
Tyren Lourofesh |

Oh, that would be nasty, Amunet! Add in a HOP Mythic Cleave, and you can easily double that to 81 attacks.
Yeah, I'm seeing a distinct problem there. That's a lot of book-keeping.
So, with that in mind, I think if ever I use a style feat with my characters, it's going to be Inevitable Technique. I'm going to hit once, and then I will elect to take minimum attack and damage dice. That way, if it works and I hit, I know I can basically eliminate all my book-keeping. If it doesn't, then I can at least halve my book-keeping by taking 1s on all my damage.

Sebecloki |

@Monkeygod/Hamza
If you find the idea of Eclipse intriguing, you may want to take a look at the creator's blog. He has a lot of cp packages for different PF items to give you a better sense of how the system would function.
My idea would just be to doll out some cp points along with level increases if case someone wanted to do something that isn't strictly facilitated by class abilities.
Honestly, the gestalt HOP feat already replicates most aspects of a point buy system as far as I can see, but adding this as an option would allow you to, for example, just add to your strength score, or health, or BAB+ or AC, or whatever...

Hamza Mīnakshi |

This is the feat that let Amunet stun the robot:
Stunning Fist (Horrifically Overpowered, Mythic)
Your fists are like iron.
Prerequisites: Stunning Fist, Stunning Fist (mythic).
Benefit: You may turn one unarmed attack per round into a stunning fist without counting it toward your daily limit. You may select which attack after seeing its attack roll. If you expend a point of mythic
power, targets normally immune to stun effects are not immune to your stunning fist for 1 round.
She can keep doing it, as long as she's willing to spend a point of mythic power.
In order to 'fix' this, I would I suggest that this only works on non-mythic creatures and mythic creatures of a lower tier than the possessor of the feat.

Tyren Lourofesh |

This is going to be the danger of single-enemy encounters--Once we have a spellcaster, you're going to see a lot of stun abilities with regularity. Further, we have two poison-masters--One who makes extensive use of drow poison, and one who uses a lot of different poisons. It's very possible to see a single monster get CC'd to death if it's of the wrong type.

Hamza Mīnakshi |

Honestly, I would apply the above suggestion to poisons and similar effects as well.
Ie, your ability to bypass immunities only works on non mythic creatures and myhtic creatures of a lower tier than yourself.

Jin En Mok |

One who makes extensive use of drow poison, and one who uses a lot of different poisons. It's very possible to see a single monster get CC'd to death if it's of the wrong type.
The intent for the drow poison is less to be a 'lolno' on encounters of a certain type (Jin has a fairly broad ability to bypass type immunities) and more to add a low probability of knocking out an opponent with every strike, with a somewhat higher chance for mooks or stereotypically poor-Fort enemies. DC 25, which is close to being the highest I can possibly push it, is pretty much natural-1 bait for a boss encounter at our power level. (Espeically for Fort saves, which tend to be the highest monster save.) Only in absolutely ideal circumstances (poison applied with Poisoner's Stance, Iron Fang used to attack, in a sneak attack vs. a sneak-attackable opponent) will she be able to be really threatening with an effective save-or-die.
The rest of her poisons are status-effect and ability-damage stuff rather than straight-up encoutner-enders.

Tyren Lourofesh |

That's fine on paper, but in reality it's going to be a lot harsher for the enemy. You've got the full capability of sharing poisons with basically the entire party--If you were to limit it to just 4 PCs, and they all have 3 doses, we're looking at 15 saves against drow poison, there. It's going to be a danger--It's not a case of needing to be hit with a nerf bat, poison is notoriously weak for the investment it requires, but it is something that the DM needs to keep in mind when he builds encounters designed to challenge the party.

Hamza Mīnakshi |

Ok, so the robot is stunned for the round. Is there anyway it's getting un-stunned next round, or is this basically over? I'm not sure what to post. I guess Hamza can post his next actions if there's any chance the robot is getting un-stunned at some point.
If you want to be done with this fight, you could just post a wrap up scene that describes us finishing off the robot, and move us onto what is next.
No need to actually play it all out.

Tyren Lourofesh |

Well, every time the robot is hit with a stunning fist, it's going to require a saving throw. Also, it's only stunned for one round. So it has to fail that saving throw every round. So it really depends on whether or not the robot has a way to break out of stun-lock.

Sebecloki |

Well, every time the robot is hit with a stunning fist, it's going to require a saving throw. Also, it's only stunned for one round. So it has to fail that saving throw every round. So it really depends on whether or not the robot has a way to break out of stun-lock.
Then I guess we should keep going. Everyone post their actions for Round 2.

Tyren Lourofesh |

Hey Rokan, you're mythically inspired. Your energy bolt's actually dealing 38 damage.

Rokan the Ascetic |

too late to edit the original post, but fixed

Sebecloki |

I don't want to come off as unfair here, so let me run this by the group to see if everyone's going to revolt.
There's no rule in Pathfinder about what happens when new melee combatants join a currently in-process combat.
There is a 3.5 rule in the Rules Compendium that states that a new combatant starts off at 1 higher than the highest initiative.
If I have another robot enter and initiate attacks based on that 3.5 rule, will that seem unfair, or does everyone want to see what would happen if the darn thing can actually use any of its weapons?

Sebecloki |

This is the relevant rule from p. 71 of the 3.5 Dnd Rules Compendium:
NEW COMBATANTS
If, in the course of a battle between two sides, another group enters the battle, that group should come into the combat at the beginning of the next round. The following rules apply to this situation, whether or not the new group is allied with one or more existing sides involved in the encounter.
NEWCOMERS AWARE
If any (or all) of the newcomers are aware of one or both of the sides in a battle, they take their actions before anyone else. In effect, they go first in the initiative sequence. Their initiative check result is considered to be 1 higher than the highest initiative check result among the original par ticipants in the encounter. If differentiation is needed for the actions of the newcomers, they act in order of their Dexterity scores, highest to lowest. The reason for this rule is twofold.
• Since they’re aware, but no way exists for them to take an action ahead of everyone else (because the encounter has already started), they go first to simulate their advan-tage. This happens whether the other sides are aware of the newcomers or not.
• Placing the newcomers at the beginning of the round means that those who had the highest initiative check results prior to the newcomers’ arrival are the first combatants to have an opportunity to react to them. This is an important advantage for those who have high places in the initiative order.
NEWCOMERS UNAWARE
If any or all of the newcomers aren’t aware of the other sides when they enter the encounter, the newcomers still come into play at the beginning of the round, but they make initiative checks normally. If one of the other combatants involved in the encounter has a higher initiative check result than one or more of the newcomers, that combatant can react to those newcomers before they can act.

Amunet-Ra |

For any combat maneuver, you roll your cmb against the foes cmd. Just like attack against ac. If that hits, the maneuver works.
Some monsters can't be tripped. That should all be in the stat block though.
If you want to add another robot, go ahead.
Could it be you're more familiar with 3.5 than pathfinder?

Sebecloki |

For any combat maneuver, you roll your cmb against the foes cmd. Just like attack against ac. If that hits, the maneuver works.
Some monsters can't be tripped. That should all be in the stat block though.If you want to add another robot, go ahead.
Could it be you're more familiar with 3.5 than pathfinder?
I think in general I'm more familiar with Pathfinder, but I've never used the maneuver rules in either with any frequency, so I'll need guidance.
If you're referring to the rule about Initiative, I looked this up for a previous game, and I don't think based on what I could determine looking at discussion threads that there is a rule, so my instinct would be to default to 3.5 if there's a rule there.
If everyone's okay with that, I'll have the kreen wraith send in another robot next beginning next round. This one will also be cloaked.

Hamza Mīnakshi |

I thought we wanted to be done with this combat and move onto the Kreen wraith, and then get the heck outta these ruins finally?
Seems like adding more to this combat would just further slow things down, as I imagine it's possible the fight with the wraith will take some time, especially if it brings any of it's minions with it.

Tyren Lourofesh |

It depends. If we want two battles to provide an accurate measurement of the capabilities of the party, and an idea of the range of strength which you want to start your creatures at, then it'd be best to introduce this droid under the previous droid's initiative, but have it with the fixed stats that you think would be more appropriate for the encounter you want. Just keep in mind that dropping it directly in range of the party would be a bit...Harsh.
If we want to be out of here as soon as possible, then yeah, having it regroup with its' allies would be the best course of action.

Ri'Kli'Klek |

Yeah, I'd say it all depends on what purpose having it join in now vs. later would accomplish.

Monkeygod |

I think we should institute a 24 or 48 hour rule for combats. Ie, players have that amount of time to *either* post their in game actions or if they are unable to post in game, make an ooc post saying such.
If they fail to do so, they are then either skipped entirely, or moved down in the initiative order, possibly to last.
Also, giving it some thought, while I really like that Eclipse system, I think we should only use it sparingly, to avoid overly complicating an already complex game.
Perhaps the next time the PCs encounter something like the Red Pool, or make a deal with a powerful entity, or are rewarded by a powerful patron, we are given X amount of points to use via the Eclipse system.
You could even limit or restrict us to certain expenditures, based on the nature of the 'power boost' gained.
For example, if we help out a demigod like being who is master of elemental powers, we can only spend the CP on things that are elementally themed. Be they spells, feats(like elemental fist), or class abilities, they all need to somehow be elemental in nature.
Finally, I think going forward, we should limit the sources we players can pull material from when it comes to leveling or otherwise gaining power.
Trust me, I understand wanting to allow us players to have access to countless rulebooks. I have a massive physical library of 3.5, Paizo and 3pp books, not to mention a vast digital library.
However, the more sources allowed, the more likely it is to find some obscure feat or spell or class feature that just so happens to interact with some other ability that more or less breaks the game. Or makes it too difficult to balance or counteract.
Personally, I would suggest limiting us to the following 3pp companies:
Dreamscarred Press
Legendary Games
Lost Spheres Publishing
Accession Games
Rogue Genius Games
Rite Publishing
Kobold Press
Green Ronin
Everybody Games LLC
and maybe one or two others.
Honestly, those companies have enough material between them to cover more or less anything and everything we PCs could possibly want.
I also think we should disallow 3.5 books as well, except maybe in a few specific, corner cases. Should a player want something from a 3.5 book and be unable to find a PF update or equivalent, they should post it here, and get permission.
Please note, I am not saying we should get rid of anything that doesn't meet my above suggestions that are currently part of our PCs build. Merely that going forward, we should stick to these restrictions. I highly doubt it will break anybody's PC dreams.
One of the main attractions of this game, to me(and I believe some others) is the storytelling and world building of Dark Sun. While I love crunch, leveling, being a badass, and combats, I'm here mostly for the opportunity to tell a story, do some world building, expand some lore, and of course, kick some butt.
And honestly, I think that's what you want too Seb. I know you love giving us all this power, but we're stuck in a combat, and I don't think you're enjoying yourself.
Let's beat up this robot, deal with the defiler, and focus on some storytelling for awhile. We can still get into fights, but maybe not any time soon. Take a break, as it were.
Oh, and just in case it wasn't obvious, I have absolutely *ZERO* problem with Seb using all the 3pp and 3.5 material he wants. Go nuts by dude, but for us PCs, I think it will help if we impose some limits on ourselves.

Sebecloki |

I think we should institute a 24 or 48 hour rule for combats. Ie, players have that amount of time to *either* post their in game actions or if they are unable to post in game, make an ooc post saying such.
If they fail to do so, they are then either skipped entirely, or moved down in the initiative order, possibly to last.
Also, giving it some thought, while I really like that Eclipse system, I think we should only use it sparingly, to avoid overly complicating an already complex game.
Perhaps the next time the PCs encounter something like the Red Pool, or make a deal with a powerful entity, or are rewarded by a powerful patron, we are given X amount of points to use via the Eclipse system.
You could even limit or restrict us to certain expenditures, based on the nature of the 'power boost' gained.
For example, if we help out a demigod like being who is master of elemental powers, we can only spend the CP on things that are elementally themed. Be they spells, feats(like elemental fist), or class abilities, they all need to somehow be elemental in nature.
Finally, I think going forward, we should limit the sources we players can pull material from when it comes to leveling or otherwise gaining power.
Trust me, I understand wanting to allow us players to have access to countless rulebooks. I have a massive physical library of 3.5, Paizo and 3pp books, not to mention a vast digital library.
However, the more sources allowed, the more likely it is to find some obscure feat or spell or class feature that just so happens to interact with some other ability that more or less breaks the game. Or makes it too difficult to balance or counteract.
Personally, I would suggest limiting us to the following 3pp companies:
Dreamscarred Press
Legendary Games
Lost Spheres Publishing
Accession Games
Rogue Genius Games
Rite Publishing
Kobold Press
Green Ronin
Everybody Games LLC
and maybe one or two others.
Honestly, those companies have enough...
I wasn't really intending to use the Eclipse system for this game, but rather the other one.

Ri'Kli'Klek |

Some form of timeout for combats should definitely be enforced.
I'm honestly not sure if limiting 3pp content will make much difference at this point. We've got so much you could make a broken build even with just Paizo content. But I wouldn't object to some limits.

Sebecloki |

In case it's not clear, I'm trying to lay out the options before the party, there's not one thing I have in mind that you absolutely have to do.
(1) You stick around in the dungeon to clear out the myceloid cavern and the kreen wraith.
(2) You go through one of the portals in the grotto to the Kalidnay ruins.
(3) You take a trip through one of the portals to one of the many other locations.
Or you could do something else. Let's try to make some kind of a decision and move along.
EDIT: I'd add that I've noticed the posting rate went way down the last week or so. I of course understand that life happens, and I have been insanely busy as well, but let's try to not let this die -- I've put a lot of time into the world building for this campaign!

Tyren Lourofesh |

Sorry guys, been a long week here.

Hamza Mīnakshi |

Actually, no, we're not.
We're in the middle of a rather important conversation. Not sure why you're trying to rush us, as while we aren't 'doing' anything, this is has been *amazing* RP with all involved, yourself included.
Which is something this game has sorely lacked since I've joined, at least in this big of numbers. Pretty much every PC is getting involved in this debate.

Sebecloki |

Along with the other stuff I've added, I also found this material I want to incorporate Dragon Kings Project. Look at the awesome elephantaur creatures!
I think at this point we can just treat this campaign's setting as a desert-based planetary adventure homebrew of which one part is a highly customized version of Dark Sun, if that helps anyone understand what I'm doing any better, since I know it's developed a lot since we started.
The name of the planet in this Dragon Kings worldbook, which was authored by the creators of Dark Sun (isn't that cool?) is Khitus, which I think I'm going to adopt as a secondary name for the planet. I'm going to tuck the map of this area beneath the ringing mountains, to the south of the Tablelands region.
Another addition this material will give to the lore is that, at some point in the distant Dawn Age before the cataclysm that created the World Ocean, there were some kind of weird dragons, not like normal DnD dragons, but not the Athasian version either, that governed most of this continent's nations.
I was thinking of also adding Serital as a name for this weird awful planet.
Here's a free pdf gazette of this additional setting material I'm intending to add in over time, if you want to take a gander.

Sebecloki |

Here's a little map of Hargalor continent to show how the Dark Sun map, the Dragon King's map, and the Deadlands all fit into the wider territory. Clearly, there's a lot left to develop.
The continent is roughly 5164 miles wide in the northern portion in which the Tablelands are located and 10694 at its greatest horizontal dimensions -- basically the two edges of the map.
This is an immense territory, and most of it consists of blasted wastelands, not including those depicted in the maps of the Tablelands, the former realms of the Dragon Kings, and the vast reaches of the Deadlands.
The wisest inhabitants of the Tablelands know that an immense empire of kreen extends for over a thousand miles north and east of the Seven Cities.
The names of other territories or city-states of Hargalor, about which little is known include the following:
Thanioth
Shar'chan
Eszgird
Kaasam
Shimeshran
Talglorg
Duruud
Jantasha
Apshilanaa
Jabjigai
The Fearlands
The Great Welter
The Plains of the Moon

Sebecloki |

I cut and pasted in a few more hex map regions to work on and enlarged the Deadlands. I'm making it big enough to swallow the entire Tablelands basically.
Here are some ideas I have kicking around for the other regions:
To the south of the Tablelands is Kerath-Scra, a territory dominated by the orc-like Tarek race and halfbreeds. Their city-states are built over the remnants of a much more technologically advanced human culture that originated from one of Athas' moons. The Tarek are actually preparing for an invasion of the Tablelands in the near future. These are basically Athasian Scro from Spelljammer with nastier tech. I'm thinking more like bio-organic stuff like the Yhuuzhan Vong. Not sure what mechanics one could use to represent that. They'll have pets that are like xenomorphs. The coastal cities will have silt-adapted Tarek subspecies that will be adapted from the Purple Duck games Orcam race.
Further south is the Taboo Regions of Malaa. These will be based on a strange post apocalyptic version of various Polynesian cultures. The human societies of the Peninsula of Kapahu are intermixed with genasi and are ruled by Elemental Lords as the Tablelands are governed by the Sorcerer Kings. This will be one of the few regions where elementalism is the dominant faith, and is not a peripheral, rural phenomenon.
To the west of these regions are the Lands of Kismet, a set of three inland territories known as Bagajir, Jabjigai, and Kabajirga. These are colonies originally founded by refugees from the Cleansing Wars that employed an ancient network of portals to travel quickly thousands of miles from the tumult of the Tablelands. To protect themselves from pursuit or conquest, each pursued a different path to combat the arcane might of the Sorcerer Kings. One has devoted itself to Geomancy and sought the wisdom contained in the ancient soul of the world, one has cultivated spell-immune and magic-eating animals, as well as ward-resistant arms and warriors, and a third, while a third has secretly cultivated its own legions of defilers, a fact which has recently incited a pitched conflict in the region. These lands were also visited Lands of the Merchant Princes that settled the great inland bay of Hargalor, settlers from afar who have remained in distinct areas of these the three Lands of Kismet.
Far to the north and east of any of these territories is the Shimmering Coast, which hosts the city states of Thanioth, Shar'chan, Eszgird, Kaasam, Shimeshran, Talglorg, Duruud, Jantasha, Apshilanaa, and others. These city-states abut the Sea of Methane, and employ strange craft to plumb the depths of the noxious ocean. The use of illusion and subterfuge has been raised to a high art by the independent principalities of this region, most of which are governed by masked vigilantes, actors, mesmerists, or other masters of deception. The area is so toxic, that the inhabitants of the Shimmering Coast have become a distinct subspecies that can survive in this hostile environment.

Ri'Kli'Klek |

Where was the link to the spreadsheet you wanted our stats on again?

Sebecloki |

I didn't make one -- I thought someone else had it?
Also, I'm not concerned so much with individual stats as how to make monsters. I can't make heads or tails of that bench pressing table that got passed around, and I'd really appreciate it if someone would give me a digest of what it says the AC, health, stats, BAB+, saves, and damage output of monsters should be.

Hamza Mīnakshi |

I didn't make one -- I thought someone else had it?
Also, I'm not concerned so much with individual stats as how to make monsters. I can't make heads or tails of that bench pressing table that got passed around, and I'd really appreciate it if someone would give me a digest of what it says the AC, health, stats, BAB+, saves, and damage output of monsters should be.
The way the table works is as follows:
Orange are low/bad numbers for your level.
Green is average/okay.
And blue is quite good.
Taking a look at Hamza, his AC is 35, which is 2 above the 33 of the good AC mark of a level 10 PC.
His Fort is a 17, which is exactly what a good level 10 PC has. His Ref is a 22, so higher than even that, but he adds his Wisdom to his Ref based on a class feature, while is Will is just 1 above the 17.
His attack bonus is a *lot* higher than a level 10 PC(it's actually what a *good* level 20 PC should have) but a lot of that is because of HOP feats, the extra bonuses we get from the rules to offset no real magic items, etc.
However, I did figure out that his normal to hit is actually pretty much exactly what a level 10 PC should have, and in a normal setting with normal access to magic items, combat based PCs actually would have a higher to hit than Hamza would without all the boosts.
The only stat I don't really understand is EDV, though I know it has something to do with damage dealt.
All said Hamza tops out at around CR 10-11 ish, in most cases, and that's mostly because of the extras we were given.

Hamza Mīnakshi |

I am also rather curious what kind of mechanics Hamza/Monkeygod is planning for these prospective assassins...
Hamza has had levels in Mage Hunter since I believe he first joined the game.
Thus, I thought it might make sense if his House specialized in hunting down casters.
Though, for the Dark Sun aspect of the setting, it might make more sense if they manifested powers as a Psychic Warrior instead of casting spells as a Magus.
I would imagine the assassins Hamza would bring to the battle would be fellow stalkers, rangers, rogues, and similar classes with levels in the Mage Hunter PrC.
Beyond that, unsure what they should be.

Sebecloki |

Sebecloki wrote:I didn't make one -- I thought someone else had it?
Also, I'm not concerned so much with individual stats as how to make monsters. I can't make heads or tails of that bench pressing table that got passed around, and I'd really appreciate it if someone would give me a digest of what it says the AC, health, stats, BAB+, saves, and damage output of monsters should be.
The way the table works is as follows:
Orange are low/bad numbers for your level.
Green is average/okay.
And blue is quite good.
Taking a look at Hamza, his AC is 35, which is 2 above the 33 of the good AC mark of a level 10 PC.
His Fort is a 17, which is exactly what a good level 10 PC has. His Ref is a 22, so higher than even that, but he adds his Wisdom to his Ref based on a class feature, while is Will is just 1 above the 17.
His attack bonus is a *lot* higher than a level 10 PC(it's actually what a *good* level 20 PC should have) but a lot of that is because of HOP feats, the extra bonuses we get from the rules to offset no real magic items, etc.
However, I did figure out that his normal to hit is actually pretty much exactly what a level 10 PC should have, and in a normal setting with normal access to magic items, combat based PCs actually would have a higher to hit than Hamza would without all the boosts.
The only stat I don't really understand is EDV, though I know it has something to do with damage dealt.
All said Hamza tops out at around CR 10-11 ish, in most cases, and that's mostly because of the extras we were given.
EDV was actually what I was hoping someone could grok for me. I read the explanation several times and still don't get it.

Sebecloki |

Sebecloki wrote:I am also rather curious what kind of mechanics Hamza/Monkeygod is planning for these prospective assassins...Hamza has had levels in Mage Hunter since I believe he first joined the game.
Thus, I thought it might make sense if his House specialized in hunting down casters.
Though, for the Dark Sun aspect of the setting, it might make more sense if they manifested powers as a Psychic Warrior instead of casting spells as a Magus.
I would imagine the assassins Hamza would bring to the battle would be fellow stalkers, rangers, rogues, and similar classes with levels in the Mage Hunter PrC.
Beyond that, unsure what they should be.
That sounds fine -- if they end up appearing depending on the negotiations, I want you to be responsible for roughing their stats. It doesn't need to be an entire stat block, just enough to conduct combat.

Hamza Mīnakshi |

EDV was actually what I was hoping someone could grok for me. I read the explanation several times and still don't get it.
I asked in one of my discord channels, this is the info I got:
It's an estimate of how much damage you'll do to an average monster of your CR. Factoring in hit chance and crits, and damage per hit.
The blue, green, orange ratings are for benchmarks that reflect a percentage of the average monsters HP at each level. So blue is half their hp, Etc
So two characters that are blue edv should beat a monster in one round.
It’s worth noting that EDV does include multiple attacks, misses, and crits.

Ri'Kli'Klek |

I’ve been thinking things over in my life and feelings again of late, and I’ve come to an unfortunate conclusion.
I have to quit this game.
It’s been no secret that I’ve had trouble really getting into this campaign, but as I’ve been paying attention to things I’ve realized that I view a new post in these threads with a certain amount of anxiety or just stress. I could go into my guesses as to why this is at length but they would be, in the end, just guesses. But the fact remains that this game is stressing me rather than being fun, at a time where I’ve just resumed a position at work which I found stressful and frustrating in the past, so this is not a good time for extra sources of stress.
Please don’t try to talk me out of it, because literally one of the things I feel bad about with this game is how I’ve constantly been interrupting other people’s enjoyment of it with my own… lack of enthusiasm for it, and one of the reasons I haven’t dropped out already is because I feel guilty for getting people to work to try to help me enjoy the game and then not enjoying the game. So please don’t make that worse.
That being said, I don’t want Ri’Kli’Klek to just vanish, because I hate breaking immersion like that, so I’d like to find a graceful way to exit the game. Obviously a pretty direct way would be to have Ri’Kli’Klek die fighting in whatever our next combat is, but given how much the party has overwhelmed things that might be difficult to manage organically. Another thought I had was to have him turn out to be tied to this area--to discover that he physically or psychologically can’t leave, probably thanks to the Red God’s influence. Of course, this only works if the party is leaving soon. Another might be for him to notice something, go off to investigate it, and never come back.
Whatever the case, given the way I’m feeling about things, I don’t want it to take forever.

Tyren Lourofesh |

Well, I will say this. I'm sorry that we made you feel like you were interrupting other's enjoyment. Or at the very least, I'm sorry if I did. And I'm sorry if I brought you stress with my words and actions.

Ri'Kli'Klek |

Eh, I don't think it was any one person as much as just everything put together, so don't worry about it.

Tyren Lourofesh |

Okay. Well, cool. I can understand getting stressed out by a campaign--Seen it a million times--But if it was thanks to the way any one player had been acting, that'd have been unacceptable.

Rokan the Ascetic |

Rokan ran out of argument and it seemed that Slav was turning to agree to Hamza's plan. I would expect someone who'd been fully in favor of the plan to assert it's dominance and proceed :P