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PostPosted: Wed Feb 15, 2006 1:03 am 
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Quick, find someone who knows D&D and wants to be a Cleric in our game!
I'll wait here. :)

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PostPosted: Wed Feb 15, 2006 1:06 am 
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I would join up, but the fact that I've never played a game of DnD before makes me not want to so much...

No one would want a cleric that has no clue what he's doing...

Edit: Woah, that smultipost makes it sound like I was replying to you...
Edit edit: For future referance how do you figure out your stats? And how many skills and feats do you start out with? The web page didn't have anything about that.

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PostPosted: Wed Feb 15, 2006 2:19 am 
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For basic Abilities (Strength, Intelligence, etc...) roll 3 Six-sided dice for each Ability.

Skills are determined by which class you take added to your Intelligence modifier which is a bonus or penalty you obtain depending on your Ability Score. For instance, a fighter would get 2 Skill points (due to his class) +1(the fighters Intelligence modifier if his Intelligence is 12-13). First level characters get a multiplier added on that differs according to class. The fighter has x4 for example.

The end result would be, 2(class) + 1(INT modifier) x 4(1st level bonus) = 12 total skill points.

Characters start with one feat. Humans get a bonus feat at 1st level. Fighters get a bonus feat at 1st level from a list of fighting related feats.

Important Note: These are according to 3.0 rules, but there shouldn't be a huge difference.

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PostPosted: Wed Feb 15, 2006 2:29 am 
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Krazed Squirell wrote:
For basic Abilities (Strength, Intelligence, etc...) roll 3 Six-sided dice for each Ability.

In 3.5, you roll 4 six-sided dice, and subtract the lowest score.

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PostPosted: Wed Feb 15, 2006 2:35 am 
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Actually, you can do that in 3.0 as an alternate to the straight 3D6 roll. I've also heard of people rolling 2 sixers and adding a 6 to the roll. In my games, I usually allow players to reroll 1's and 2's when making characters, you need all the help you can get.

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PostPosted: Wed Feb 15, 2006 2:41 am 
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Krazed Squirell wrote:
Actually, you can do that in 3.0 as an alternate to the straight 3D6 roll. I've also heard of people rolling 2 sixers and adding a 6 to the roll. In my games, I usually allow players to reroll 1's and 2's when making characters, you need all the help you can get.

You seem to know a lot about DnD, why don't you come along as our cleric? We'd all be grateful.

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PostPosted: Wed Feb 15, 2006 2:52 am 
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Exhibit A wrote:
You seem to know a lot about DnD, why don't you come along as our cleric? We'd all be grateful.


I'm seriously debating it. In addition to the real-life campaign I'm in, and time constraints, I'm not sure when I could do this though. I wouldn't want to hold up the game when real life comes a callin'.

Ah, screw it. If no one has jumped by tomorrow, I'll join up pending COLAs approval.

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PostPosted: Wed Feb 15, 2006 3:40 am 
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Regarding character creation:
I prefer the Point Buy System, which work like this:

You start with 8 points in each stat, like so.
STR: 8
DEX: 8
CON: 8
WIS: 8
INT: 8
CHA: 8

Then, you have 30 points to spend. If a stat is at 13 or lower, it costs one point to inclrease that stat. If it's at 14 or 15, the cost is two points. If it's at 16 or 17, the cost is three points. You cannot push the stat beyond 18 at this stage.

Now, pick your class, gender, alignment, and race. If the race is non-human and it has racial modifiers to an Ability Score, apply it now. If this lowers a stat below 8 or rasies it above 18, so be it.

Simple, no?

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PostPosted: Wed Feb 15, 2006 3:43 am 
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Krazed Squirell wrote:
Exhibit A wrote:
You seem to know a lot about DnD, why don't you come along as our cleric? We'd all be grateful.


I'm seriously debating it. In addition to the real-life campaign I'm in, and time constraints, I'm not sure when I could do this though. I wouldn't want to hold up the game when real life comes a callin'.

Ah, screw it. If no one has jumped by tomorrow, I'll join up pending COLAs approval.


Approval..umm...approved..... if noone has signed up by tomarrow at 8 o' clock at night, My time,(GMT -6), then you get the part, and we will start on friday.

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PostPosted: Wed Feb 15, 2006 4:23 pm 
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Sounds like a deal. I'll whip up a character and post it later today.

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PostPosted: Wed Feb 15, 2006 10:23 pm 
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Krazed Squirell wrote:
For basic Abilities (Strength, Intelligence, etc...) roll 3 Six-sided dice for each Ability.

Skills are determined by which class you take added to your Intelligence modifier which is a bonus or penalty you obtain depending on your Ability Score. For instance, a fighter would get 2 Skill points (due to his class) +1(the fighters Intelligence modifier if his Intelligence is 12-13). First level characters get a multiplier added on that differs according to class. The fighter has x4 for example.

The end result would be, 2(class) + 1(INT modifier) x 4(1st level bonus) = 12 total skill points.

Characters start with one feat. Humans get a bonus feat at 1st level. Fighters get a bonus feat at 1st level from a list of fighting related feats.

Important Note: These are according to 3.0 rules, but there shouldn't be a huge difference.


Thanks! That makes things a lot easier for me! :)

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PostPosted: Thu Feb 16, 2006 1:21 am 
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Bit early, but here's me character...


_____________________________________
NAME: Krayse
Race: Human Class: Cleric
Level: 1 EXP:0
Alignment: Neutral Good
Initiative: 1D20 +5
*once combat starts, the person with the highest initiative goes first
Speed: 20 ft. (30 ft.)
*you can move X Spaces per Turn
Base Attack: +0
Weapon: (Heavy Mace) Attack: 1D20+1 (STR) +1 (WF) Damage: 1d8 +1 (x2)
weapon(ranged)d20(Roll for attack) d6(roll for damage)
Armor Class: 16 (15 flat footed, 11 vs. Touch) CHK: -5
*monsters need to roll your AC or better on their attack rolls to hit you
Hit Points: 10/10
*if you run out of hit points, you die. (bummer)
____________SKILLS________________
Diplomacy:d20+/+3
Disable Device:D20+/-X
Hide:D20+/-X
Listen:d20+/-X
move Silently: D20+/+1
Open Lock:D20+/-X
search:D20
Spot:D20+/+1
Additional Skills:
Concentration: (Used to avoid distraction during spell casting) D20 +2
Heal: (Used to help wounds heal faster and to treat Poison and Disease) D20 +4
Knowledge (Religion): D20+ 3
_________ABILITY SCORES__________
roll a D20 for the For the following Scores, and a D4 for bonus;penalty on Wisdom
Strength: 12 / +1
Dexterity: 13 / +1
Constitution: 15/ +2
Intelligence: 10 / +0
Wisdom: 16/ +3
Charisma: 10/ +0
_____________SAVING THROWS_____________
Fortitude: D20+/ +4 (+2 base+CON)
Reflex: D20+/ +1 (+0 base+DEX)
Will: D20+/ +4 (+2 base+WIS)
______________SPELLS__________________
Spell Save: (Add on to Save Throw when opponent saves vs. my spell) +3

Spells per Day:
0=3 spells
1=3 spells +1 domain spell

Domains:
Luck: Reroll one roll per day Lev.1: Entropic Shield (Ranged attacks have 20% miss chance)
Healing: Cast Healing Spells at +1 per level. Lev. 1: Cure Light Wounds (heal 1D8 +1 HP per lev.)

Turn Undead:
Check +0 ( Roll 1d20 to determine # of Hit Dice you can turn)
Damage: 2d6 +1 (roll 2d6 + CHA to determine # of Hit Dice turned)
Usable 3 times per day

Armor: Scale Mail (+4 AC/-4 CHK) Lt. Steel Shield (+1 AC/-1 CHK)
Weapons: Heavy Mace
Gear: 2 Potions Cure Light Wounds, Backpack, Bedroll, Holy Symbol (Silver), Waterskin, Trail Rations (3), Clerics Vestments, Sunrods (2)
86 GP, 5 SP

Other: 4 skill points at Level 1, +1 per lev. +1 feat at level 1
Neutral Good Aura (For Detect spells)
Feats:
Class Feats:
Armor Proficiency, Heavy.
Armor Proficiency, Medium
Armor Proficiency, Light
Sheild Proficiency
Simple Weapon Proficiency
Other:
Weapon Focus: Heavy Mace (+1 base attack with Heavy Mace)
Improved Initiative (+4 to Initiative Rolls)
_____________________________________________

Pretty generic Cleric...Heh, rhyming is fun.
I tried to make the text smaller so I wouldn't take up so much room in a thread. I have a few notes on things that I'll get into later. Questions? Notice one of my many screw-ups? Point it out.

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Last edited by Krazed Squirell on Thu Feb 16, 2006 6:58 pm, edited 3 times in total.

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PostPosted: Thu Feb 16, 2006 2:17 am 
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Krazed Squirell wrote:
Bit early, but here's me character...


_____________________________________
NAME: Krayse
Race: Human Class: Cleric
Level: 1 EXP:0
Alignment: Neutral Good
Initiative: 1D20 +5
*once combat starts, the person with the highest initiative goes first
Speed: 20 ft. (30 ft.)
*you can move X Spaces per Turn
Base Attack: +0
Weapon: (Heavy Mace) Attack: 1D20+1 (STR) +1 (WF) Damage: 1d8 +1 (x2)
weapon(ranged)d20(Roll for attack) d6(roll for damage)
Armor Class: 16 (15 flat footed, 11 vs. Touch) CHK: -5
*monsters need to roll your AC or better on their attack rolls to hit you
Hit Points: 10/10
*if you run out of hit points, you die. (bummer)
____________SKILLS________________
Diplomacy:d20+/+3
Disable Device:D20+/-X
Hide:D20+/-X
Listen:d20+/-X
move Silently: D20+/+1
Open Lock:D20+/-X
search:D20
Spot:D20+/+1
Additional Skills:
Concentration: (Used to avoid distraction during spell casting) D20 +2
Heal: (Used to help wounds heal faster and to treat Poison and Disease) D20 +4
Knowledge (Religion): D20+ 3
_________ABILITY SCORES__________
roll a D20 for the For the following Scores, and a D4 for bonus;penalty on Wisdom
Strength: 12 / +1
Dexterity: 13 / +1
Constitution: 15/ +2
Intelligence: 10 / +0
Wisdom: 16/ +3
Charisma: 10/ +0
_____________SAVING THROWS_____________
Fortitude: D20+/ +4 (+2 base+CON)
Reflex: D20+/ +1 (+0 base+DEX)
Will: D20+/ +4 (+2 base+WIS)
______________SPELLS__________________
Spell Save: (Add on to Save Throw when opponent saves vs. my spell) +3

Spells per Day:
0=3 spells
1=3 spells +1 domain spell

Domains:
Luck: Reroll one roll per day Lev.1: Entropic Shield (Ranged attacks have 20% miss chance)
Healing: Cast Healing Spells at +1 per level. Lev. 1: Cure Light Wounds (heal 1D8 +1 HP per lev.)

Turn Undead:
Check +0 ( Roll 1d20 to determine # of Hit Dice you can turn)
Damage: 2d6 +1 (roll 2d6 + CHA to determine # of Hit Dice turned)
Usable 3 times per day

Armor: Scale Mail (+4 AC/-4 CHK) Lt. Steel Shield (+1 AC/-1 CHK)
Weapons: Heavy Mace
Gear: 2 Potions Cure Light Wounds, Backpack, Bedroll, Holy Symbol (Silver), Waterskin, Trail Rations (3), Clerics Vestments, Glowrods (2)
86 GP, 5 SP

Other: 4 skill points at Level 1, +1 per lev. +1 feat at level 1
Neutral Good Aura (For Detect spells)
Feats:
Weapon Focus: Heavy Mace (+1 base attack with war hammer)
Improved Initiative (+4 to Initiative Rolls)
_____________________________________________

Pretty generic Cleric...Heh, rhyming is fun.
I tried to make the text smaller so I wouldn't take up so much room in a thread. I have a few notes on things that I'll get into later. Questions? Notice one of my many screw-ups? Point it out.

Couple of things:
If you used the Point Buy System, you could set your stats to:
STR: 14
DEX: 8
CON: 14
INT: 10
WIS: 16
CHA: 14
Which is IMHO is more optimal than what you have it set as. (Better STR for better melee, 14 CON gives nearly the same benifit as 15 CON, 14 CHA gets you a better Diplomacy skill number and increases the number of undead you can turned per round, 8 DEX has practicly no down side for a Cleric.)
Also, you forgot your Cleric LVL 1 bonus Feats. They are:
Armor Proficiency, Heavy.
Armor Proficiency, Medium
Armor Proficiency, Light
Sheild Proficiency
Turn Undead (required for the Divine Might and Divine Sheild feats)
Weapon Proficincy, Simple (proficient with club, dagger, mace, sickle, spear, morningstar, quarterstaff, dart, sling, lightcrossbow, heavy crossbow)

Also, the morningstar is a better choice than the heavy mace: They both deal the same dammage, but the morningstar weighes 2 pounds less. Also, the morningstar and deals both bludgeoning and piercing dammage, while the mace only deals bludgeoning. Oh, and it costs 4 Gp less than a mace.

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PostPosted: Thu Feb 16, 2006 2:32 am 
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Didn't use the point system, because...well, I just didn't. I like rolling stuff up even if it isn't the most optimal.

Most of the bonus feats you listed concerning weapons and armor are just standard Cleric proficiencies rather than actual feats. It felt like a waste of writing to put all of them in, but if it makes it less confusing to everyone, I'll add 'em to the list.

Turn undead isn't a feat, but a supernatural ability available to Clerics.

The heavy mace is a personal affectation. I’ll probably grab a Morningstar later on.

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PostPosted: Thu Feb 16, 2006 3:07 am 
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It's your charcater. The point is, after all, to have fun. So, whatever turn your crank, I say.
:-D :)

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PostPosted: Thu Feb 16, 2006 6:40 am 
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Allright, times up, Conker, your in

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PostPosted: Thu Feb 16, 2006 3:38 pm 
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Conker,*laugh*
Did you play Conker live and realoaded by any chance?
When the time is right,we add paint to toast. This delicacy of forumopolis is called toastpaint
TOASTPAINT.

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PostPosted: Thu Feb 16, 2006 6:56 pm 
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Choc-o-Lardiac Arrest wrote:
Allright, times up, Conker, your in


Conker?!?! You offend me sir. I am taking my ball and going home.....blast, the doors jammed.[/stuffiness]

Anyway...

As I said, I wanted to get to a few notes on my char. first, so here we go...

Turn Undead
An ability available to clerics and paladins that repels and eventually (as one goes up in levels) destroys some undead monsters. What happens is the cleric makes a check to see how many undead one can turn. This is determined by Hit Dice or how powerful the undead is. If the ‘turn undead’ list isn’t on the web page COLA posted earlier, I’ll post it when(if) we nail some deaders. After making the check (1d20+ characters charisma score) the character makes another roll (2d6 + Charisma) to determine how many (if any) undead were turned. Those undead then shuffle off the field of battle for a time.

Spells
Clerics cast spells by praying to their respective god. Unlike wizards and sorcerers, Clerics are not restricted to a select list of spells, and can choose any Cleric spell available to them in the books. When we begin the game, I’ll post the list of spells I’ve memorized and mark them out with the suddenly convenient Strikethrough feature as I use them. Clerics also have access to Domains, which access special powers and spells. Traditionally a cleric chooses domains relevant to his or her deity, but since COLA didn’t specify any gods, I just picked two domains that would suit us best.

Other Crap
I have sunrods in my gear as opposed to torches. Think of them as big medieval glowsticks. They glow for 6 hours producing a 30 ft. radius of light and shadowy illumination in a 60 ft. radius.

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PostPosted: Fri Feb 17, 2006 11:24 pm 
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Okay, TIMES UP! LEts get this started.


Dungeons& Dragons
Cola Campaign #1, Starting Phase

it is a time of war between the Masses. The Massive Spore Colony resides 9 miles out in the ocean of the Town of Innsmouth. For many a year, the Townsfolk of Innsmouth has been under the fist of the Spore Colony, Ancient Mystical beasts are said to reside on the Devils Reef,(a reef inbetween the port of Innsmouth and the Spore Colony), and they are what has been said to Cause the horrible death of many a person in Innsmouth. Innsmouth has been said to be the worst place live, for the average life expectancy was less than 30. many people in Innsmouth have seemed to look more like Fish People.... their skin a tint of green and a bit scaley. this was the cause of the Virus emmited from the Spore Colony, many were infected. the people who werent infected seemed to be afraid of them. soon after the infected outnumbered the uninfected, they seemed to take control of the town.

Recently, a man finds and asks you guys to help him out.

The Man Asks: "you people thar, you guys are Adventurers, no?
What is your Response?

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PostPosted: Sat Feb 18, 2006 12:07 am 
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[Krayse] Mayhaps sir, what do you wish of us? [/Krayse]

(O.O.C) Question: Where exactly are we? Specifically; are we in a tavern, in the town square, just coming into town?

Also here's my list of spells...

Level 0
Light
Guidance
Resistance

Level 1
Magic Weapon
Summon Monster I
[s]Remove Fear[/s]
[s]Cure Light Wounds(D)[/s]

I'll explain spells when they come into play or if anyone has a question.

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Last edited by Krazed Squirell on Sat Mar 11, 2006 12:27 am, edited 2 times in total.

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PostPosted: Sat Feb 18, 2006 12:35 am 
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Yes, we are. Is there anything we can do for you?

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PostPosted: Sat Feb 18, 2006 1:10 am 
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The Man's name is Herbert West. his response is:
Herbert West: well good sir's, i was wonderin if you guys could help me find a missing person.

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PostPosted: Sat Feb 18, 2006 1:17 am 
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[Krayse] Sounds fair. Of course there may be a small fee for our effots. To go towards the church of course. [/Krayse]

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PostPosted: Sat Feb 18, 2006 1:20 am 
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Herbert West: Yes, yes, yes, there is pay, no doubt a large sum of money, perhaps. the only question is are you guys willing to do it?

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PostPosted: Sat Feb 18, 2006 1:30 am 
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[Krayse] If my friends are willing, than so am I. *Waits* [/Krayse]

Checks watch. -Krazed Squirell

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PostPosted: Sat Feb 18, 2006 1:34 am 
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Herbert West: ahh, i'll be here all night, and on the pool table in de mornin'

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PostPosted: Sat Feb 18, 2006 3:30 am 
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Sarge of Lonelywood: Mister West, you say there is a missing person. Can you give us a description? A name?

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PostPosted: Sat Feb 18, 2006 4:21 am 
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Herbert West: yes, i do can... (*he hands you a picture of the man) His name is Dr.Legrasse, he is a Physician down in the small town of Innsmouth. i know, yes, yes, Innsmouth is a veeery Creepy place, what with all the Fish Men living there......

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PostPosted: Sat Feb 18, 2006 4:39 am 
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Sarge of Lonelywood: Did you say Fish-men? :eek:

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PostPosted: Sat Feb 18, 2006 4:52 am 
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Herbert West: ay, young one, Fishmen, theyve been called many a name before, Dagoners, Deep Ones, the Fish People, all sorts of names. theyre called Fishmen in Innsmouth because of that Virus that swept through the area. the Virus is gorne now, but the people are left unchanged. they dornt like Out siders. but there is nothing to worry about, unless you mess with the Esoteric Order of Dagon. but theres nothing to worry about, lads. so will ye take this jorb?

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