a hefty 50.)

Backstory for John “Jack” Grainger:

1. 40 years old, medium height, stocky build, dark bushy beard and mustache, receding hairline, tanned face. Third son of a minor, impoverished English nobleman – his father lost the last of his family’s wealth backing a failed settlement in the New World. Never destined to inherit anyway, Jack became a soldier/mercenary at an early age and fought in the opening stages of the Thirty Years’ War on the Continent. Wounded during the Battle of White Mountain (where he fought on the losing, Protestant side) Jack returned to England to convalesce and rethink how to make his fortune.

2. Jack is normally taciturn and, like most experienced mercenaries of the period, quite cynical and cautious – he likes the odds stacked in his favor when he fights and also has no qualms about running away when it looks like his side is going to lose. That said, when he’s in his cups he can become quite boisterous and bold. Not particularly loyal to the Crown or his homeland, though he’s not a troublemaker either. Smokes a pipe, and thinks his fondness for tobacco might be the one good thing to come out of his father’s failed investment.

Good enough so far? Grey
 
Yes, excellent! A perfect fit for this kind of game.

I believe the listed cost for a pistol is that of a flintlock (or at least that's what I'm ruling), so you can pick one up now for 25 pounds no, wait, I figured it out: the listed price is what a flintlock pistol costs in games set after flintlocks become standard, which the rules place at 1660, so yes, for our purposes, they do cost double the listed price, or 50 pounds (general reminder for everyone, you use the cheapest listed price for all items bought at chargen).
 
Okay third times the charm (I got this stat set on third try). I have never played this system before but it has enough similarities to DnD to not be 100% unfamiliar. I think I will make my first 2 or 3 characters fighters since that class seems to be the simplest to get into. Again, since this is new waters for me, I'm importing one of my DnD characters here. Funny thing is, out of all my DnD characters, only 3 can be easily imported to this system because all the others heavily rely on the system or multi-classing. Out of the 3, both fighters are female while the 3rd guy is a male wizard.

Elena Silversurge
Female Fighter 23
Neutral
Height: 6ft 2
Weight: 175 lbs

Stats:
CHA 11 (0) CON 15 (1) DEX 14 (1) INT 11 (0) STR 12 (0) WIS 5 (-2)

HP: 9 AC: 15
Saving throws: Paralyze 14, Poison 12, Breath 14 Device 13, Magic 16
Attack Bonus: Melee +2 | Ranged +3

Rolled Money: 25 sp (Initial 110 sp)
Encumbrance: 2
Movement (combat): 30. Running 90.

Equipment:
Short Bow
Leather Armor
Travel Clothes

Quiver (has 20 arrows)
Backpack
Rations/Day (5)
Bedroll
Waterskin
Rope
Torch (3)
Soap (2)
Tinderbox
Shovel
Chalk (14)


Elena stands tall with an athletic and toned build. Her well-structured facial features hint toward a noble heritage. She has a sun-tanned skin. She has bright blue eyes and long blonde hair that she ties in a braid. Kathleen wears white vest-like armor. Her arms are left exposed. Under her armor, her travel clothes are dark blue in color. She wears a cheap gold painted metal pendant that has a blue "Gem" made of stained glass around her neck.

Elena is a very optimistic and cheerful person. She is almost never seen in a bad mood. She almost always wears a caring smile on her face. She has an undying love of travel, adventure and exploration. This love led her to fleeing her rich noble family and ending up with the band of mercenaries and treasure hunters. As a kid she would sneak off to have adventures with the local kids. She made a make-shift bow which she used for hunting as well as shooting down fruits from trees. Over years of practice, she has gotten exceptionally good at the bow. She usually looks for the good in people but can be cold and sarcastic to those she doesn't like. She cares deeply for her friends and would do anything for them. Under all her cheerfulness and optimistic attitude though, she is often depressed, internally suffering and thinking of suicidal thoughts.
 
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Looks cool so far! A few things:

- I'm curious about her name. "Silversurge" isn't exactly a typical family name in 17th-century England; is it a moniker she gave herself, or was given? (Also, you refer to her as Kathleen at one point in her description, I assume that's a mistake lol)
- The save values you have recorded are actually the ones for a 0-level character, not a 1st-level fighter. It's a little confusing, but the book puts those stats in the fighter table because there isn't really a better place for them, I guess. Your actual values will be much better: paralyze 14, poison 12, breath weapon 15, magic device 13, magic 16.
- This one's my fault, I didn't explain the encumbrance rules fully. It's not each complete set of 5 items that adds encumbrance, it's each partial set. So, for example, Elena has a longbow, which is oversized and adds 1 encumbrance; then, because she also has a quiver, she's immediately at 2. She can carry up to 4 more regular items without adding more encumbrance, but carry a fifth, and she's at 3. Think of it like, your inventory is divided into "blocks" of 5 normal item slots each, and each block with anything in it adds a point of encumbrance, plus oversized items. Does that make sense?
- That said, I highly recommend you rethink your equipment. For one, by my math, you've only spent 97 silver and 5 copper, so you still have some money left (though you're welcome to hang onto that). I assume you want leather armor because it's non-encumbering? Keep in mind it costs 50% more in this period, since it's so outdated and hardly made anymore. Also, you haven't bought adventuring essentials like a backpack, food, water, torches, etc.
 
Okay thanks. I thought everything outside of the last firearms section cost 50% more so I ended up spending all my stuff. I think I kind of understand how the encumbrance works. So going by the things in order:

- The name Silversurge as well as me referring to her as Kathleen were mistakes caused by her DnD backstory getting trimmed down and a lot of stuff getting cut out and edited since it doesn't fit the setting. Silversurge could be a name Elena gave to herself to hide her true family lineage (she did run away from home after all).
-Ah okay my bad. I was wondering why my save values were so shit.
-Yeah no worries. I think I know how it works... I think. So I should have 2 encumbrance right? Wait. So if the quiver is one in a set of 5 and I took 3 rations, does that mean I can carry one more item before the encumbrance score increases?
-Yeah I wanted the essentials too but I ran out of cash. Turns out I still have a little more left. I'll add that in.
 
That all sounds good to me. One correction I need to make for everyone: I forgot that your first 5 regular items don't add a point of encumbrance, it's only when you get to 6 items or more. So, looking at Elena's current gear, she should be at 1 encumbrance, since she has a total of 10 normal items and no oversized (remember, only small items stack, each torch and each day of rations takes up a full slot; I suggest recording them individually). That puts her at unencumbered movement. The only other thing I might suggest grabbing is a tinderbox. You could swap something for it if you want to stay unencumbered, or go up to a light load if you don't care about the extra speed as much.
 
I'll go up to 2 encumbrance and grab some extra stuff. As far as I can tell, if I grab a tinderbox, I can grab 4 more items before going up right?
 
Zinc: That's for the clarification on the handgun pricing. While this almost certainly means Jack won't be able to afford one at the start, this does seem to make sense from a historical perspective - this early on, they were undoubtedly crazy expensive. And I can also work this into his backstory; he was forced to sell the brace of pistols he owned to pay for his passage back to England and convalescence (since he was on the losing side in his last battle, he didn't get paid,) and is hoping to be able to replace them.

I'll do his gear tonight, but it'll probably be a rapier and dagger, along with buff coat and lobster tail helmet. Regarding the rest of his purchases, it sounds like we're looking at a more rural adventure to start? So we'll need things like torches and backpacks? (For some reason I was thinking this was going to be a more urban, Call of Cthulhu-ish setting, but I guess not.)

I'll also see if I can read through the encumbrance rules and figure them out, but may need you to double check that. While I don't envision Jack being as fleet of foot as Elena, I also don't want him to be slow as molasses either. (One reason why I'm foregoing anything heavier than the coat for armor.)

Thanks again and more later - Grey
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Jack’s starting gear (cost is shown after, in SP unless marked CP):

Arms and armor: Rapier (15,) dagger/minor weapon (5,) buff coat (15) and lobster tail helm (25.) Total cost is 60 and this gets him to AC14 and +2 to physical saves.

In his coat pockets: Coin pouch (1CP,) local map (1,) pipe (5CP,) tinderbox (1) and tobacco (5CP.) Total cost is 2 and 11CP.

Draped over his shoulders: An empty powderhorn (1) and an equally empty “12 Apostles” powder bandoleer (5.) (When Jack sold his pistols, he kept the horn and bandoleer.) Total is 6.

Backpack and contents: Pack (1,) waterskin (1,) bedroll (1,) five days iron rations (5,) six candles (6CP) and two torches (2CP.) Total is 8 and 8CP.

Grand total spent is is 76 and 19CP, or 77 and 9CP, leaving him with 22 and 1CP in his coin pouch for future expenses.

Jack’s plan is to try to drop his pack before fighting whenever possible to lighten his load. Once I figure out his encumbrance, he may also transfer his powder horn and bandoleer into his pack for the time being, since they’re currently empty/useless – I just envision him still wearing them more out of habit/for roleplaying purposes.
 
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Still seeking new characters?

I think that this is incredibly interesting and I am very interested in taking part!
 
Hey Rivine. I'm not the GM (that'd be ZincStandard) but I can tell you this - Zinc put out a call for 3-4 PCs, and so far three people have rogered up., with two of us (ZRS and me) going as far as actually submitting characters. So you should probably be good, but I guess you could also PM Zinc to double check. And FWIW, yeah, I think this might be quite the interesting roleplay. Cheers - Grey
 
True dat - ZRS and me have both taken the easy way out and rolled up fighters, though ZRS went ranged & I went stabby. So if K is also opting for a knuckle dragger, I imagine we could really use a Spell Slinger. (Though I suppose a Specialist/Thief could also be useful.)
 
I won't be going fighter, most likely specialist
 
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Hey all! Sorry for being quiet over the weekend. Rivine, if you're interested, yes, I'd welcome a fourth character! And to everybody, don't worry about party balance, or mixing up classes. If you happen to have a preponderance or lack of something, you'll just have to adjust your strategy accordingly--a party with lots of fighters will be well-equipped to tackle problems with force. There's no requirement that you fight, or that you sneak, or that you have magic, so just play what feels most interesting to you, and/or what your ability rolls best support.

grey, Jack's gear all looks good.
 
"The All Fighter Party"? That sounds like a shitty knock-off of "The All Guardsman Party"
Could be fun though.
 
Would you be willing to take another character?

I've played quite a bit of DnD 5E and Pathfinder, I love grittier more realistic style games.

Silence Cawton
Female Cleric, Lawful, 18 years old

CHA 7 (-1), CON 12 (0), DEX 12 (0), INT 9 (0), STR 11 (0), WIS 15 (+1)

HP 5, BAB +1

Par 14, Poison 11, Breath 16, Device 12, Magic 15

One prepared spell at a time.

Starting weath: €90- €86 = €4

Flintlock Pistol- 50sp
12 Apsostles- 5sp
Clothing, Poor- 1sp
Backpack- 3sp
Holy Symbol, Wood- 1sp
Tinderbox- 1sp
Waterskin- 1sp
Wolvesbane (3)- 3sp
Rations (5)- 5sp
Bedroll- 2sp
Candles (8) - 8cp
Soap (2) - 2cp
Book, Geneva Bible - 10sp

Encumbrance: 11 = 3

Silence was a born a puritan girl in England. Her family was among some of the first to voyage west and begin settling the new world, though many of those memories she has repressed. Silence is the sole survivor of a series of strange events that wiped out the settlement, but left her with a spark of holyness. She was brought back to the old world aboard a supply ship and left on the streets an orphan until she was taken in by a group of adventurers that saw something in young girl. Having come of age amongst them, Silence sees the party as the closest thing to a family she has.

At first glance, Silence appears almost childish the way she constantly wears a soft smile though a second look reveals a well-proportioned young woman albeit a very petite one. Standing a little under five feet, Silence has long, straight dark brown hair and glistening hazel eyes. Her skin has a slight tan tone to it, clear of any distinguishing marks save for a tiny cross shaped birthmark on her left ankle. She prefers to keep her hair in a milk maid's braid underneath her bonnet and dresses in a traditional dress that's grown slightly ragged despite her best efforts to keep it mended.

Silence often comes across as timid and reserved to strangers. She often averts her gaze to avoid making eye contact with men, and it is rare for her to speak up or out of turn. Well mannered and obedient to most suggestions of the rest of the group, it could be easy to mistake her as a simple servant hired to wash the groups laundry and cook warm meals. One would be sorely mistaken to believe so, however. Behind her humble gaze is the heart of a lion and courage to match ten thousand Christian soldiers. She speaks with neither riddle nor intelligent reason, but in simple observations of faith, nature, and wit that have an uncanny way of guarding the soul whether one is a believer in her God or not. Her hand is healing, her will is strong, and her faith can make men or break them. A daughter of the Lord, she does not always find comfort in the actions of her companions, but she would rather forgive then pass judgement. Silence is often troubled by premonitions, some true and some false, many too vague to ascertain a clear message from. To those she has traveled many long, hard miles with she is usually very friendly and outgoing.
 
Welcome, Northern! (Or do you prefer Girly, or North?) Silence looks fantastic! With that, we have three characters ready to play, with two interested players still waiting to submit. In a moment, I'll open a character profiles thread, which I'll ask everyone to move on over to. In 24 hours (or as soon as I can after this time tomorrow evening), if we still have three characters ready--that is, no one's had to drop out--I'll kick off the adventure. Anyone who still has to submit a character is welcome to do so in that time; if you want to join in later, we can arrange to have your character enter into the midst of things.

Character thread is here!
 
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