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Post by awayfarer on Jun 4, 2014 20:15:14 GMT -5
We're about three months out from Merk's due date. Seems like a good time to discuss what we want to do with the group in the not-too-distant future. Ideally I'd like to finish up the Nibenay arc in the Dark Sun campaign before mid-September, and we should have enough time to do that. I'll definitely be taking some time off after the baby is born. I was originally thinking that it'd be somewhere along the line of three months, but that'd mean coming back to Dark Sun only to (probably) take a couple of weeks off for the holidays. I'm not ruling out a session or two between September and December, if only to keep the game from fading away completely, but I can't see picking up the DM duties full time again until January. A couple of you have already said that you have some stuff in the works, and I'm curious to hear what you were thinking of.
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Post by raunalyn on Jun 6, 2014 9:56:15 GMT -5
I have a few ideas, but want to make sure we have enough players who will be willing to play. I wouldn't want to run 4e since it's no longer supported, and converting to an out-dated game system is problematic.
I know I would get a resounding "YES" from Darrell, but I'm thinking Dragonlance 5e.
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Post by salmonmax on Jun 6, 2014 11:38:01 GMT -5
I could go for that. But I'm pretty easy to please, RPGwise.
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Post by Hussar on Jun 7, 2014 3:43:35 GMT -5
I do have a dungeon crawl I'd like to run before we close the books on 4e. Nothing too long lasting. Maybe about 6-8 sessions I'm thinking. Maybe shorter.
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Post by raunalyn on Jun 7, 2014 8:38:50 GMT -5
That works for me, too. My D-lance campaign tends to be a long term campaign.
What level?
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Post by Hussar on Jun 7, 2014 11:09:35 GMT -5
Thinking 15th. Wanna have some big booms.
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Post by salmonmax on Jun 7, 2014 19:23:15 GMT -5
Big badda boom!
Sounds good to me.
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Post by awayfarer on Jun 7, 2014 22:29:27 GMT -5
I do have a dungeon crawl I'd like to run before we close the books on 4e. Nothing too long lasting. Maybe about 6-8 sessions I'm thinking. Maybe shorter. That'll work. My only concern with Raunalyn's 5E campaign is is there a framework to support that edition yet?
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Post by Hussar on Jun 8, 2014 9:11:01 GMT -5
To be fair, from what I've seen of 5e, you don't need one. Notepad and cut and paste and your done.
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Post by salmonmax on Jun 8, 2014 10:53:35 GMT -5
Pretty much...that's what I'm doing with the current game I'm in.
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Post by awayfarer on Jun 8, 2014 20:49:28 GMT -5
To be fair, from what I've seen of 5e, you don't need one. Notepad and cut and paste and your done. Alright. If everyone else is fine with that I can live with it. Given that Hussar's game looks to be a short campaign and Raunalyn's got something longer in mind, maybe we would start with former and move on the latter?
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Post by Wonder Waffles!!! on Jun 9, 2014 18:53:00 GMT -5
I'm stoked for 5e, and I've never done Dragonlance, so that's pretty exciting. Before that, we'll leave 4e with some big booms, sounds good to me.
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Post by Merkuri on Jun 9, 2014 19:06:10 GMT -5
I'm good with both of those (5e Dragonlance and 4e dungeon crawl) but I honestly do not know how much I'll be able to take part with a newborn to take care of.
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Post by awayfarer on Jun 22, 2014 20:24:44 GMT -5
Assuming we're going ahead with Hussar's 4E dungeon crawl in the near future, I've leveled Wynch to 15. For those who weren't here back then, Wynch is a warforged barbarian. I've built him around getting extra melee basic and charge attacks.
He's kinda evil and a bit sadistic but I'm thinking of having him turn over a new leaf.*
*Ever turn over the top leaf in a big pile and find a lot horrible dark things squirming underneath it? I never understood that expression.
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Post by Wonder Waffles!!! on Jun 23, 2014 18:32:12 GMT -5
I believe I'm also going the route of awakening old characters. I think I'd love to bring back Chuka-tet, Thri-Kreen Ranger for a round or two of "lots and lots of attack rolls," because that was a concept I had wanted to play since 2e and I still don't think it's out of my system. I've also got Anastra, Eladrin Assassin who only hinted at her one-shot awesomeness. Zavatto, Gnome Assassin, also didn't get to flirt with the insane stealthy stabby he was always capable of. And Izzusan, the Githyanki Pyromancer, unable to realize his dream of flying aboard a red dragon. And, I've got a soft spot for, Elvira, the "triple vampire" (that is Vryloka (race) Vampire (class) with the Vampirism feats), for the ludicrousness...though not sure she'd be great in a dungeon crawl where rests are highly regulated. Bringing up the rear, Zedaith, Mul Bladesinger (with a mace)...though I don't know if he'd work as well outside of his Dark Sun context as Anasra and Chuka-tet. And similarly campaign-bound Sindri, a Gnome Artificer from Eberron that I had a ball playing once upon a time, but mostly because she was a dragonmarked gnome in Eberron where Artifice has a natural campaign role. There's also Celindra, Hamadryad Swordmage, as more of a story-based character ("a magic sword stuck in an enchanted wood" and no real ability to explore that...meh.) Those folks are probably too bound to their campaigns to work as well in a straight dungeon crawl. Not really interested in bringing back Talib the Rapping Dwarf Bard, either.... I'm seeing a definite trend toward strikeryness here. And I am fond of the idea of bringing back Chuka-tet for one last hurrah and exploring her character in a less harsh environment. But I do have a lot of Plan B. ...here's C-T, level 15. I kept the Inherent Bonuses and didn't give her higher level magic items, but I could do that, too: ====== Created Using Wizards of the Coast D&D Character Builder ====== Chuka-tet, level 15 Thri-Kreen, Ranger, Thri-kreen Predator Fighting Style Option: Marauder Fighting Style Ranger Option: Running Attack Versatile Expertise Option: Versatile Expertise (Unarmed) Versatile Expertise Option: Versatile Expertise (Ki Focuses) Dark Sun, Inherent Bonuses Gulg - Judaga (+2 to Stealth) Theme: Sohei FINAL ABILITY SCORES STR 22, CON 12, DEX 22, INT 12, WIS 13, CHA 9 STARTING ABILITY SCORES STR 16, CON 11, DEX 16, INT 11, WIS 12, CHA 8 AC: 29 Fort: 29 Ref: 30 Will: 23 HP: 94 Surges: 7 Surge Value: 23 TRAINED SKILLS Acrobatics +18, Athletics +20, Endurance +13, Heal +13, Nature +15, Perception +15, Stealth +20, Thievery +18 UNTRAINED SKILLS Arcana +8, Bluff +6, Diplomacy +6, Dungeoneering +8, History +8, Insight +10, Intimidate +6, Religion +8, Streetwise +6 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Sohei Attack: Sohei Flurry Thri-Kreen Racial Power: Thri-kreen Claws Hunter's Quarry Power: Hunter's Quarry Monk Feature: Stone Fist Flurry of Blows Wild Talent Cantrip: Body Equilibrium Ranger Attack 1: Throw and Stab Ranger Attack 1: Twin Strike Monk Attack 1: Five Storms Monk Attack 1: Spinning Leopard Maneuver Monk Utility 2: Fighting Fury Ranger Attack 3: Ruffling Sting Ranger Attack 5: Frenzied Skirmish Acrobatics Utility 6: Timely Dodge Thri-Kreen Utility 6: Mantis Dodge Monk Attack 7: Brilliant Counterstrike Thri-kreen Predator Attack 11: Capturing Claws Thri-kreen Predator Utility 12: Insect's Spring Ranger Attack 13: Off-Hand Diversion Ranger Attack 15: Steeling Flurry FEATS Two-Weapon Defense Level 1: Monastic Disciple Level 2: Master of the Fist Level 4: Improved Monk Unarmed Strike Level 6: Versatile Expertise Level 8: Acolyte Power Level 10: Novice Power Level 11: Monastic Adept Level 12: Adept Power Level 14: Improved Defenses ITEMS Chatkcha Adventurer's Kit Stanching Leather Armor +1 x1 Amulet of Life +1 x1 Monk unarmed strike Quick Monk unarmed strike +1 x2 Quick Strike Ki Focus +1 ====== End ======
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Post by salmonmax on Jun 24, 2014 13:23:10 GMT -5
Is this dungeon crawl set in Dark Sun?
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Post by Merkuri on Jun 24, 2014 20:51:21 GMT -5
I didn't think it was set in Dark Sun...
Will there be any charge monkeys in the party? I'm pondering a utility that'll buff allied charges.
We will have a lot of melee in the party, right?
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Post by awayfarer on Jun 24, 2014 21:25:17 GMT -5
I didn't think it was set in Dark Sun... Will there be any charge monkeys in the party? I'm pondering a utility that'll buff allied charges. We will have a lot of melee in the party, right? I plan on doing some charging. I've got en encounter power that lets me charge as a free action after reducing an enemy to 0 HP , and a power/feat combo that lets me charge if I score a critical hit.
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Post by Wonder Waffles!!! on Jun 25, 2014 6:50:42 GMT -5
Ah, yeah, since no Dark Sun she won't have that little psionic cantrip either, but that's pretty minor. Gnarf.
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Post by awayfarer on Jun 25, 2014 21:50:43 GMT -5
((I was working on posting Wynch's stats here, but I accidentally hit the back button on my browser while trying to delete some text. Have this instead.))
Wynch's Return to the Material Plane CH. 1
Jed passed the bottle back to Obie, who took a swig and passed it to Ulrich, who downed the last of it. The three men were crouched behind a rock a few yards deep into the woods outside the late Ben Yarvish's place.
Jed'd told them three days ago: "By the Nameless God, a man made of metal fell outta the sky by the old Yarvish place! He's carrying a hammer with a blond wig on top!"
Nobody believed him.
Two days ago, he said "It's weeding the field! By the Nameless God, it's weeding Ben's old potato field!" But everyone in the village just shook their heads and told him "You're drinkin' too much outta that still o' yours, Jed."
Yesterday he said "It put on old Ben's clothes! By the Nameless God it put on old Ben's Clothes and it's tilling the fields! With a hammer!" But everyone just just shook their heads and snickered.
That morning, he wandered into town and announced "I got a bottle of potato vodka for anyone brave enough to come and witness this."
And so they traipsed through the woods, and what they saw was a metal man wearing torn overalls. It walked back and forth through old Ben's field, and now and then would raise up the hammer and, in a streak of blonde, wham pound the ground flat. Sometimes it would stop and say something, as if having a conversation with somebody none of them could see.
Jed looked at the metal man, then to Obie. Obie bit his lip, shook his head and looked at Ulrich. Ulrich twisted his hat in his hands and shook his head rapidly. They looked at one another, then put their hands behind their backs. Jed threw out his hand.
"Evens," Jed whispered. "Evens," Obie repeated. "...odds," Ulrich eventually replied.
They watched as Ulrich put his hat on his head, brushed off some dust and walked into the field. "Heard something about those," the Ulrich'd said earlier. "Golems made to fight a war a long time ago, according to my grandpa. Long before his time too. War's long over o' course. Almost none of them around anymore."
Jed remembered his own grandfather, a lean, wooden man with steel grey hair, who drank cloudy brown whiskey from a wooden mug. He liked shooting rabbits more than anything. "Sometimes," he'd told Jed, "sometimes you get a rabbit sighted down the crossbow and they just sit stone still. Most rabbits run, but sometimes, just stone still. Like they know the hunts over, and they know they dead, but maybe if they make you think they don't know that, maybe they could convince you you ain't about to shoot em'. Like maybe you'll feel friendly and forgive em' that day. But naw, they dead."
The metal man looked up as Ulrich walked out into the field, and Ulrich stopped dead. "Stone still," grandpa's phantom whispered into Jed's ear. "Like they know they dead." Sunlight glinted off the metal man's forehead, leaving a greenish purple spot in Jed's vision. Ulrich didn't move a muscle. He must've said something because the metal man said something to him that sounded like a reply.
A minute passed. Two. There was a conversation going on. The metal man's voice was happy and... was that a laugh?
Jed saw Ulrich nod. The metal man turned back to the field, and then WHAM smashed the hammer into the dirt again. Slowly, Ulrich turned his back and walked back to them as if in a trance. He just stood there for a moment, still, like he was dead but hadn't been told.
"Well?" said Obie.
"Yeah, what's it doing out there?" asked Jed.
"It said..." Ulrich started.
"Yeah, what?"
Ulrich got a twisted look in his eye. "It said it's trying to grow mashed potatoes."
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Post by Merkuri on Jun 26, 2014 5:27:52 GMT -5
Hahaha.... Nice story, but what does "sblack personed" mean? (End of the 5th paragraph.)
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Post by awayfarer on Jun 26, 2014 6:26:52 GMT -5
Hahaha.... Nice story, but what does "sblack personed" mean? (End of the 5th paragraph.) Ugh, Proboards overzealous censorship is what it is. Replace the c and k in "snickered" with two g's for the original word.
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Post by salmonmax on Jun 26, 2014 10:22:23 GMT -5
Hehe Well I'm toying with a few builds right now. A vryloka knight, which seems pretty solid. An eladrin swordmage who's all teleporty and stuff. Looking at ideas for a warden too. Less sure on that point. The knight seems like a better straight-up defender, and has some fairly decent damage going as well since most of his attacks use the easily-buffed MBA. Moreover, because he uses a hammer and World Serpent Grasp, he tends to slam people to the ground a lot, and has a fairly nasty encounter Stun power. The swordmage has two things going for him. One is supreme, unparalleled mobility...and the other is the ability to block 19 points of damage on marked attacks. It's not a 'hard' mark in the sense that it punishes...but it seems like someone trying to ignore the mark is dooming themselves to hitting with all the force of a flimsy minion, which ain't bad. He also has the ability to reduce the movement of enemies he hits...so he's not as good at Control as the knight, but he's not without some ability there. The warden I'm developing is a Longtooth Shifter, with the Werewolf (or possibly bear) theme, and as such will have some off-striking capacity as well. How much depends on the build. We'll see.
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Post by Merkuri on Jun 26, 2014 10:56:53 GMT -5
I'm building an ardent right now... my first character with power points, so we'll see how well that will go. I have no idea how she's going to play. Building a level 15 character from scratch is difficult in that sense.
Are we using the standard item rules? What is it, level+1, level, and level-1? Are we doing inherent bonuses or relying on items?
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Post by raunalyn on Jun 26, 2014 18:10:52 GMT -5
I'll stick with the mage. Going with an enchanter-type orbizard.
What are our options for magic items? Standard?
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Post by raunalyn on Jun 27, 2014 15:27:13 GMT -5
Nassiir, level 15 Eladrin, Wizard (Arcanist), Entrancing Mystic Arcane Implement Mastery Option: Orb of Imposition Pact Initiate Option: Pact Initiate (vestige pact) Auspicious Birth (Auspicious Birth Benefit) Theme: Beguiler FINAL ABILITY SCORES STR 9, CON 11, DEX 12, INT 22, WIS 20, CHA 16 STARTING ABILITY SCORES STR 8, CON 10, DEX 11, INT 16, WIS 16, CHA 13 AC: 26 Fort: 22 Ref: 28 Will: 30 HP: 88 Surges: 6 Surge Value: 22 TRAINED SKILLS Arcana +22, Bluff +15, Diplomacy +18, Dungeoneering +17, History +20, Perception +17 UNTRAINED SKILLS Acrobatics +8, Athletics +6, Endurance +7, Heal +12, Insight +12, Intimidate +13, Nature +12, Religion +13, Stealth +10, Streetwise +10, Thievery +8 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Beguiler Attack: Beguiling Flash Eladrin Racial Power: Fey Step Wizard Utility: Suggestion Wizard Utility: Mage Hand Wizard Utility: Light Wizard Utility: Prestidigitation Wizard Attack 1: Beguiling Strands Wizard Attack 1: Hypnotism Wizard Attack 1: Charm of Misplaced Wrath Warlock Attack 1: Eyes of the Vestige Wizard Utility 2: Charm of Protection Wizard Utility 2: Shield Wizard Attack 5: Tasha's Forcible Conscription Wizard Attack 5: Visions of Avarice Wizard Utility 6: Wizard's Escape Wizard Utility 6: Emerald Eye Wizard Attack 7: Charm of the Defender Wizard Attack 9: Visions of Ruin Wizard Attack 9: Mirage Arcana Wizard Utility 10: Illusory Wall Wizard Utility 10: Repelling Shield Entrancing Mystic Attack 11: Hekiah's Trance Entrancing Mystic Utility 12: Shroud of Adeptus Wizard Attack 13: Dark Gathering Wizard Attack 15: Mental Maelstrom Wizard Attack 15: Slumber of the Winter Court FEATS Level 1: Ritual Caster Level 1: Orb Expertise Level 2: Superior Implement Training (Crystal orb) Level 4: Improved Defenses Level 6: Improved Initiative Level 8: Pact Initiate Level 10: Beguiling Enchantment Level 11: Spell Focus Level 12: Psychic Lock Level 14: Danger Sense ITEMS Spellbook Comprehend Language Unseen Servant Brew Potion Enchant Magic Item Knock History Revealed Chameleon's Cloak Telepathic Bond Waterborn Crystal orb of Mental Dominion +4 x1 Cloth Armor (Basic Clothing) of Scintillating Colors +3 x1 Torc of Power Preservation +3 x1 Bracers of Escape (heroic tier) x1 Boots of Leaping x1 Antipathy Gloves x1 Phrenic Crown (heroic tier) x1 Shielding Girdle x1 Transfer Enchantment Shrink Disenchant Magic Item Leomund's Tiny Hut
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Post by awayfarer on Jun 29, 2014 20:00:13 GMT -5
I haven't put Wynch into the character builder because I'd built him in a token to begin with, and it was easier just to level him from 8 to 15. Suffice it to say he's a straight up warforged barbarian (though I did take a fighter multiclass feat if you want to get picky) and I've focused on powers that grant extra melee basic and charge attacks depending on the circumstances. I intend to play him a little recklessly so uh, I hope our healer is really on the ball.
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Post by silverbusa on Jun 29, 2014 20:13:32 GMT -5
So I've been creating and modifying a slew of characters over the past week and coming up some decent toons but nothing that got me excited until I made a hybrid Avenger/Barbarian. All was going well until I reread the Hybrid Oath option and it sent me back to the drawing board.
Today I came up with a PMC Ranger/Barbarian and I liked it. Coming here to see what was up with what everyone chose and noticed a similar character with what Waffles drafted up. I have no problem running a similar character but if we need some diversity, I have a few essentials characters ready to go.
Without further ado, Lord Fawker
====== Created Using Wizards of the Coast D&D Character Builder ====== (Lord) Fawker, level 15 Bugbear, Ranger, Paragon Multiclassing Build: Two-Blade Ranger Fighting Style Option: Two-Blade Fighting Style Ranger Option: Prime Shot Auspicious Birth (Auspicious Birth Benefit) Theme: Masked Lord FINAL ABILITY SCORES STR 24, CON 11, DEX 20, INT 9, WIS 12, CHA 11 STARTING ABILITY SCORES STR 18, CON 10, DEX 14, INT 8, WIS 11, CHA 10 AC: 30 Fort: 32 Ref: 29 Will: 24 HP: 116 Surges: 6 Surge Value: 29 TRAINED SKILLS Acrobatics +16, Athletics +18, Dungeoneering +13, Endurance +11, Perception +13, Stealth +18 UNTRAINED SKILLS Arcana +6, Bluff +7, Diplomacy +7, Heal +8, History +6, Insight +8, Intimidate +9, Nature +8, Religion +6, Streetwise +7, Thievery +11 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Masked Lord Utility: Create Lord's Armor Bugbear Racial Power: Predatory Eye Hunter's Quarry Power: Hunter's Quarry Ranger Attack 1: Twin Strike Barbarian Attack 1: Howling Strike Acrobatics Utility 2: Agile Recovery Ranger Attack 3: Disruptive Strike Ranger Attack 5: Two-Wolf Pounce Barbarian Utility 6: Primal Charge Barbarian Utility 6: Wilderness Step Ranger Attack 7: Claws of the Griffon Barbarian Attack 7: Curtain of Steel Ranger Attack 9: Attacks on the Run Ranger Utility 10: Agile Escape Barbarian Attack 13: Blood for Strength Barbarian Attack 15: Bloodletting Assault FEATS Toughness Level 1: Battle Berserker Level 2: Heavy Blade Expertise Level 4: Novice Power Level 6: Improved Defenses Level 8: Acolyte Power Level 10: Adept Power Level 11: Two-Weapon Fighting Level 12: Two-Weapon Defense Level 14: Weapon Proficiency (Bastard sword) ITEMS Summoned Tembo Hide Armor +3 x1 Elven Chain Shirt (heroic tier) Amulet of Life +3 x1 Iron Armbands of Power (paragon tier) x1 Boots of Striding x1 Gauntlets of Blood (heroic tier) x1 Belt of Vim (heroic tier) x1 Circlet of Indomitability (heroic tier) x1 Paired Bastard sword (Large) +3 x2 ====== End ======
Note: 2 Paired bastards swords to get character builder to recognize me dual-wielding the split version.
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Post by salmonmax on Jun 30, 2014 0:43:53 GMT -5
Okay, so here's the build I'm leaning towards right now. An eladrin swordmage with the Aegis of Shielding, my general tactic will be to tag the most dangerous guy in the fight and then go fight other people. That enables me to pretty much neuter his damage and do other nasty things to him as well. High defenses, mediocre DPR, lots of mobility.
Craig, I was thinking since we're both eladrin arcanists, it'd be fun if our characters had some relationship. I was thinking siblings...perhaps even twins. Let me know if you're up for that. It won't make a lot of difference in a short dungeon crawl, but it might be fun.
STATS ====== Created Using Wizards of the Coast D&D Character Builder ====== Some Name I Haven't Thought of Yet, level 15 Eladrin, Swordmage, Coronal Guard Swordmage Aegis Option: Aegis of Shielding Proficiency: Implement Proficiency (Wand) Athlete (+2 to Athletics) Theme: Earthforger FINAL ABILITY SCORES STR 11, CON 18, DEX 14, INT 22, WIS 16, CHA 9 STARTING ABILITY SCORES STR 10, CON 15, DEX 11, INT 16, WIS 14, CHA 8 AC: 33 Fort: 27 Ref: 30 Will: 30 HP: 117 Surges: 12 Surge Value: 29 TRAINED SKILLS Arcana +20, Athletics +14, Endurance +18, Insight +15, Perception +15 UNTRAINED SKILLS Acrobatics +9, Bluff +6, Diplomacy +6, Dungeoneering +10, Heal +10, History +15, Intimidate +6, Nature +10, Religion +13, Stealth +9, Streetwise +6, Thievery +9 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Earthforger Attack: Stone Panoply Eladrin Racial Power: Fey Step Swordmage Feature: Aegis of Shielding Swordmage Attack 1: Frigid Blade Swordmage Attack 1: Sword Burst Swordmage Utility 2: Host of Shields Swordmage Attack 3: Transposing Lunge Swordmage Attack 5: Swordmage Shielding Fire Swordmage Utility 6: Armathor's Step Swordmage Attack 7: Echoes of Sword Magic Swordmage Attack 9: Hellspike Assault Swordmage Utility 10: Impenetrable Warding Coronal Guard Attack 11: Countering Thunderclap Coronal Guard Utility 12: Dragon Scales Swordmage Attack 13: Dimensional Slash Swordmage Attack 15: Rubicant's Assault FEATS Level 1: Intelligent Blademaster Level 2: White Lotus Dueling Expertise Level 4: Improved Defenses Level 6: Eladrin Swordmage Advance Level 8: White Lotus Riposte Level 10: Improved Swordmage Warding Level 11: Double Aegis Level 12: Greater Aegis of Shielding Level 14: Feywild Protection ITEMS Radiant Longsword +3 x1 Battle Harness Drowmesh +3 x1 Amulet of Protection +4 x1 Circlet of Mental Onslaught x1 Boots of Striding x1 Bag of Holding Iron Armbands of Power (heroic tier) x1 Elven Chain Shirt (heroic tier) ====== End ======
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Post by Hussar on Jun 30, 2014 8:00:47 GMT -5
Heh, I hope you guys are gentle with me. It's been a while since I've run anything, so I'm rusty as heck and nowhere near as prepped as I probably should be. But, if you can forgive my stumbling over my tongue, we should be okay.
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