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  #231  
Old December 7th, 2004, 08:59 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

I take it no objections to the column idea, then?
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  #232  
Old December 7th, 2004, 10:34 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

Ok, this is what will be submitted: Game Story1

If you have any additions, get them in. Thanks.
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  #233  
Old December 8th, 2004, 04:27 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

Douglas: Mao Tse Tung was born on the same day as I, and the USSR was officially dissolved on my birthday. Hmm, it looks like my future will involve making and destroying Empires. Wait, I am playing SE, so that seems to be natural enough.

Jack, the answer is rather obvious:
1) The two librarians represent the whole city, as they have told you.
2) They seem to be annoyed by this matter, for which we have been hired.
3) Therefore, solving this problem will improve the general state of the city.
4) We will need better equipment to remove these bandits, which is why we have been hired. Having more gold is required to kill them; it is therefore needed to get more gold to improve the living conditions of most in the city.
5) (Stisnera) My right hand currently dropping some sleeping herbs in your wine is not doing any such thing. Look at me in the eyes when you are talking to me; aren't they pretty? Don't you love that scaly skin, these scars, the emptiness of these black eyes, and their glowering look? *Grumbles* Charisma 4. *Grumbles*

I may get something written for this column, assuming my headache leaves off to see the family tonight; othrwise, you should expect even more rambling than usual.
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  #234  
Old December 8th, 2004, 04:59 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

1) They represent the city in that they run the city; perhaps they have some method of knowing the desires of the people of the city. And tell me, do you really want to annoy someone, on their own turf, who negligently throws around enough magic to kill anyone that tries detect magic at close range?
2) Not quite; we have been hired to retrieve two items (loose definition of items): the carter and the book. We were not hired to eliminate the bandits (Jake is Neutral with respect to Law/Chaos - he can lawyer when it suits him).
3) Not by much; the bandits cannot pose a direct threat to the city due to the librarian's influence. At most they are a relatively mild threat, occasionally snatching away an individual as he wanders outside Librarian's terriritory.
4) Nah, just clever use of stealth (and running, as a a backup for stealth, and cover, in case they have arrows). The mission is not to remove the bandits, after all. Just retrieve two items. We need to find security holes, not mass slaughter mechanisims.
5) Of course you're not dropping any sleeping herbs into my wine. Don't you remember? That waiter brought you the red. His name was Jason, I think. Blond hair, blue eyes, broad shouldered. Now drink up; you need to relax so you can recover your mental strength. *smooth talks* 4 ranks in bluff, 16 charisma *smooth talks*
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  #235  
Old December 8th, 2004, 05:23 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

1) I will let you volunteer to ask them for money then. They should give you some gold for that little incident with Detect Magic, at the very least.
2) Nothing specifically states we may not kill the bandits (we have been allowed to destroy them), and we should assume they are to be killed if they prove to be a threat to the success of our main objective. The book should be safe enough; the carter, however, will have to be protected, and we cannot allow them to run after us. One way or another, they will have to remain in their hideout once we make our run towards the town.
3) Indeed. However, this "snatching away an individual" does seem to cross the librarians, as you have surely noticed. If the librarians themselves are annoyed, I would expect the whole city to be affected. Killing them would prevent such happenings from ever occurring again, ergo bettering the lives of the inhabitants of the little town.
4) Can we not even kill one or two of them, just to keep our good habits?
5) Wisdom 12, 4 ranks in Sense Motive. Roll your Bluff check! (Of course, Narf would have to set the DC for this action) Alternatively, merely going out with Dieger for a nice stroll at night would work equally as well; we would hate to disturb you while you are singing after all. *Smirks*
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  #236  
Old December 8th, 2004, 05:52 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

1) You're the one who thinks we need more equipment.
2) Nothing does. Course, a group of bandits led by both a Wizard AND a Fighter would be fairly suicidal to attack on their home turf. However, bandits are not known for their strict security measures; observing for a time and then sneaking in to retrieve the goods should be comparatively easy, as Jake took ranks in Hide (don't know about Dieger).
3) I didn't say it was necessarily bad to eliminate the bandits; just that it probably wasn't a good idea.
4) The prisoner is likely to have a gaurd. It would be reasonable to take him out by surprise.
5) Actually, it's an opposed roll. Make your Sense Motive roll, then see attached.

Oh, one thing Narf: It's construction, not painting; we are putting up a steel utility building, and nobody's really sure exactly how to go about it, so it's taking a while longer than it ought. We've got the frame up; next comes siding, insulation, and roofing.
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  #237  
Old December 8th, 2004, 06:13 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

5) Sense Motive Skill Check: [1d20+5] -> [19,5] = (24) *Chuckles* I tend to have extreme results with dice rolls; do not be surprised if I manage to get three 1 on a d20 in a row.
4) Stisnera will be delighted: one future target for some Mind Thrusting.
2) You do not need Dieger to help you out; if you want to go with Stealth, you will be on your own. Remember, yell in pain once for "you can take them down", twice for "run for your lives!", and thrice for "too late for you as well". A bit less Stisneraly, doing some scouting should certainly be possible, so long as you do not expect the Tiefling to sneak around unnoticed (and she will probably insist on carrying some heavy armour later on).
1) Point taken. I shall go ask them for money at once, though Dieger will probably come as well. Of course, both of us might forget mentioning they have given us something; don't you love Neutral (on the Good/Evil scale) characters?


What would you think about that Narf?

"There are some Tieflings who, by improving their general attitude, have managed to get a somewhat better standing in society. And there are the others, who remain not quite trusted, on the edges, and slightly bitter. Stisnera would belong to the latter Category.

But I should start with the beginning. I joined this game since I met all the requirements: I had never played an actual pen & pencil game before, I had never gone anywhere near OpenRPG, and knew virtually nothing about D&D 3.0/3.5 (I knew a bit of AD&D 2, which was not quite the same). In other words, I was the perfect player all DMs dream of.

So, I proceeded with character creation, and considered playing an Elven Sorcerer. However, my Last eleven characters in various RPGs happened to be variations on the theme: "John/Mary Smith, Elf, Sorcerer, 6"1, blonde, fair complexion"; a change of character was certainly in good order.

It was then that I understood (at long Last) it was possible to play non-standard races, and in light of this, playing a Tiefling was simply mandatory. A Tiefling is roughly human, but has been scarred by a fiend of some sort, and was actually present in the reference books available for this game. So Tiefling I be and shall until I die.

All that remained to determine was my class and statistics; rolling for my characteristics resulted in good results, but a fairly low 6 to put somewhere. I picked Charisma as weakest characteristic, resulting in an astounding 4 after racial modifications. With this sort of results, the Psionist class was rather appealing, and would nicely explain this lack of Charisma. Stisnera was merely a Telepath, wont to use the powers of her mind to have her way; there isno need for her to talk or persuade people when bending mind is so easy, and so much funnier as well.

And so Stisnera came to see the light of this world, a gentle scowl already on her face. This first session mainly saw the first friendly threats within the party (somehow always involving Stisnera. There must be some gender discrimination at work here.), figuring out how OpenRPG works, and getting the game started. But once this session was over, we were ready to start our epic quest: leaving this dungeon without witnessing (not so) friendly fire between party members."
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  #238  
Old December 8th, 2004, 09:16 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

I think I stayed up waaaaaay to late Last night (6:30 in the morning), that I woke up 45 minutes ago and that my brain will need a while to start working.

Looks good to me.
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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  #239  
Old December 9th, 2004, 08:54 PM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

Made some Last edits. Anything else to add? Game Story1
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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.
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  #240  
Old December 11th, 2004, 07:57 AM
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Default Re: OT: Narf has gone looney and wants to GM.(Edit

I may be too late, but... You spelt Tiefling "Teifling", which is very likely to cross Stisnera. No other edit/addition/request/complaint for me.
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