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Will you be attending the next session?

Yes
- 9 (39.1%)
No
- 14 (60.9%)

Total Members Voted: 23


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Author Topic: D&D: The mercenaries - Game Concluding  (Read 125628 times)

Robocorn

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #225 on: August 20, 2010, 05:50:45 pm »

I hope the significance of the Hamachi LAN thing will be explained to me.

Is it to cut down on the number of broken pipes?

Lord Shonus

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #226 on: August 20, 2010, 06:14:44 pm »

It's to make connecting with MapTool much easier and more reliable. 
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Robocorn

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #227 on: August 21, 2010, 05:30:39 pm »

I got bored and drew up a lion's claw insignia.  If you need in-game justification for its existence, I rolled a 20.
Spoiler: The Lion's Claw (click to show/hide)
If we've got an insignia then we can just get a signet ring and a stamp to streamline the whole bureaucratic process in Markavia involving signatures.

Lord Shonus

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #228 on: August 21, 2010, 06:39:09 pm »

Or, you could put it on a banner to fly over your stall.
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On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Lucus Casius

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #229 on: August 21, 2010, 06:49:25 pm »

Or both.
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Robocorn

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #230 on: August 21, 2010, 08:19:25 pm »

With some research we'll have to buy a banner, pay a limner to paint it for us (6sp but I predict it to be less competetive in Markavia)
We might need a Barrister to register the symbol as our own for use in stamps and signed documants, but I trust that the bureaucracy of Markavia will be efficient enough for us to just have a scroll perform the action with a small surcharge.

In a good country with a competitive economy (i.e. the DM guide) these productions might set us back two gold coins and a silver piece. In Markavia they could literally cost anything. Unless the cost of paint is higher than that of magic, then we should be able to afford it with barely a hit to our collective purses.

how much of our 1666.667 gold drakes should we contribute to the party pool anyway?

Lucus Casius

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #231 on: August 21, 2010, 08:35:37 pm »

It's not like we've refused to give any party members our individual money yet.  Probably doesn't matter.
« Last Edit: August 21, 2010, 08:37:20 pm by Lucus Casius »
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RAM

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #232 on: August 21, 2010, 08:38:50 pm »

Lets give the pool an even share, except adjusted to make all the other shares reasonably round figures...
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Lucus Casius

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #233 on: August 21, 2010, 08:40:21 pm »

666.667 each then?  How many people are in the group?
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Robocorn

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #234 on: August 21, 2010, 08:46:08 pm »

Six, Six people in the group, seven if you count Gubble, but I doubt we'll see him again anytime soon.

I was thinking that we'd contribute 366.667 to the pot so we'd all have 1200 drakes to ourselves and the pot would eliminate that annoying repeating digit by rounding it off to 2200 after all our contributions.

For some reason I call the collective party fund "The Pot" does everyone get that?
« Last Edit: August 21, 2010, 08:47:55 pm by Robocorn »
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Shoruke

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #235 on: August 21, 2010, 08:59:06 pm »

So, wait. We're discussing the logistics and budgeting behind having a banner and signet ring, but we haven't even officially named our group yet?

Perhaps we should do a forum poll... people who don't play would be able to vote, but Bay12 is usually full of... people who aren't trolls... there's a word for it... anyway, good people, who could give us meaningful input as to our group's name.

I'd settle for The Tiger Claw Mercenary Guild.
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Robocorn

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #236 on: August 21, 2010, 09:07:01 pm »

Lucus, RAM, and I had a few tries in naming it and came upon The Lion's Claw but we can name it whatever we can come to an agreement on

I don't think we get enough traffic to be coherently trolled. I think at worst one or two guys would vote for something nobody liked. I cannot forsee Shonus putting something like Poo-on-a-stick incorporated up on the voting table

I just don't like the phrasing of "Mercenary Guild" I always
If it were Tiger Claw Syndicate, or Tiger Claw Collective, or The Tiger Claw Company I'd be down.
« Last Edit: August 21, 2010, 09:10:01 pm by Robocorn »
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RAM

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #237 on: August 21, 2010, 09:18:37 pm »

I mostly want to be called the werewolves so that people will go "so your the werewolves" and then I can rage and turn ingot a bear, and then they say "Hey! your not a werewolf!" and then I can say "Crunch Crunch Munch" to which they can reply "Hey! I was using that!"...
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Shoruke

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #238 on: August 21, 2010, 09:32:05 pm »

I suppose Tiger Claws fit in decently with my personal fighting style... moreso than Dharsus', ironically.
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Robocorn

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Re: D&D: The Mercenaries - Always hiring new players
« Reply #239 on: August 21, 2010, 09:37:55 pm »

I suppose Tiger Claws fit in decently with my personal fighting style... moreso than Dharsus', ironically.

We have different fighting styles? I thought tumble in and get as many hits as possible was a mutual technique.
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