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Made in us
Stealthy Space Wolves Scout






So in my campaign, I want the adventurers to have to go back to town to learn their new skills. The paladin and cleric have to go to the monastery, and the wizard has to go to the local archive to learn new spells. Where do I send the fighter and rogue?


DR:80-S++G+M-B---I+Pw40k#10++D+A++++/cWD-R+++T(T)DM+
(Grey Knights 4500+) (Eldar 4000+ Pts) (Tyranids 3000 Pts) (Tau 3000 Pts) (Imperial Guard 3500 Pts) (Doom Eagles 3000 Pts) (Orks 3000+ Pts) (Necrons 2500 Pts) (Daemons 2000) (Sisters of Battle 2000) (2 Imperial Knights) 
   
Made in gb
Assassin with Black Lotus Poison





Bristol

 Pyeatt wrote:
So in my campaign, I want the adventurers to have to go back to town to learn their new skills. The paladin and cleric have to go to the monastery, and the wizard has to go to the local archive to learn new spells. Where do I send the fighter and rogue?


Set up a local thieves guild for the Rogue, maybe? Could link it in to a quest, if he goes and nicks an item from a house then they'll teach him a new technique.

Fighter could go train with a local militia or town watch?

The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in us
Stealthy Space Wolves Scout






That'll work, much thanks.


DR:80-S++G+M-B---I+Pw40k#10++D+A++++/cWD-R+++T(T)DM+
(Grey Knights 4500+) (Eldar 4000+ Pts) (Tyranids 3000 Pts) (Tau 3000 Pts) (Imperial Guard 3500 Pts) (Doom Eagles 3000 Pts) (Orks 3000+ Pts) (Necrons 2500 Pts) (Daemons 2000) (Sisters of Battle 2000) (2 Imperial Knights) 
   
 
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