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+2
Chirs2
MAS
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    TRAINING ENCOUNTER

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    Post  MAS Fri Feb 14, 2014 6:31 pm

    SORCERER cast Lightning Bolt - Successfully targeting both creatures 3 & 4.

    The bolt arc's out in a flash of electrical power - scoring a solid strike against both creatures!

    28 HP dmg (Resistance, Electricity 10) = 18 HP dmg to each creature.





    TRAINING ENCOUNTER  - Page 3 Warm_u24


    FIGHTER IS UP.
    Arcturus
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    Post  Arcturus Fri Feb 14, 2014 7:09 pm

    Valeros is still smoking from the last breath attack, and bleedjng from the bite wounds inflicted upon him. Injured but undaunted (hp 50/74), he screams at creature three "Now I'm gonna carve a STEAK outta you, boy!'' as he swings his blades..

    Longsword attack roll: 1d20 +12= 25, damage 1d8+9 =13
    Short sword attack roll 1d20+8= 19,  damage 1d6+5 = 9
    Total damage: 22

    If hasted Valeros gets an extra attack,  he turns slightly and strikes at creature 4 with his longsword.

    1d20+12= 21, damage 1d8+9= 15

    (If Valeros gets an extra attack but CANNOT use it on beast 4, apply to beast 3)

    *edit: Valeros' third attack will be made w/o 2 weapon penalty so 1d20+14= 23


    Last edited by Arcturus on Fri Feb 14, 2014 7:25 pm; edited 1 time in total (Reason for editing : accuracy)
    Chirs2
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    Post  Chirs2 Fri Feb 14, 2014 7:23 pm

    you are missing 1 attack there, buddy!

    here is your attack line without Haste

    Melee +2 longsword +13/+8 (1d8+9/19–20), +1 short sword +10
    (1d6+5/19–20)

    you get 2 longsword swings + 1 ss swing due to level and 2 wpn feat

    +1 extra longsword swing at your highest +13 for Haste.

    up to you, but generally speaking, try to focus 1 down so it can't hit back Wink
    Arcturus
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    Post  Arcturus Fri Feb 14, 2014 7:29 pm

    Chirs2 wrote:you are missing 1 attack there, buddy!

    here is your attack line without Haste

    Melee +2 longsword +13/+8 (1d8+9/19–20), +1 short sword +10
    (1d6+5/19–20)

    you get 2 longsword swings + 1 ss swing due to level and 2 wpn feat

    +1 extra longsword swing at your highest +13 for Haste.

    up to you, but generally speaking, try to focus 1 down so it can't hit back Wink

    ops, good catch. Pretty sure #3 is down now, but just in case, longsword his ass at1d20+ 12=19, damage 1d8+9= 11

    *edit: make that 1d20+7 (-2 2weapon, +1 haste) =15

    *edit: 1d20+13= 20. Damn, I'm slow today. Sorry.


    Last edited by Arcturus on Fri Feb 14, 2014 7:36 pm; edited 2 times in total (Reason for editing : accuracy)
    MAS
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    Post  MAS Fri Feb 14, 2014 11:23 pm

    The FIGHTER launches a full out assault of spinning, hacking steel against creature 3.

    Longsword attack roll: 1d20 +12= 25, damage 1d8+9 =13
    Short sword attack roll 1d20+8= 19,  damage 1d6+5 = 9
    Longsword: 1d20+12= 21, damage 1d8+9= 15
    Longsword: 1d20+13= 20, damage 1d8+9= 11


    Creature 3 takes 39 HP dmg

    The creature is savaged by horrific wounds, yet still on its feet. Somehow, it seems EVEN ANGRIER than it was when it arrived!

    Creature 4 is stunned.

    Map is current.

    DRUID is up.  
    Robyo
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    Post  Robyo Sat Feb 15, 2014 8:55 am

    Lini casts Ice Storm centered on beastie #2. The spell effect is a cylinder 20-ft radius and 40-ft high. It lasts for 7 rounds. Creatures within the ice storm suffer 3d6 bludgeoning damage and 2d6 cold. Damage occurs once, no save. Creatures also suffer -4 Perception while in the area and the entire area is treated as difficult terrain.
    damage rolls:
    Bludgeon: 5+6+6=17
    Cold: 5+1=6

    Caster check (vs SR): 7+20=27

    Lini steps to A-17.

    Ghost climbs up the ledge to stand beside Lini at B-18.
    Climb check: 9+16=25

    Ghost HP: 14/39
    Chirs2
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    Post  Chirs2 Sat Feb 15, 2014 10:34 am

    Robyo wrote:Lini casts Ice Storm centered on beastie #2. The spell effect is a cylinder 20-ft radius and 40-ft high. It lasts for 7 rounds. Creatures within the ice storm suffer 3d6 bludgeoning damage and 2d6 cold. Damage occurs once, no save. Creatures also suffer -4 Perception while in the area and the entire area is treated as difficult terrain.

    nice little spell there, I had missed that one! I love the NO SAVE spells.

    Metamagic +1 Rime, creatures are entangled for 4 rounds automatically, since NO SAVE  Twisted Evil 
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    Post  MAS Sat Feb 15, 2014 5:56 pm

    The DRUID calls upon the power of winter, pelting her foes with ice and hail!

    The beating appears to take its toll, but the creature seems to shrug off the cold.

    (Resistance, COLD 10)

    Creature 2 takes 17 bludgeoning damage.




    Once more, a darklit glow in the shape of a door forms around Creature 2. It steps forward, appears adjacent to Seoni.

    "THE SEED IS MINE!" It bellows.




    The portal swirls into motion again, and yet another creature appears. This one however, is different from the others...and more horrid than anything the Heroes have ever seen. The foul creature looks like an emaciated humanoid with the head of a jackal, starving, hungry, and vicious! It appears largely unfazed by the glitter dust.

    TRAINING ENCOUNTER  - Page 3 Warm_u27

    ROUND 4, FIGHT!

    Ninja - 22
    Creature 3 - 20
    Monk - 19
    Creature 5 - 17
    Sorcerer - 16
    Fighter - 15
    Creature 4 - 14
    Druid -12
    Creature 2 - 9


    NINJA is up


    Last edited by MAS on Sat Feb 15, 2014 6:16 pm; edited 1 time in total
    Arcturus
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    Post  Arcturus Sat Feb 15, 2014 6:11 pm

    I think we have to close that portal! Can one of our magic users use some kind of dispel magic or something? Is there some property of the damn sphere that can affect it?
    whit10
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    Post  whit10 Sat Feb 15, 2014 6:28 pm

    uh, er, crap... I'll go help the Sorcerer.  Move down to his 12 o'clock ( H-8 )and attack beastie #2.

    Shadow Mirror Image thing is still going...

    Attack:

    Roll(1d20)+11:
    19,+11
    Total:30

    heh, Crit threat!

    Roll(1d20)+11:
    9,+11
    Total:20

    uh,  no idea.

    Damage normal:

    Roll(1d6)+2:
    4,+2
    Total:6

    Damage Critical?

    Roll(2d6)+4:
    4,2,+4
    Total:10
    Chirs2
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    Post  Chirs2 Sat Feb 15, 2014 6:34 pm

    whit10 wrote:uh, er, crap... I'll go help the Sorcerer.  Move down to his 12 o'clock ( H-8 )and attack beastie #2.

     Crying or Very sad why not go for flanking and get sneak attack?

    you are Hasted and move 60'
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    Post  whit10 Sat Feb 15, 2014 6:39 pm

    FUCK! forgot about the Haste, derp.

    next time.
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    Post  Chirs2 Sat Feb 15, 2014 6:40 pm

    Arcturus wrote:I think we have to close that portal! Can one of our magic users use some kind of dispel magic or something? Is there some property of the damn sphere that can affect it?

    I asked about the Sphere on pg2, here was GM reply. This didn't give me any bright ideas about using it. It sounded like it was just a battery

    MAS wrote:

    The Sphere of the Makers is the most ancient artifact in the historical lore of this world, Xiq. It is reputed to be a source of unimaginable energy, though no details are known as to its true nature. The intent in retrieving it was to power another magical device which is believed to be designed specifically to harness the Sphere's power, which would then be used to free the Saigo from Nokore's seige.


    I can try Dispel Magic on my turn, I have a feeling the Portal is a GM custom creation though. Dispel Magic only dispels a spell, suppresses an object or acts as a Counterspell. Maybe the portal is an object that can be suppressed?
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    Post  Arcturus Sat Feb 15, 2014 6:42 pm

    I have no idea.. might behoove us to try something. It's spit 3 rounds of beasts at us now. Valeros will be suggesting this his next turn. Sorry for the table talk.
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    Post  MAS Sat Feb 15, 2014 6:50 pm

    No problem with on-topic table talk.

    Taking my nephew to see the "lego Movie" tonight, and pretty busy all day tomorrow, so we can pick this back up Monday. Feel free to table talk in another thread until then!
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    Post  Robyo Sat Feb 15, 2014 10:18 pm

    Sounds good! Julie and I saw Robocop today and was pleasantly entertained.

    GM- did you receive druid and companion's new coordinates? Only because the map didn't update them. Thanks for the adventure Smile

    Robyo wrote:
    Lini steps to A-17.

    Ghost climbs up the ledge to stand beside Lini at B-18.
    Climb check: 9+16=25
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    Post  MAS Sat Feb 15, 2014 11:03 pm

    Robyo wrote:Sounds good! Julie and I saw Robocop today and was pleasantly entertained.

    GM- did you receive druid and companion's new coordinates? Only because the map didn't update them. Thanks for the adventure Smile

    Robyo wrote:
    Lini steps to A-17.

    Ghost climbs up the ledge to stand beside Lini at B-18.
    Climb check: 9+16=25

    My bad - Ill update and get this rolling again Monday.
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    Post  MAS Mon Feb 17, 2014 4:29 pm

    Ninja critical hit CONFIRMED

    Creature 2 takes 10 HP dmg.

    The Ninja strikes a solid blow.




    Creature 3 brings his bite and claws to bear against the FIGHTER -
    FULL ATTACK

    Bite
    Result of the throw of dice "1d20 +11" :

    17 + 11 = 28

    HIT =
    Result of the throw of dice "2d6 +4" :

    6 + 3 + 4 = 13


    Claw 1
    Result of the throw of dice "1d20 +11" :

    19 + 11 = 30

    HIT=
    Result of the throw of dice "1d6 +4" :

    3 + 4 = 7


    Result of the throw of dice "1d20 +11" :

    7 + 11 = 18

    MISS


    Creature 3 lands his bite and one of his claws.
    FIGHTER takes 20 HP dmg.

    TRAINING ENCOUNTER  - Page 3 Warm_u28

    MONK is up (Creature 4 STUN Ends)
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    Post  navyik Mon Feb 17, 2014 7:28 pm

    Sajan attacks #3: spinning back-kick, back-fist, punch

    Miss

    13+8=25
    Dmg: 1+3=4

    Miss
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    Post  Chirs2 Mon Feb 17, 2014 7:39 pm

    navyik wrote:Sajan attacks #3: spinning back-kick, back-fist, punch

    Miss

    13+8=25
    Dmg: 1+3=4

    Miss

    Your karate is WEAK!

    back to the dojo, Sajan-san

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    Post  navyik Mon Feb 17, 2014 7:56 pm

    "My ki is rusty from all of the mooks we've been facing on this quest!"
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    Post  Chirs2 Mon Feb 17, 2014 8:06 pm

    navyik wrote:"My ki is rusty from all of the mooks we've been facing on this quest!"

    we need Grizzle!
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    Post  whit10 Mon Feb 17, 2014 8:14 pm

    (or a Ninja/Monk)  cheers 
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    Post  MAS Mon Feb 17, 2014 11:03 pm

    The Monk lands one of his 3 attempts, which is JUST barely more than the creature can stand. It falls to the ground, slain and lifeless.




    FIGHTER and MONK require FORT Save: GM forgot that this creature has an aura, so you got a few actions without it.


    Creature 5 raises its emaciated arm in a lightning fast move to point and fire a magic missile at the NINJA -  

    Move action=
    Creature 5 moves to 4.5-H+
    Swift Action =
    Quickened Magic Missile =
    NINJA can roll spell resistance if he has it
    Result of the throw of dice "5d4 +5" :

    3 + 1 + 2 + 3 + 2 + 5 = 16

    NINJA takes 16 HP dmg

    Standard Action =
    Creature 5 casts spell "horrid wilting" on SORCERER. FORT save for half dmg
    Result of the throw of dice "11d6" :

    4 + 3 + 5 + 6 + 1 + 3 + 3 + 5 + 1 + 4 + 1 = 36


    Additionally, since the creature has moved and its 20 ft aura goes with it -SORCERER and NINJA will require a save against it as well.
    Pending FORT saves from AURA from FIGHTER, MONK, NINJA and SORCERER
    Pending FORT save form spell HORRID WILTING from SORCERER.

    TRAINING ENCOUNTER  - Page 3 Warm_u29

    SORCERER is up
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    Post  Chirs2 Mon Feb 17, 2014 11:12 pm

    probably going down....

    Fort save 1
    Roll(1d20)+3:
    13,+3
    Total:16

    Fort save 2
    Roll(1d20)+3:
    7,+3
    Total:10

    I'll wait and see if Seoni is still capable of action after the results of the 2 saves
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    Post  whit10 Mon Feb 17, 2014 11:17 pm

    The Ninja only takes damage if she is actually hit. 25% chance right now as she has 3 clones (Mirror Image). You need a d4 my friend (or whatever system)

    Or do you want me to roll for that?

    Fort Save for the ninja:

    Roll(1d20)+4:
    14,+4
    Total:18
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    Post  Arcturus Mon Feb 17, 2014 11:21 pm

    Fighter: (30/74) hp

    Fort save 1d20+8
    18+8 ( yesssssss) =26.

    I'm getting pretty beat up here.
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    Post  navyik Mon Feb 17, 2014 11:59 pm

    Fort 9+9=18
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    Post  Chirs2 Tue Feb 18, 2014 12:26 am

    Arcturus wrote:
    I'm getting pretty beat up here.

    this was only a test encounter, so defeat may have been a foregone conclusion. None-the-less, we haven't operated well as a party.

    our casters didn't maximize AoE on their bunched formations
    they hit 2-4 us at a time, our melee was too bunched up together
    generally poor rolls of the dice, but that happens
    lack of coordination - not taking flanking, not taking cover, etc

    also, feeling generally overpowered, but that goes to the first comment. Horrid Wilting is a lvl 8 spell, requires caster level 15+, on top of teleporting, elementally resisted, fire breathing ape-things.

    So don't feel too badly, given the odds. But we certainly could learn from our performance and lack of coordination. This happened in SW too, the group acted like a bunch of individuals, not a party that supports, flanks, buffs, etc. We can do better!
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    Post  whit10 Tue Feb 18, 2014 12:45 am

    agreed.
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    Post  navyik Tue Feb 18, 2014 12:48 am

    Its the fate if the world here guys. Cowboy up!
    Were not dead yet. Only one of us has to survive. sunny 
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    Post  whit10 Tue Feb 18, 2014 10:15 am

    ... it's pregen characters, mine can die for all I care. I have a feeling that Matt had a plan for this anyway
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    Post  MAS Tue Feb 18, 2014 2:24 pm

    PAUSE

    GM CONFIRMATION REQUESTED:

    The following list contains the characters you are going to be playing for the main Epic campaign, correct?

    Rob = Ignis
    Josh = Tyrael
    Dan = Gartholomew
    Alan = Grizzle
    Chris = Rasso
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    Post  navyik Tue Feb 18, 2014 2:33 pm

    Yes on grizzle. If chris is not rogue, do we have Disable and search covered?
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    Post  whit10 Tue Feb 18, 2014 3:05 pm

    We do not have those things covered. I could play a Ninja that would have some of that stuff (it's one of my alternate characters) but then we'd lose any real healing (no offense Alan, but your healing will probably only be enough for you).

    I guess we hope that there are no traps?

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    Post  Chirs2 Tue Feb 18, 2014 3:13 pm

    Chirs2 wrote:probably going down....

    Fort save 1
    Roll(1d20)+3:
    13,+3
    Total:16

    Fort save 2
    Roll(1d20)+3:
    7,+3
    Total:10

    I'll wait and see if Seoni is still capable of action after the results of the 2 saves

    bump, 36 damage from Horrid Wilting will KO the sorcerer, so I am still waiting on GM notification of status after saves
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    Post  MAS Tue Feb 18, 2014 3:14 pm

    Chirs2 wrote:
    Chirs2 wrote:probably going down....

    Fort save 1
    Roll(1d20)+3:
    13,+3
    Total:16

    Fort save 2
    Roll(1d20)+3:
    7,+3
    Total:10

    I'll wait and see if Seoni is still capable of action after the results of the 2 saves

    bump, 36 damage from Horrid Wilting will KO the sorcerer, so I am still waiting on GM notification of status after saves

    Yes you are, please see the clarification request located under the large, red colored word "PAUSE".
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    Post  Chirs2 Tue Feb 18, 2014 3:15 pm

    I was planning on Rasso, yes, but it's not a huge deal. I can play the rogue instead, if needed.
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    Post  MAS Tue Feb 18, 2014 3:19 pm

    Chirs2 wrote:I was planning on Rasso, yes, but it's not a huge deal.  I can play the rogue instead, if needed.  

    We will count that as a "yes" for our immediate purposes...If you want to switch out before the other/main action starts, you can.
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    Post  Arcturus Tue Feb 18, 2014 4:16 pm

    Yes from Dan re: playing Garth. Working on a couple other concepts for if (when) Matt murders him.
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    Post  whit10 Tue Feb 18, 2014 7:04 pm

    I call dibs on Gunslingers.... Wink
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    Post  MAS Tue Feb 18, 2014 7:18 pm

    whit10 wrote:I call dibs on Gunslingers.... Wink

    Two posts and you still haven't answered the question!!!!

     Question 

    Tyrael is your primary, correct?
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    Post  whit10 Tue Feb 18, 2014 8:45 pm

    Don't get so pissy dude. I thought I already answered you.. yes, that's what I'm starting with
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    Post  Robyo Tue Feb 18, 2014 8:51 pm

    Affirmative Matt, I'm playing Ignis, at least to start.


    Other PF characters ideas:

    ~Paladin, from Josh's campaign. Needs to be leveled. Adds some healing powers, but she's mainly a (ranged) striker.

    If we want a true healer, someone needs to make a cleric. Or Matt could send us with as babysitter.

    ~Always pondered it would be cool to play a Shadowy character. A player in my campaign has a rogue/shadow caster which is a pretty cool mix. I'd Probably use Fetchling, though I hate that name, prefer Shadowfolk or something. PF doesn't have Shadow Caster, but I could try another sorceror.

    ~Might try a bard again. Changeling, or Half-elven, or Kitsune... also don't care for PF bard class as much as 3.5 version.
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    Post  Robyo Tue Feb 18, 2014 8:58 pm

    The following list contains the characters for the main Epic campaign...

    Rob = Ignis - Ifrit Sorceror (fire elementalist)
    Josh = Tyrael - Asimar Paladin
    Dan = Gartholomew - Human Fighter
    Alan = Grizzle - Bear
    Chris = Rasso - Human Sorceror (arcanist)

    They're all strikers except for Rasso, who seems to be more utilty. I say they're fodder unless they get some rogue skills and more healing in the party. Hirelings? Companions?
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    Post  whit10 Tue Feb 18, 2014 9:20 pm

    Tyrael is a striker but he can do more that just that.

    Who are you suggesting is fodder?  

    What, precisely, do you think we need a rogue for (other than traps)? (Ninjas are a lot better IMHO, but that's me)

    Just asking

    ...I'm not saying that someone couldn't do something interesting with them but PF Clerics kinda suck, or at least they're really one-dimensional w/o a lot of modifications.
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    Post  MAS Tue Feb 18, 2014 9:48 pm

    Could we move this discussion off of the main encounter thread, please?

    Thanks -
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    Post  whit10 Tue Feb 18, 2014 11:09 pm

    who's ruddy turn is it?
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    Post  MAS Tue Feb 18, 2014 11:57 pm

    The air at E and F 14 suddenly thickens, and another portal snaps open!

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    Ok Heroes, IT IS GO TIME!

    We are done with the pre-gens. Make any last minute adjustments to your MAIN characters, and be ready for a new thread that picks up this "battle in progress" from a different perspective.

    I am super super busy getting our website up and running for Badger Tenkara, but should be able to kick this off Thursday night.

    I'll fill in some of the back-story by then so this all makes a little more sense.

    SHITS ABOUT TO GET REAL!
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    Post  Chirs2 Wed Feb 19, 2014 1:11 am

    MAS wrote:
    I am super super busy getting our website up and running for Badger Tenkara, but should be able to kick this off Thursday night.


    That's good timing for me, I have out-of-town court case all day tomorrow

    but I will also be on the road to Fort Collins for an interview all day Friday, though I could probably post from my phone at lunch

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