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				December 25th, 2004, 12:37 AM
			
			
			
		  
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				Sergeant 
				
				
				
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				Re: OT: Narf has gone looney and wants to GM.(Edit
			 
             
			
		
		
		
		Okay Narf so its on tomorrow? 
 
So 11 am PST... so that's 9 am EST! 
 
Brian 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				December 25th, 2004, 12:40 AM
			
			
			
		  
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				Shrapnel Fanatic 
				
				
				
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				Re: OT: Narf has gone looney and wants to GM.(Edit
			 
             
			
		
		
		
		Yep. 
		
	
		
		
		
		
		
		
			
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				December 25th, 2004, 06:17 AM
			
			
			
		  
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				Re: OT: Narf has gone looney and wants to GM.(Edit
			 
             
			
		
		
		
		Erh? 11 am PST would probably give... Let's see. 12 am, 1 pm, 2 pm, 3 pm EST or so.  
 
I will go the other way around. I am six hours away from EST, and the session begins at 2000 for me, so that makes 1400 for you, I think. (2 pm EST) 
 
I may be away this afternoon (local time), but I should be on time to the session. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				December 25th, 2004, 01:54 PM
			
			
			
		  
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				Re: OT: Narf has gone looney and wants to GM.(Edit
			 
             
			
		
		
		
		Server is up and running. 
 
What random thing Shall I say today to avoid the dreaded "post already exists" message? 
 
Oh, I know - The game starts two hours from the time of this post. 
		
	
		
		
		
		
		
		
			
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				December 25th, 2004, 03:20 PM
			
			
			
		  
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				Re: OT: Narf has gone looney and wants to GM.(Edit
			 
             
			
		
		
		
		You could try singing that next time Jack. Or perhaps go with "Up and running the server is" (and add a comma the next time). Otherwise, you will have to go with with different styles. For example, you could have the terse variant "Server ready", the internet lingo variant "OMG11111 l33t serv", or anything else striking your fancy. 
 
I may be late, so don't wait on me (that will depend on how quickly I can disappear after dinner). I should be able to stay Online longer though, if you didn't have enough of Stisnera during the session. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				December 25th, 2004, 04:06 PM
			
			
			
		  
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				Re: OT: Narf has gone looney and wants to GM.(Edit
			 
             
			
		
		
		
		Looks like I made it on time, but I am alone. Should I start worrying, or assume everybody was actually busy with Christmas? 
 
Ah, here comes Brian. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				December 25th, 2004, 08:51 PM
			
			
			
		  
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				Re: OT: Narf has gone looney and wants to GM.(Edit
			 
             
			
		
		
		
		It seems like our little party has trouble agreeing on a conduct to the whole business. Stis is in favour of getting back to speaking terms with the officials, while BH and Jacob seem more willing to go in on their own. 
 
That was the summary of our "after the session" session Narf. No agreement has been reached, though we all seem to agree on wanting to look for these villains. 
 
On a side note, shields are said not to reduce dexterity (SRD, PHB), but the Tower Shield has a maximum dexterity bonus of 2 (at least SRD). In OpenRPG, there is no such limitation. Do Tower Shields limit dexterity bonuses or not? It would make a difference of one AC point, which would have been enough to save Stis from that Ogre (and so this point can be fairly important, as Stis would much rather live than die). 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				December 25th, 2004, 09:48 PM
			
			
			
		  
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				Re: OT: Narf has gone looney and wants to GM.(Edit
			 
             
			
		
		
		
		Umm, wasn't Stis wearing half-plate anyway?  That limits your dex bonus to 0. 
		
	
		
		
		
		
		
		
			
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				December 26th, 2004, 01:21 AM
			
			
			
		  
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				Re: OT: Narf has gone looney and wants to GM.(Edit
			 
             
			
		
		
		
		Narf: Jacob did have an offensive spell prepared: 
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Produce Flame 
Evocation [Fire] 
Level: Drd 1, Fire 2 Components: V, S Casting Time: 1 standard action Range: 0 ft. Effect: Flame in your palm Duration: 1 min./level (D) Saving Throw: None Spell Resistance: Yes 
 
Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. 
 
In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. 
 
This spell does not function underwater. 
 
			
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 But that's okay - you switched that slot out for a cure light wounds on the spot.  
		
	
		
		
		
		
		
		
			
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				December 26th, 2004, 01:25 AM
			
			
			
		  
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				Re: OT: Narf has gone looney and wants to GM.(Edit
			 
             
			
		
		
		
		Tower shields do in fact have a max of +2. 
		
	
		
		
		
		
		
		
			
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A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++ 
  Some of my webcomics. I've got 400+ webcomics at Last count, some dead. 
Sig updated to remove non-working links.
			  
		
		
		
		
		
		
	
		
		
	
	
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