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Community => Play-by-Post => Topic started by: Catodon on January 24, 2012, 09:36:31 PM

Title: The Long Road: OOC
Post by: Catodon on January 24, 2012, 09:36:31 PM
character creation notes and ooc talk goes here.
Title: Re: The Long Road: OOC
Post by: foproy on January 24, 2012, 10:42:28 PM
enough to get started, i still have some gear to pick up i will do that tomorrow.

Bolo Sandydown,  pech,  nomad,  assassin
male

Spoiler: stats • show
attributes
str10, dex 18, con 13, int 14, wis 14, cha 11



skills total=ranks plus mod
acrobatics 10=6+4
blend 6=6+0
bluff 6=6+0
disguise 6=6+0
impress 6=6+0
intimidate 8=6+2
notice 8=6+2
prestidigitation 10=6+4

interest
languages: pech common elven dwarven
studies: elven culture

combat:
vitality 30 wounds 5
defense 17=10+2+4+1
bab: 2
weapons
stiletto: atk: +3, damage: 1d4+4, threat 18-20, qualities: ap8 finesse pech.
Throwing knife: atk:+7, damage1d4, shots: 10, qualities: poisonous
 
proficiencies (*forte)
edged*
hurled*

tricks:
cheap shot(only for stiletto)
parry
armor: studded leather, dr: 2, resistances: cold 4 upgrades: warm pech

feats
nasty little git
knife basics
bsm horseman (bonus)

origin abilities:
enlightened resolve
hearty appetite
hurled proficiency
animal empathy
linguist
practiced haggle
trackless step

class abilities
hand of death
heart seeker
cold read

gear:
masterwork actors props 60s
thieves tools 20s
hemp rope 20s
snow shoes 10s
saw 5s

coin in hand
50s
quick on your feet
Title: Re: The Long Road: OOC
Post by: Catodon on January 25, 2012, 01:03:33 AM
repeated from the recruitment thread

Travelling performers?
Mercinary Band of the Long Road?
Well originally the idea was for chance met companions on the road but I have to say I like the idea of some PC's having a history or ties that bind.

How about this?
Any player can suggest a group to exist. Group membership is optional. These can be small groups or large ones like religeons.
Groups that share equipment have 'shares' (in game explanation can be anything you like but OOC this would be the rule). Each share costs 1sp. and is noted near the character's gear near the stake.
Someone needs to list the total numer of shares.
We then need a list of the gear bought with these funds with the sp value and current of each item and a total value. One player has to be nominated to keep track of this.

If you want to pull out you need to be bought out by the others. the cost of the buy out will be (total sp/total shares)x(your shares).
But you don't need to know that, friends forever, right?
Title: Re: The Long Road: OOC
Post by: Fiendbasher on January 25, 2012, 02:00:53 AM
Vashkar the Draconian

Sitting on the ground with his back to you, leathery wings partially unfurled and tail curled around him, he looked like a very small dragon, with deep reddish scales that lighten to an almost orange hue on his underside and nearly black across his back, and dark stripes banding his hide. But then he rose to his feet and turned to face you, picking up a long hafted glaive from the ground and bringing it to the ready. More visible once standing, his build was more humanoid... he balanced on two legs on the balls of black-taloned feet, long tail swaying languidly behind him. He wore clothing... something resembling heavy padded trousers, and his arms and feet were tightly wrapped in thick cloth. Even more  padded garment lay in a heap next to his feet. Golden eyes peered down a pointed dragonlike snout at you, their catlike pupils narrowing slightly as he took in your measure. Briefly the spines running from the top of his horn-crowned head and down his neck prickled forward, pulling up his membranous crest... but then he relaxed a bit, not seeming to perceive you as a threat. He vented a slight snort in your direction, before he turned back to the fire and crouched back down to sit on what appeared to be his fur lined cloak, keeping his weapon within easy reach.

Spoiler: Statistics - Awaiting Verification • show
Vashkar - Saurian (Draconian) Gladiator Soldier

Class/Level:
Soldier 3
XP: 2500
Type: Medium biped folk, reach 1
Speed: 30 ft. ground, 60 ft. winged flight

Str: 16 (+3)
Dex: 12 (+1)
Con: 16 (+3)
Int: 14 (+2)
Wis: 11 (+0)
Cha: 10 (+0)

Vitality: 45
Wounds: 16

Melee Attack: +6 = 3(Str) + 3(Soldier) [Forte: Edged]
[list]
[li]Halberd/Ji +7 (1d10+5 lethal; threat 19-20. Qualities: superior materials, AP 4, reach +1, trip, hook[polearm basics])[/li]
[li]Dagger +7 (1d6+4 lethal; threat 19-20. Qualities: bleed, hurl)[/li]
[/list]

Unarmed Attack: +6 = 3(Str) + 3(Soldier)
[list]
[li]Fist +6 (1d4+4 subdual; threat 20)[/li]
[li]Bite I +6 (1d8+4 lethal; threat 18-20)[/li]
[li]Tail Slap I +6 (1d8+4 subdual; threat 20)[/li]
[/list]

Ranged Attack: +4 = 1(Dex) + 3(Soldier)
[list]
[li]Long Bow +4 (1d6 lethal[standard arrow] or 1d6 fire[flaming arrow]; threat 19-20; range 40 ft. x6; Qualities: AP 4[standard] or AP 2[flaming])[/li]
[/list]

Special Attacks:
[list]
[li]Fire Breath (20' line) +4 (2d6+3 fire; DC 15 Reflex save for half damage)[/li][/list]

Fortitude Save: +5 = 2(Soldier) + 3(Con)
Reflex Save: +2 = 1(Soldier) +1(Dex)
Will Save: +3 =3(Soldier) +0(Wis)

Defense: 14 = 10 + 2(Soldier) + 1(Dex) +1 (Agile Defense)
DR: 4/5 =3 (Thick Hide 3, partial) +1/+2 (Soldier, +1/+2[dramatic scene])
Resists: Cold 9 (Moderate padded armor with Warm upgrade)
Spell Resistance: 0

Initiative: +3 = 2(Soldier) + 1(Dex)

Action Dice: 2d4

Lifestyle: 1
[list]
[li]Panache 1 (+0 Appearance, 10s income)[/li]
[li]Prudence 0 (15% Money saved/earned)[/li]
[/list]

Legend: +2
Reputation: 0
Renown: 0

Origin Abilities:
[list]
[li]Cold Blooded: Requires only 1 common meal per day but suffers 1 additional damage per die from cold, and sickened for a number of rounds equal to half any cold damage taken (rounded down). If the cold damage source is continuous (such as from an environment), Vashkar is sickened until he escapes the source.[/li]
[li]Darkvision I: Ignore penalties from dim or faint light conditions.[/li]
[li]Agile Defense: Base Defense increases by 1.[/li]
[li]Crunch!: Strength based damage rolls inflict +1 extra damage.[/li]
[li]Harsh Beating: The Fortitude save DCs of subdual damage you inflict increase by 4[/li]
[li]Paired Skills: Each time you gain 1 or more ranks in the Athletics skill, you gain equal ranks in the Impress skill. This may not increase your Impress skill beyond its maximum rank.[/li]
[/list]


Class Abilities:

[list]
[li]Accurate: Each time you spend an action die to boost an attack check, you roll and add the results of two dice.[/li]
[li]Fortunes of War I: You gain Damage Reduction 1. During dramatic scenes, this DR increases to 2.[/li]
[li]Fight On: At levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19, you gain one additional Basic, Melee, Ranged or Unarmed Combat feat or 2 additional proficiencies.[/li]
[/list]

Skills: Total = Ranks(6 max) + Attribute Modifier + Misc
[list]
[li]Acrobatics +7 = 6 + 1(Dex)[/li]
[li]Athletics +8 = 5 + 3(Str)[/li]
[li]Blend -5 = 0 + 0(Cha) - 5[draconic legacy][/li]
[li]Bluff +0 = 0 + 0(Cha)[/li]
[li]Crafting +2 = 0 + 2(Int)[/li]
[li]Disguise +0 = 0 + 0(Cha)[/li]
[li]Haggle +0 = 0 + 0(Wis)[/li]
[li]Impress +5 = 5 + 0(Cha)[/li]
[li]Intimidate +5 = 5 + 0(Wis)[/li]
[li]Investigate +0 = 0 + 0(Wis)[/li]
[li]Medicine +2 = 0 + 2(Int)[/li]
[li]Notice +5 = 5 + 0(Wis)[/li]
[li]Prestidigitation +1 = 0 + 1(Dex)[/li]
[li]Resolve +9 = 6 + 3(Con)[/li]
[li]Ride +1 = 0 + 1(Dex)[/li]
[li]Search +3 = 1 + 2(Int)[/li]
[li]Sense Motive +1 = 1 + 0(Wis)[/li]
[li]Sneak +1 = 0 + 1(Dex)[/li]
[li]Survival +5 = 5 + 0(Wis)[/li]
[li]Tactics +4 = 2 + 2(Int)[/li]
[/list]
Origin Skills: Acrobatics & Sense Motive
ACP: -0

Feats:
[list]
[li]Combat Instincts: Once per round when an adjacent opponent attacks you and misses, you gain a free attack against him. If this attack hits, it inflicts only 1/2 damage (rounded up)[/li]
[li]Polearm Basics: When you wield a polearm it gains hook. Also, you gain the stance: Spinning Shield[/li]
[li]Polearm Mastery: Once per round you may immediately make a free polearm attack against  an opponent who moves into a square adjacent to you. You inflict only 1/2 damage with this attack (rounded up). Also, you gain the trick: Topple and Gut.[/li]
[li]Draconic Heritage: Gain thick hide 3 and are always considered to have a mage’s pouch.  When taking the Basic Skill Mastery feat you have access to a new skill pair: Conqueror (Impress & Tactics).[/li]
[li]Draconic Legacy: May breathe fire and select feats as if a Drake. Has leathery wings that grant winged flight 60 ft. -1 starting AD and -5 penalty with Blend checks.[/li]
[/list]

Stances:
[list]
[li]Spinning Shield: You gain DR against bow and hurled weapon damage equal to the number  of Melee Combat feats you have.[/li]
[/list]

Tricks:
[list]
[li]Topple and Gut (Polearm Trip Trick): You also inflict your polearm’s damage.[/li]
[li]Shove (Melee or Unarmed Attack Trick [Forte]): The character uses an attack’s momentum to drive his opponent back. With a hit against a target of equal or smaller Size, the character pushes the target back 5 ft. He may follow to remain adjacent to the target or stay in his current location[/li]
[li]Fend (Melee Attack Trick): The character uses fancy footwork, staggering strikes, and warding blows to create a pocket of space between he and his opponent. If the character hits with this attack, he may immediately move 5 ft. as a free action. [/li]
[li]Parry (Initiative Action [Forte]): The character uses his hands or weapon to knock an  incoming attack aside. Once per round when the character’s not flat-footed, after he’s been hit by a melee or unarmed attack but before damage is rolled, he may make a Reflex save (DC equal to the attack check result). With success, the damage drops to 0 (though any special effects from the attack are  still  felt). The character may take this action a number of times per combat equal to the number of Melee Combat feats he has (min. 1).[/li]
[li]Forced Opening (Melee Attack Trick [Forte]): The character makes a risky attack  to spin an opponent about and disorient  him. While attacking with a 2-handed melee weapon and not flat-footed, the character may increase his error range by 2 to cause the target to become  flanked  for 1 full  round. With a miss, the character becomes flat-footed at the end of his current Initiative Count.[/li]
[/list]

Proficiencies:

[list]
[li]Edged (Forte)[/li]
[li]Unarmed[/li]
[li]Bows[/li]
[/list]

Interests:

[list]
[li]Language: Common[/li]
[li]Study: City-state of Telvar[/li]
[li]Study: Folk anatomy[/li]
[li]Study: Musical composition[/li]
[li]Interest: Sound mimicry[/li]
[/list]

Gear: Carrying 31.2; Carrying Capacity >120 (light) to 360 (heavy)
Armor
Moderate Padded Armor (DR 1; DP -0; ACP -0; Spd -0; Disguise +0; Cold Resist 9; Qualities: Warm) - 4lbs. - 38s
Weapons
Ji - [polearm, upgrades: trip, superior materials] (1d10 lethal; threat 19 -20; Qualities: reach +1, AP 4, trip) - 10lbs. - 90s
Long Bow - (damage by arrow; threat 19 -20; range 40 ft. x6; Qualities: AP 2) - 3lbs. - 60s
Standard Arrows x30 - (1d6 lethal; Qualities: AP +2 (total 4 from long bow)) - .1lbs. - 10s
Flaming Arrows x10 - (1d6 fire) - .1lbs. - 10s
Dagger - (1d6 lethal; threat 19-20; Qualities: bleed, hurl) - 1lb. - 15s
General Equipment
Canteen - (.5 lbs. empty, 5.5 lbs. full) - 5s
Purse - 5s
Supplies
Rations (7 uses) - 5lbs. -  5s
Oil (2 pints) - 2 lbs. - 2s
Vitality Elixir x2 (each heals 2d6 vitality) - .25 lbs. ea. - 50s

Money in Hand: 10s (income)
Stake: 0 (10 in group)

Prizes: (Max 1)
Magic Items
Signet of the Duke's Double: This silver signet ring was created to allow a bodyguard to temporarily assume the appearance of his noble charge and act as a decoy, should an assassination attempt be anticipated. It was also to offer some protection to the stand in, should the attempt be carried out. (Level 3)
Lesser Charm: Spell use (Disguise Self), once per scene.
Greater Essence: NPC Quality: Tough I
Cost: 16 Reputation
Note: If a greater essence isn't allowed, or if you like the idea better, a lesser essence of NPC quality: cagey I could be substituted and would still fit the theme. Cost would be reduced to 7.



Spoiler: Visuals • show
Build and proportions are somewhat like this:
(http://fc04.deviantart.net/fs70/f/2011/047/d/7/anthro_ridira_by_ridira-d39m0bg.jpg)
..but the features are different. No blades on the body or tail, horns are a little shorter, has webbed frills around the head rather than spines. Wings don't attatch quite so low down the body. Scaling is very similar though. Not my artwork.

The padded armor he wears in cold weather drapes over his head and shoulders like a heavy tabard, belted off at the waist. The leggings come down past the knees, and from there on his legs are fully wrapped, down to the individual toes. Similarly his arms are wrapped as well, and over it all he wears a heavy, fur lined cloak with a large hood that makes it hard to tell what sort of creature is under all that bundling unless you're up close.

His main weapon (the Ji) looks somewhat like this:
(http://2.bp.blogspot.com/-gS0L-XwBUsM/TZ4D0xMG31I/AAAAAAAAEd0/T8Ge65jH9GI/s1600/ji.jpg)
The projection in the back is longer however, and he has some strips of cloth tied around the shaft just behind the second blade.


Gone over it once, found a bunch of errors... I think I got 'em all but if you see any more, let me know.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on January 25, 2012, 01:47:45 PM
As for the group idea, it works for me. Vash would likely have joined a wandering group of entertainers or mercenaries simply because such a group would take him far and wide, and he would be able to hear rumors that might lead him to news of others of his kind.

Also, the magic item I chose for him will allow him to blend in with the more 'normal' folk races, for short periods of time (30 minutes at a go).
Title: Re: The Long Road: OOC
Post by: Catodon on January 25, 2012, 02:34:07 PM
As for the group idea, it works for me. Vash would likely have joined a wandering group of entertainers or mercenaries simply because such a group would take him far and wide, and he would be able to hear rumors that might lead him to news of others of his kind.

Also, the magic item I chose for him will allow him to blend in with the more 'normal' folk races, for short periods of time (30 minutes at a go).

For clarity: The travelling entertainers (we need a group name) now has 50sp
Fiendbasher: There is a cut and paste error on the reflex save but nothing else jumps out on a quick pass.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on January 25, 2012, 04:22:59 PM
As for the group idea, it works for me. Vash would likely have joined a wandering group of entertainers or mercenaries simply because such a group would take him far and wide, and he would be able to hear rumors that might lead him to news of others of his kind.

Also, the magic item I chose for him will allow him to blend in with the more 'normal' folk races, for short periods of time (30 minutes at a go).

For clarity: The travelling entertainers (we need a group name) now has 50sp
Fiendbasher: There is a cut and paste error on the reflex save but nothing else jumps out on a quick pass.

Got it... and found a couple more to boot. Brain's still fuzzy but it's improving and soon I should be able to give it a more thorough picking through. I know when I transferred from paper to screen I found some errors I'd made on paper, and probably added some more when I entered it in type, lol...

As for group resources I think I'm going to pull my silver contribution back to 10, but will also make a contribution of 14 reputation in case we want to spring for some kind of group holding. We'd need 30 for a small caravan... that would be almost half.

Company of the Endless Road? Might work for either entertainers, or mercenaries, or both at the same time.  ;D
Title: Re: The Long Road: OOC
Post by: Mister Andersen on January 25, 2012, 06:29:47 PM
At the moment it looks like the newly christened Killishandra Freyj -- a sea-ogre-blooded something something Captain 2 / something 1 -- is going for the team's medic slot (the ogre was, Beowulfishly, her mother)
Title: Re: The Long Road: OOC
Post by: Fiendbasher on January 25, 2012, 06:40:08 PM
At the moment it looks like the newly christened Killishandra Freyj -- a sea-ogre-blooded something something Captain 2 / something 1 -- is going for the team's medic slot (the ogre was, Beowulfishly, her mother)

I like... can't wait to see it.  ;D
Title: Re: The Long Road: OOC
Post by: Mister Andersen on January 25, 2012, 06:55:01 PM
I almost decided on a gorgan-style -- as in Medusa -- character via Saurian blooded, except I'm already playing a saurian blooded wirefu/parkour expert in another game.
Title: Re: The Long Road: OOC
Post by: Catodon on January 26, 2012, 04:17:55 PM
Bolo,
Please take 1AD for your Wiki contribution.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on January 27, 2012, 12:12:16 PM
I'd add mine but apparently I'm not authorized to add comments.  :-\
Title: Re: The Long Road: OOC
Post by: Catodon on January 27, 2012, 02:15:37 PM
From memory you have to register for the forum separately and log in separately.
If you are logged into the forums you are not logged into the wiki at the same time.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on January 27, 2012, 02:18:31 PM
Yes, when I logged into the wiki that's when I got the message saying I wasn't authorized to post. However I don't think I ever registered for the wiki, though I am registered for the forum, and the wiki requested my forum login.

Hmm odd. Now it seems to be letting me do it. Oh well.  ;D Vashkar added to the wiki... hope I squashed all the bugs this time!
Title: Re: The Long Road: OOC
Post by: foproy on January 27, 2012, 03:29:59 PM
i have never logged into the wikki, though i always log into the frontpage.
Title: Re: The Long Road: OOC
Post by: Catodon on January 27, 2012, 04:55:14 PM
Yes, when I logged into the wiki that's when I got the message saying I wasn't authorized to post. However I don't think I ever registered for the wiki, though I am registered for the forum, and the wiki requested my forum login.

Hmm odd. Now it seems to be letting me do it. Oh well.  ;D Vashkar added to the wiki... hope I squashed all the bugs this time!

Have an AD.
Title: Re: The Long Road: OOC
Post by: Catodon on January 27, 2012, 05:01:16 PM
Regarding xp and leveling:
Referee's to award xp. Given these are to be short adventure often this will not result in a level up. Players to note and keep tabs of thier character's xp and apply level ups when earned.
New characters average of pre-existing characters signed up for next adventure minus one (min. third).
Title: Re: The Long Road: OOC
Post by: Antilles on January 28, 2012, 01:04:46 AM
Copied over from the recruiting thread, would like a second pair of eyes on it to make sure I've not forgotten something.

Spoiler: show

Name: Kaze
XP: 2500
Elf Fist
Martial Artist 3
Type: Medium biped fey, reach 1
Speed: 50 ft.

STR: 12
DEX: 12
CON: 12
INT: 14
WIS: 20
CHA: 12

Vitality: 39
Wounds: 12

Melee Attack: 4 = 3 + 1
• Quarter Staff +4 (1d8+2 subdual; threat 20; Qualities: Double, trip)

Unarmed Attack:  8 = 3 + 5 [forte]
• Punch +9 (1d4+10 lethal; threat 18-20)

Ranged Attack:  4 = 3 + 1
• Small Rock +4 (1 subdual; 15 ft. x 3)

Fortitude save: +4 = 2 (base) + 1 (con) + 1 (life of discipline)
Reflex save: +3 = 2 (base) + 1 (dex)
Will save: +7 = 2 (base) + 5 (wis)

Defense: 18 = 10 + 3 (class) + 5 (wis)
DR: 0 = 0 (armor)
Resists: Cold 7 (armor)
Spell Resistance: -

Initiative: +7 = 2 (class) + 5 (wis)

Action dice: 3d4

Lifestyle: 2
• Panache: 0 (+1 Appearance, 0s income)
• Prudence: 2 (25% Money saved/earned)

Legend: +1
Reputation: 30
Renown: -

Origin Abilities:
• Burden of Ages: Regains only 1/2 (round up) healing from effects that heal vitality.
• Keen Sight: Visual range increments are equal to Wisdom score x 50 ft. Ignores 2nd and 4th range increment penalties when Aiming.
• Sharp Hearing: Hearing range increments are equal to Wisdom score x 10 ft. May act during surprise rounds unless deafened.
• Practiced Acrobatics: Regain AD spent on failed Acrobatics checks.

Class Abilities:
Unyielding
• Martial Arts
• Life of Discipline (Discipline of the Body)
• Way of the Warrior

Skills: Total = Ranks + Attribute Modifier + Misc
• Acrobatics +6 = 5 + 1
• Athletics +6 = 5 + 1
• Blend +6 = 5 + 1
• Bluff +1 = 0 + 1
• Crafting +2 = 0 + 2
• Disguise +1 = 0 + 1
• Haggle +5 = 0 + 5
• Impress +1 = 0 + 1 [+2 error range vs. non-elves]
• Intimidate +5 = 0 + 5
• Investigate +5 = 0 + 5
• Medicine +2 = 0 + 2
• Notice +10 = 5 + 5
• Prestidigitation +1 = 0 + 1
• Resolve +7 = 6 + 1
• Ride +1 = 0 + 1
• Search +2 = 0 + 2
• Sense Motive +10 = 5 + 5 [+2 error range vs. non-elves]
• Sneak +6 = 5 + 1
• Survival +5 = 0 + 5
• Tactics +2 = 0 + 2
Origin Skills: Blend & Crafting
ACP -0

Feats:
• Martial Arts
• Master's Art
• Two-Hit Combo
• Tiger Nation
• Blocking Basics

Stances:
• Fending Stance

Interests: +4 Knowledge bonus
• Language: Elf
• Language: Common
• Study: Lotus Elf Culture
• Alignment: Path of the Enlightened (Good)
• Study: The Search for Enlightenment

Proficiencies:
• Unarmed (forte)
• Blunt
• Hurled

Advanced tricks:
• Parry
• Cheap Shot
• Shove
• Relentless Attack
• Merciful Strike

Gear
General Equipment:
Backpack (S/-; Soft 2; 3 lbs.; 10s)
Bedroll (S/-; Soft 1; 3 lbs.; 5s)
Canteen (T/1h; Soft 1; 5 1/2 lbs.; 5s)
Firesteel (D/2h; Hard 1; 1/2 lbs.; 8s)
Supplies
Rations (7 uses; T/2h; Hard 1; 5 lbs.; 5s)
Transportation
-
Armor
(partial, Warm) Padded armor  (DR 0; Cold 7; DP -0; ACP -0; Speed -; Disguise +0; Soft 2; 4 lbs.; 15s)
Weapons
Quarter Staff  (1d8 subdual; threat 20; double, trip; M/2h; Hard 2; 5 lbs; 5s)

Money in hand: 0s
Stake: 0s


Should be finished. I'd appreciate someone giving it a once-over to see if I missed anything. Also, I'm giving 247 silver to the caravan, and unless I find something better to spend them on, the 30 reputation as well. I'm thinking 15 rep towards size of caravan (someone else'll have to pay the remainder 5 rep so we end up at an even 50) and 15 rep towards Tradesman, to represent the caravan NPC's working/earning coin.

Although he's aiming for Vow of Harmony, he'll also favor Vow of Purity, and will act as though he's already under the vows, even if he's not 'formally' taken them yet. Basically he's an ascetic pacifist, who'll only attack when all other options have been exhausted and he's very adverse to killing. Most enemies he'll take alive, and he'll encourage his companions to do likewise, but ultimately he's not his brother's keeper and won't try to stop them if they decide someone needs to die.
Title: Re: The Long Road: OOC
Post by: Catodon on January 28, 2012, 01:59:11 AM
Copied over from the recruiting thread, would like a second pair of eyes on it to make sure I've not forgotten something.

Spoiler: show

Name: Kaze
XP: 2500
Elf Fist
Martial Artist 3
Type: Medium biped fey, reach 1
Speed: 50 ft.

STR: 12
DEX: 12
CON: 12
INT: 14
WIS: 20
CHA: 12

Vitality: 39
Wounds: 12

Melee Attack: 4 = 3 + 1
• Quarter Staff +4 (1d8+2 subdual; threat 20; Qualities: Double, trip)

Unarmed Attack:  8 = 3 + 5 [forte]
• Punch +9 (1d4+10 lethal; threat 18-20)

Ranged Attack:  4 = 3 + 1
• Small Rock +4 (1 subdual; 15 ft. x 3)

Fortitude save: +4 = 2 (base) + 1 (con) + 1 (life of discipline)
Reflex save: +3 = 2 (base) + 1 (dex)
Will save: +7 = 2 (base) + 5 (wis)

Defense: 18 = 10 + 3 (class) + 5 (wis)
DR: 0 = 0 (armor)
Resists: Cold 7 (armor)
Spell Resistance: -

Initiative: +7 = 2 (class) + 5 (wis)

Action dice: 3d4

Lifestyle: 2
• Panache: 0 (+1 Appearance, 0s income)
• Prudence: 2 (25% Money saved/earned)

Legend: +1
Reputation: 30
Renown: -

Origin Abilities:
• Burden of Ages: Regains only 1/2 (round up) healing from effects that heal vitality.
• Keen Sight: Visual range increments are equal to Wisdom score x 50 ft. Ignores 2nd and 4th range increment penalties when Aiming.
• Sharp Hearing: Hearing range increments are equal to Wisdom score x 10 ft. May act during surprise rounds unless deafened.
• Practiced Acrobatics: Regain AD spent on failed Acrobatics checks.

Class Abilities:
Unyielding
• Martial Arts
• Life of Discipline (Discipline of the Body)
• Way of the Warrior

Skills: Total = Ranks + Attribute Modifier + Misc
• Acrobatics +6 = 5 + 1
• Athletics +6 = 5 + 1
• Blend +6 = 5 + 1
• Bluff +1 = 0 + 1
• Crafting +2 = 0 + 2
• Disguise +1 = 0 + 1
• Haggle +5 = 0 + 5
• Impress +1 = 0 + 1 [+2 error range vs. non-elves]
• Intimidate +5 = 0 + 5
• Investigate +5 = 0 + 5
• Medicine +2 = 0 + 2
• Notice +10 = 5 + 5
• Prestidigitation +1 = 0 + 1
• Resolve +7 = 6 + 1
• Ride +1 = 0 + 1
• Search +2 = 0 + 2
• Sense Motive +10 = 5 + 5 [+2 error range vs. non-elves]
• Sneak +6 = 5 + 1
• Survival +5 = 0 + 5
• Tactics +2 = 0 + 2
Origin Skills: Blend & Crafting
ACP -0

Feats:
• Martial Arts
• Master's Art
• Two-Hit Combo
• Tiger Nation
• Blocking Basics

Stances:
• Fending Stance

Interests: +4 Knowledge bonus
• Language: Elf
• Language: Common
• Study: Lotus Elf Culture
• Alignment: Path of the Enlightened (Good)
• Study: The Search for Enlightenment

Proficiencies:
• Unarmed (forte)
• Blunt
• Hurled

Advanced tricks:
• Parry
• Cheap Shot
• Shove
• Relentless Attack
• Merciful Strike

Gear
General Equipment:
Backpack (S/-; Soft 2; 3 lbs.; 10s)
Bedroll (S/-; Soft 1; 3 lbs.; 5s)
Canteen (T/1h; Soft 1; 5 1/2 lbs.; 5s)
Firesteel (D/2h; Hard 1; 1/2 lbs.; 8s)
Supplies
Rations (7 uses; T/2h; Hard 1; 5 lbs.; 5s)
Transportation
-
Armor
(partial, Warm) Padded armor  (DR 0; Cold 7; DP -0; ACP -0; Speed -; Disguise +0; Soft 2; 4 lbs.; 15s)
Weapons
Quarter Staff  (1d8 subdual; threat 20; double, trip; M/2h; Hard 2; 5 lbs; 5s)

Money in hand: 0s
Stake: 0s


Should be finished. I'd appreciate someone giving it a once-over to see if I missed anything. Also, I'm giving 247 silver to the caravan, and unless I find something better to spend them on, the 30 reputation as well. I'm thinking 15 rep towards size of caravan (someone else'll have to pay the remainder 5 rep so we end up at an even 50) and 15 rep towards Tradesman, to represent the caravan NPC's working/earning coin.

Although he's aiming for Vow of Harmony, he'll also favor Vow of Purity, and will act as though he's already under the vows, even if he's not 'formally' taken them yet. Basically he's an ascetic pacifist, who'll only attack when all other options have been exhausted and he's very adverse to killing. Most enemies he'll take alive, and he'll encourage his companions to do likewise, but ultimately he's not his brother's keeper and won't try to stop them if they decide someone needs to die.

Looks like our our has a very generous start.  :)
Title: Re: The Long Road: OOC
Post by: Antilles on January 28, 2012, 03:44:55 AM
Benefit of playing an ascetic, I suppose. So, character looks ok, then? I'll put it on the wiki later today if I don't hear anything.
Title: Re: The Long Road: OOC
Post by: Desertpuma on January 28, 2012, 11:05:40 AM
Here it is still unfinished but recopied to this thread....

Industrious Peasant - Keeper 3 .... I made a slight adjustment and switched out Bandage for Basic Skill Mastery/Horseman

Spoiler: show


Industrious Peasant - Keeper 3
===============================

S: 11
D: 13
C: 16
I: 14
W: 14
CH: 10

V/W: 27/20 (6 + Con mod/Con & Gr. Fort.)



Industrious
------------

Base Speed: 30'
Bonus Feat: Yeoman's Work
Charming: 1/session, may improve the Disposition of any 1 non-Adversary NPC by 5
Encouragement: 1/scene, may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus w/saving throws
Enlightened Crafting: Max Crafting rank to +5


Peasant
--------

Bonus Feat: Great Fortitude
Edged Proficiency
Ride Focus: Gain 1 Ride skill focus
Thrifty: +2 Prudence
Paired Skills: Gain ranks in Survival, gain equal ranks in Resolve


BAB: +1
Fort: +7 = +1+3+3
Ref: +2 = +1+1
Will: +5 = +3+2
Def: +3
Init: +2 = +1+1

Lifestyle: +3
Legend: +3

Panache: 1 (10S income)
Prudence: 7 (50% Money Saved/ Earned)



Skills List [8 + Int mod (x4 at 1st)] = 40 @ 1st, 10/level 2nd and on
------------

Bluff: +2 = 2+0
Crafting: +15 = 11+2+2 (19-20 Threat) (Cooking, Inscription, Carpentry)
Haggle: +7 = 3+2+2 (19-20 Threat)
Impress: +2 = 2+0
Investigate: +8 = 6+2
Medicine: +5 = 3+2
Notice: +8 = 6+2
Resolve: +8 = 6+2
Search: +5 = 3+2
Sense Motive: +8 = 6+2
Survival: +10 = 6+2+2 (19-20 Threat)
Tactics: +5 = 3+2

Origin Skills:
Athletics: +5 = 5+0
Ride: +7 = 4+1+2 (19-20 Threat) (Land Vehicles, Riding Mounts, Water Vehicles)


Feats
--------

Great Fortitude (O/T)
Yeoman's Work (O/S)
Basic Skill Mastery/Trader (1st)
Basic SKill Mastery/Horseman (3rd)



Proficiencies
---------------
Edged
Unarmed
Blunt
Bows


Abilities
-----------

Teacher
Man of Reason
Trade Secrets (+8 ranks to Crafting)
Bright Idea


Interests
-----------
Common
Cooking
Native Culture
Documents
Carpentry




Yes, I split up his Lifestyle with a +1 to Panache and +2 to Prudence with no Charisma bonus, this gives him a Prudence of +7.
Title: Re: The Long Road: OOC
Post by: Antilles on January 28, 2012, 12:44:34 PM
Wiki page (http://www.crafty-games.com/content/kaze) created. Also, surprisingly difficult to find good pictures of elven monks, so this is the best I've found so far. (http://fc04.deviantart.net/fs37/f/2008/288/e/6/Elven_Monk_by_gnoctis.jpg)

Also, I decided that he's content with being in the background, letting others get all the glory, so the only thing I contemplated spending Reputation on (Renown) I've decided to not do. So, if someone else can contribute at least 5 Reputation, we'll have a scale 8 caravan with a +8 Tradesman (I'm thinking the related skill is Impress) as the other NPC's earning money while we're off doing whatever.
Title: Re: The Long Road: OOC
Post by: foproy on January 28, 2012, 02:32:18 PM
barter may also work since seting up a shop would be good then we can try a higher percentage than 50.
Title: Re: The Long Road: OOC
Post by: foproy on January 30, 2012, 10:06:53 PM
so how much rep do i need to spend on the caravan? is all but 5 coming from one person or is this including my offer to cover half. i just need to know for the sake of keeping records.
Title: Re: The Long Road: OOC
Post by: Antilles on January 30, 2012, 10:47:44 PM
Looks like I've misread the other thread, all the other 'I'll give X to the caravan' was money, not Reputation, so we're at 15 Reputation for size and 15 for a Tradesman from me, and I believe you volunteered 15 Reputation as well? If so, we're at 30 Reputation, or Scale 6, and one Tradesman. If you (or someone else) can spare some more Reputation, there's several options available. 10, 20 or 45 Reputation to increase Scale, there's one or two Rooms that could conceivably be a part of a caravan, we could use some light Fortifications and there's always room for more Tradesmen.

Also, I don't know if we can call upon Tradesmen to actually perform checks for us. The impression I get is that they're independent professionals that you've agreed to give a place to ply their trade for a cut of the profits, and thus doesn't really owe it to you to do anything. If you want a dedicated merchant for the caravan, I'd suggest buying a contact and naming him 'chief barterer of the caravan' or something.
Title: Re: The Long Road: OOC
Post by: foproy on January 30, 2012, 11:34:45 PM
was not to clear on those rules. i still like the idea. also how about bolo's bastards as a name?
Title: Re: The Long Road: OOC
Post by: Catodon on January 31, 2012, 01:14:32 AM
Well I suggest someone put thier hand up to list and tally up all the donated rep and coin then take it on themselves to make draft a list of the group assets.

When this is posted I'll give the others chance to suggest alterations etc.

I hope to get started on the first adventure this weekend.
Title: Re: The Long Road: OOC
Post by: Antilles on January 31, 2012, 01:57:20 AM
I've gone through the threads and compiled all the definite declarations of donations that I could see, and threw it up on google docs. (https://docs.google.com/spreadsheet/ccc?key=0AuXau1Gh1UtsdHg3ZUZ5dENwMGpsc1QwRnhWTUdfNUE)
Title: Re: The Long Road: OOC
Post by: Mister Andersen on January 31, 2012, 09:32:04 AM
Spoiler: Killishandra Freyj • show
(http://farm8.staticflickr.com/7175/6763562099_9ba3c5d9a5_z.jpg)

Name: Killishandra Freyj
Origin: Sea Ogre-blooded Thesterian Vanguard
Type: Medium Horror
Class: Keeper 1 / Captain 2                                        

Str 15 (+1)  Dex 13 (+1)  Con 13 (+1)  Int 14 (+2)  Wis 12 (+1)  Cha 11 (+0)   

Action Dice: 3d4
Speed: 30 ft   

Initiative +2 (+1 Dex)         
Defence 14 (+1 Dex)
DR 3, Fire resistance 3               
Vitality 27               
Wounds 13               
                  
Fortitude +7 (+1 Con, +4 type)         
Reflex +1 (+1 Dex)
Will +6 (+1 Wis)

Unarmed: 3 (+2 Str)
Melee: 3 (+2 Str)
Ranged: 2 (+1 Dex)
      
Lifestyle: 3   
Panache: 2   
   Appearance: 1   
Prudence: 1   

Legend: 3   
Reputation: 30   
Renown      
Heroic: 0   
Military: 0   
Noble: 0   

Special & Class Abilities      
  • Aloof  (Impress and Sense Motive)                              
  • Aquatic II
  • Basic Combat expert
  • Charming   
  • Claw I  (w/weakening poison)
  • Darkvision I
  • Fearless I   
  • Horror
  • Improved stability
  • Man of Reason
  • No Pain
  • Non-ogre starting Disposition -5
  • Paired Skills: Resolve -> Impress
  • Stand Together
  • Teacher

Feats
  • Ogre-blooded  [ Species ]                  
  • Sea Brave  [ Species ]                  
  • The Gift (Create water, Endure elements) [ Spellcasting ]                     
  • Misdirection Basics  [ Covert ]   
  • Personal Lieutenant  [ Style, 65 XP ]                  
  • Night-Fighting  [ Terrain ]                           
  • Sea Elder  [ Species ]               

Skills
Athletics: +8 (6 ranks)
Crafting: +6 (4 ranks)
Impress: +6 (6 ranks)
Intimidate: +5 (4 ranks)
Investigate: +5 (4 ranks)
Medicine: +8 (6 ranks)
Notice: +7 (6 ranks)
Prestidigitation   : +7 (6 ranks)
Resolve: +7 (6 ranks)
Search: +6 (4 ranks)
Sense Motive: +7 (6 ranks)
Survival: +5 (4 ranks)

Skill Foci
Crafting: Pharmacy, Crafting: Cooking                  

Interests
Language: Thesterian, Language: Common, Study: Thesteria, Language: Ogre, Study: Throat singing, Study: Medicine, ...      
   
Proficiencies & Tricks
Unarmed. Edged. Relentless Attack. Venom Master.

Attacks
  • Claw I: 1d6+2 lethal, thr 20, err 1, qual: venomous (weakening)
  • Dugh'leth Ghungmeh'Iw: 2d6 lethal, thr 19-20, qual: linked attack 1/round -- Soul drain II (DC 15 Fort save)   
  • Dagger: 1d6+2 lethal, thr 19-20, err 1, qual: AP2, bleed, grip, hurl                  

Income: 20 s      
Coin Saved: 20%      
Stake: 68 s      
Max Prizes: 1      

Inventory   
  • Dagger
  • Partial leather armour with light fittings (dwarven materials, fitted)   
  • Doctor's kit
  • Thieve's tools
  • Purse
  • Firesteel
  • Canteen
  • Bedroll
  • Backpack
  • Balm
  • Bandages
  • Ointment
  • Salve
  • Tonic
  • [/spoiler]

Spoiler: Vigilant Blade Hungry for Blood • show

     Dugh'leth Ghungmeh'Iw (Small Construct 'Beast' — 65 XP): Str 10, Dex n/a, Con 13, Int 10, Wis 10, Cha 10; SZ S (1×1, Reach 1); Spd 0 ft.; Init VI; Atk n/a; Def n/a; Res VI; Health V; Comp II; Skills: None; Qualities: Banned checks (anything Dexterity), blindsight, class ability (Battle planning I ("Crush them!", "No prisoners!"), fortunes of war II, lookout!, watch out! I), feat (The extra mile), natural spell (Geas), telepathic
     Attacks: Cut Deep (Slam III: 2d6 lethal, thr 19-20, qual: linked attack Soul drain II (DC 15 Fort save))

     An ancient weapon lost to the depths, Vigilant Blade Hungry for Blood -- Dugh'leth Ghungmeh'Iw in the tongue of its makers -- trades its heightened perceptions in return for its wielder satisfying the weapon's bloodlust. Although it holds itself loyal to Killishandra, it is quite capable of making its desires felt through its geas ability should the need arise.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on January 31, 2012, 09:49:57 AM
Hm I could be wrong (and often am) but if you're running that character and the PL with mounted combat rules, won't the sword need to have a Defense value? Mounted combat uses the lowest bonus for defense.

Then again maybe a +0 defense was intentional for stylistic reasons.  ;)
Title: Re: The Long Road: OOC
Post by: foproy on January 31, 2012, 10:09:07 AM
i did offer up 15 reputation. this is going to be a really nice caravan.
Title: Re: The Long Road: OOC
Post by: Antilles on January 31, 2012, 11:35:05 AM
Spreadsheet updated. (https://docs.google.com/spreadsheet/ccc?key=0AuXau1Gh1UtsdHg3ZUZ5dENwMGpsc1QwRnhWTUdfNUE) We need 6 more Reputation for Scale 8, I think we could justify a 3 Challenge Fortification, there's a couple Rooms that could fit into a caravan and we could always use more Tradesmen.
Title: Re: The Long Road: OOC
Post by: Jigger on January 31, 2012, 11:47:22 AM
I just finished up my character, and can kick at least 10rep to the pool.
Title: Re: The Long Road: OOC
Post by: Antilles on January 31, 2012, 12:23:44 PM
Alright, that leaves us 11 away from a Scale 9 large caravan, or if no more Rep can be acquired, a 3 Challenge Fortification. (If we go with Fortifications, I'd suggest Blend, Investigate and Prestidigitation as the tasks involved.)
Title: Re: The Long Road: OOC
Post by: Mister Andersen on January 31, 2012, 02:14:30 PM
Hm I could be wrong (and often am) but if you're running that character and the PL with mounted combat rules, won't the sword need to have a Defense value? Mounted combat uses the lowest bonus for defense.

Then again maybe a +0 defense was intentional for stylistic reasons.  ;)

Absence of a value isn't a value :P It's a slight degree of handwavium to avoid the situation where the incapable-of-movement-sword has to have a higher defence in order for it to work the way logic and common sense says it should.

Also, wikied (http://www.crafty-games.com/index.php?q=content/killishandra-freyj)
Title: Re: The Long Road: OOC
Post by: Jigger on January 31, 2012, 04:55:15 PM
Wow, that's a lot feats. :o

Maybe I did my math wrong, I'm not sure how you got to seven?

Title: Re: The Long Road: OOC
Post by: Mister Andersen on January 31, 2012, 05:13:19 PM
Talent (Gift)
Specialty (Misdirection Basics)
1st level bonus feat (Ogre Blooded) allowing for the purchase of additional 1st level species feat (Sea Brave)
Captain 1 (Personal Lieutenant)
Captain 2 (Night Training)
3rd level bonus feat (Sea Elder)
Title: Re: The Long Road: OOC
Post by: Jigger on January 31, 2012, 05:47:20 PM
Ah, I missed the one for Captain Level two.

That explains it.
Title: Re: The Long Road: OOC
Post by: LordKruelos on January 31, 2012, 07:14:43 PM
Kieri Vane
Mischievous wandering skald with larcenous habits and honeyed words
(http://t1.gstatic.com/images?q=tbn:ANd9GcQ-K3XJTQacRlSNoz1sBsLeQa-q80JeOieCGrL42PJY-tJj1EYS)
Human Intelligent Bard – Burglar 2 Courtier 1
Type: Medium (1x1) Folk; Reach 1 Action Dice: 3d4

Attribute Modifier
Strength 12 +1
Dexterity 14 +2
Constitution 12 +1
Intelligence 16 +3
Wisdom 12 +1
Charisma 14 +2

Skill Bonus Mod Rank Notes
Acrobatics +4 2 Dex 2 *20 + Burglar level
Athletics +5 1 Str 4
Blend +5 2 Cha 3
Bluff +6 2 Cha 4
Crafting +7 3 Int 4
Disguise (O) +8 2 Cha 6
Haggle +2 1 Wis 1 *20 + Courtier level
Impress (O) +8 2 Cha 6 *20 + Courtier level
Intimidate +4 1 Wis 3
Investigate +7 1 Wis 6
Medicine +4 3 Int 1
Notice +4 1 Wis 3
Prestidigitation +8 2 Dex 6
Resolve +3 1 Con 2
Ride +4 2 Dex 2
Search +4 3 Int 1
Sense Motive +5 1 Wis 4
Sneak +6 2 Dex 4 *20 + Burglar level
Survival +2 1 Wis 1
Tactics +4 3 Int 1
(O) = Origin

Base Speed 30 ft (climb ¼, ½ w/ Gear)
Vitality (24) Wounds (12)
Initiative (+7)
Defense (15) ~ Flat-footed [13]
Damage Resistance (3)

Saves
Fortitude (+2) Reflex (+5) Will (+3)

Attacks
Unarmed (+2) 1d3 sub
Melee (+2)
 Scholar’s Sword; +3
• Dmg 1d8+2 L; Threat 20; (S/1h)
• Finesse Use the higher of Strength or Dexterity
modifiers when rolling damage.
• Lure +2 gear bonus with Feint actions.
• Poisonous
Ranged (+3)
 Throwing Knife (10); +3
• Dmg 1d4+4 L; threat 19-20; (D/1h)
• Range 15 ft x3 (Hurled)
• Poisonous: The weapon may be poisoned with 1
half action and exposes a target with a hit that inflicts at
least 1 damage after Damage Reduction and Resistance
are applied. Unless otherwise specified it may carry only
1 dose of poison at a time.

PROFICIENCIES 3 (starting) + 1 (level)
Edged (forte), Hurled
Tricks: Parry

INTERESTS 2+2 (starting) + 1 (level)
Knowledge Bonus = [INT mod] + [#Studies]
Languages: Damaran (Common), Dwarven
Studies: Damara, Narfell,
Alignment: The Old Gods of the North

LIFESTYLE 2(+2)
Panache 2 (Appearance Bonus +1)
Prudence 2

LEGEND: +2
Reputation
This represents your standing in the world. You begin play
with Reputation equal to your Career Level × 10 and gain
more from each adventure you complete. (see page 186).
Renown
• 1 Heroic

Advanced Actions / Tricks
Parry - Initiative Action (Forte): Once per round when the character’s not flatfooted,
after he’s been hit by a melee or unarmed attack but before damage is rolled,
he may make a Reflex save (DC equal to the attack check result). With success, the
damage drops to 0 (though any special effects from the attack are still felt). The
character may take this action a number of times per combat equal to the number of
Melee Combat feats he has (min. 1).

En Garde! - (Fencing Blade Total Defense Trick): Each opponent who
moves into a square adjacent to you must make a Reflex save (DC 10 + your Dex
modifier + the number of Melee Combat feats you have) or be automatically hit by
your fencing blade.

Work the Line (Stance): Each time an adjacent opponent attacks you and
misses, you may move 5 ft. and draw the opponent into the square you previously

Origin and Class Abilities
INTELLIGENT [Origin]
• Attributes: +2 Intelligence
• Base Speed: 30 ft.
• Double Boost: You may spend and roll 2 action dice to boost Intelligence-based skill checks.
• Split Decision: As a full action, you may simultaneously take 2 Ready actions, each with separate triggers and reactions. After the first trigger occurs, the
other Ready action is lost.

BARD [Origin]
• Bonus Feat: Well-Rounded
• Beguiling: When you successfully Taunt a character, you may decline the standard result to have your target become fixated on you for 1d6 rounds. Special
characters and villains may spend 1 action die to cancel this effect and become immune to this ability for the rest of the scene. If you gain this benefit from
multiple sources, you may also damage the target once without interrupting his fixation (you may do this only once, no matter how many times you gain
the benefit).
• Encouragement: Once per scene, you may speak to 1 of your teammates for 1 minute to grant them a +1 morale bonus with saving throws until the end of
the current scene.
• Free Hint: Once per session, you may request a free hint from the GM. If he refuses, you gain 1 bonus action die.
• Practiced Impress: If you spend an action die to boost an Impress check and it still fails, you gain the die back after the action is resolved. Against multiple
targets you only regain the die if the check fails against all of them.

Burglar [Class]
• Dextrous (Core) When you spend 1 action die to boost a Dexterity-based skill check, roll and add the results of 2 dice
• Very, Very Sneaky (1) each time you fail an Acrobatics or Sneak check and don’t suffer an error, you still succeed as long as the check DC (or your
opponent’s check result) is equal to or less than your Class Level + 20.
• Evasion I: (2) Whenever not flat-footed and make a successful Reflex save to reduce damage, suffer no damage at all.

Courtier [Class]
• With a Word: (1) each time you fail a Haggle or Impress check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s
check result) is equal to or less than your Class Level + 20.
Feats

WELL ROUNDED (Origin)
Benefit: You may always purchase the first five ranks for each skill, even if they aren’t Origin or class skills for you. Typical skill rank maximums still apply.

FENCING BASICS (L1)
Benefit: Once per round, you may make a free attack with a fencing blade against an adjacent flat-footed character. You inflict only 1/2 normal damage
with this attack (rounded up). Also, you gain a stance.

Work the Line (Stance): Each time an adjacent opponent attacks you and misses, you may move 5 ft. and draw the opponent into the square you
previously occupied. Also, each time an adjacent opponent moves away from you, you may immediately move into the square he just left.

FENCING MASTERY (L3)
Benefit: Each of your fencing blade attacks may inflict your choice of lethal or stress damage instead of the weapon’s normal damage (no penalty or
damage decrease occurs). Also, you gain a trick.

En Garde! (Fencing Blade Total Defense Trick): Each opponent who moves into a square adjacent to you must make a Reflex save (DC 10 + your Dex
modifier + the number of Melee Combat feats you have) or be automatically hit by your fencing blade.


Gear Weight Cost
 Partial Studded Leather – (DR) 2+1; (DP) 0; (ACP) -0 12 40
Bracers (Light fitting:+1 DR -1 ACP 30s) 6 30
Upgrade: Fitted (DR/ACP penalties reduced by 1) 80
 Scholar’s Sword 3 30
 Throwing Knives (10) 5 25
 Lute (Musical Instrument) 5 50
 Actor’s Props (Disguise/Mask Kit) 5 15
 Thieves’ Tools (Prestidigitation/Disarm Kit) 1 20
19 290
Title: Re: The Long Road: OOC
Post by: Mister Andersen on January 31, 2012, 08:22:02 PM
Alright, that leaves us 11 away from a Scale 9 large caravan, or if no more Rep can be acquired, a 3 Challenge Fortification. (If we go with Fortifications, I'd suggest Blend, Investigate and Prestidigitation as the tasks involved.)

Bear in mind that judging by the maximum guests entry, "Caravan" is I think referring to an entire wagon-train/traveling retinue, not an individual vehicle.

Presumably being big butch adventurrs we're providing a good deal of the thing's security, so what happens to it and any minions purchased to staff it while we're off dungeon bashing / getting whisked off to shadow realms / whatever may happen "this week"?
Title: Re: The Long Road: OOC
Post by: Fiendbasher on January 31, 2012, 08:39:14 PM
Mmm hmm, we should make sure it has its own guards and/or defenses... but we are of course the best defense, the icing on the cake as it were.

NPC guards are expensive... at least as far as I've read, I've not dealt with holdings yet so I don't know much on the subject.

Would explain why not all of us are present every adventure (whoever's running the adventure, their character would presumably be staying with the caravan).

It doesn't have to be huge, either... just big enough for the group.

Things happening with or to the caravan can also make excellent story hooks.
Title: Re: The Long Road: OOC
Post by: foproy on January 31, 2012, 08:52:44 PM
actually i thought of the extraneous peoples guarding the caravan was an idea i said earlier. i just think that the group constantly splitting up and coming back together would seem to convenient.
Title: Re: The Long Road: OOC
Post by: Antilles on January 31, 2012, 10:49:07 PM
If we're scale 9, then I believe it's fair to say we're more a 'travelling circus' than 'travelling band of performers'. As for NPC's... unless we're planning that an adventure will take place in or involving the rest of the caravan, then we don't really need to define 'background' NPC's. If we do, then I'd suggest 2x Guards, selecting either 2x Entertainers or 1 group of Entertainers and 1 group of Laborers. This is bloody expensive, however, at 68 Rep for the first option and 61 Rep for the second.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on February 01, 2012, 12:07:02 AM
You know, people teaming up each week as needed wasn't a problem for Hercules and Xena :P

I think this is getting towards the ridiculously large
Title: Re: The Long Road: OOC
Post by: Antilles on February 01, 2012, 06:21:19 AM
It changes the tone of the game somewhat, sure. We'd be going from 'you're ambushed by a band of bandits on the way to the next town' to 'you're ambushed by an army of bandits on the way to the next town.' (http://i.somethingawful.com/forumsystem/emoticons/emot-black101.gif)

But in all seriousness, while it would change some of the basic premises of the game, I don't see it as any less doable than if we were a small, 1-2 wagon caravan where the PC's make up 75% of the people in it.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on February 01, 2012, 09:49:00 AM
Yea, small caravan was more what I had in mind when I suggested the idea.  ;D
Title: Re: The Long Road: OOC
Post by: Catodon on February 01, 2012, 05:54:26 PM
I don't mind either way. A wagon or two is the party. A larger caravan/circus is a mobile home base from which the party splits off for adventures. Either works.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on February 01, 2012, 06:11:30 PM
Well if it's big, we can always assume that the active PC's arent the only adventurers around... folks coming in or going out could be considered to be going back to or coming back from the caravan.
Title: Re: The Long Road: OOC
Post by: foproy on February 01, 2012, 10:42:37 PM
Yea, small caravan was more what I had in mind when I suggested the idea.  ;D
its not teh size that matters its how you use it.
Title: Re: The Long Road: OOC
Post by: Catodon on February 02, 2012, 06:33:49 PM
Well, we are off! My introduction post is on the IC thread. Please take the time to introduce your characters and what they have to say about the current situation. The next post from me will be Sunday or Monday Australian Eastern time.
Title: Re: The Long Road: OOC
Post by: foproy on February 03, 2012, 01:25:25 PM
to keep ic clean
seeing as this would probably be tall enough for a human to stand upright in, and factoring wheels it should be close to 8-9 feet tall.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on February 03, 2012, 02:06:21 PM
Please excuse my unfinished portrait. Had to throw something up there and will hopefully finish it later.  :)
Title: Re: The Long Road: OOC
Post by: Catodon on February 03, 2012, 02:26:40 PM
to keep ic clean
seeing as this would probably be tall enough for a human to stand upright in, and factoring wheels it should be close to 8-9 feet tall.

Got it
Title: Re: The Long Road: OOC
Post by: Catodon on February 03, 2012, 02:48:20 PM
I'm just going to give Jigger more time to post our sixth character. If he needs more than a couple of days but is still 'in' we'll assume he is in the caravan until he is done with CharGen. I hope he is still about, if not we'll continue this adventure with 5 guaranteeing there will be at least one free slot on the next recruitment phase.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on February 03, 2012, 03:01:50 PM
He's on the Wiki... http://www.crafty-games.com/content/grandmother-nar-kesh (http://www.crafty-games.com/content/grandmother-nar-kesh)

I'm guessing he'll probably put a post up after he gets off work tonight.

If anyone's curious I put up a quick sketch of what Vashkar's build is like so you can see how all his parts fit together. Try to ignore my cartoony style and the horribly botched foreshortening on his right leg though.   :P

Spoiler: show
(http://fc07.deviantart.net/fs70/f/2012/034/1/9/moar_sketchy_by_ascynd-d4ojif2.png)


In fact the whole thing is kinda badly foreshortened...  ::)
Title: Re: The Long Road: OOC
Post by: Catodon on February 03, 2012, 03:41:40 PM
Yeh, the time difference is a trap for me I'm always out-of-phase with most others here.
The sketch is actually quite good.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on February 03, 2012, 04:30:57 PM
Thanks, I think I aught to re do it with the gear off, then put it back on... that would probably help. I like how the pose came out, and how he is holding the weapon, though.
Title: Re: The Long Road: OOC
Post by: LordKruelos on February 03, 2012, 07:11:51 PM
I really like the convention of posting the character picture with most posts -- helps it in my head
Title: Re: The Long Road: OOC
Post by: Catodon on February 03, 2012, 08:54:54 PM
Here you go:
posted character on wiki=1AD
have a pic used within posts or on wiki=1AD
actually drew/photographed/created pic yourself=+1AD

Ok that is a nice little bonus for some of you BUT don't thank cos A) I think you earned it B) you'll use em.
Here's the thing, I don't pull punches and I try to drive the party fairly hard. I believe the entertainment is lessened if you don't really believe your character is at risk. This is not to say I'm out to get you but somewhere between 1st and 5th level odds are someone will be killed.

Of course with Fantasy Craft you can spend an AD to cheat death (if you have one).
Title: Re: The Long Road: OOC
Post by: Mister Andersen on February 03, 2012, 09:56:19 PM
Does photoshopping count?  ;D
Title: Re: The Long Road: OOC
Post by: Catodon on February 04, 2012, 01:23:17 AM
Actually, it might. If I think there is sufficient effort put into the image on the players part. If you get a picture of big arnie and badly cut and paste a lizard's head on taking about 5min forget it.
Title: Re: The Long Road: OOC
Post by: Catodon on February 04, 2012, 01:49:27 AM
Have you all finished looking around? If so I'll move on.
We are setting a cracking pace out of the block but don't feel like you have to keep up with this; as long as you manage a couple of posts a week I'll be happy.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on February 04, 2012, 09:10:14 AM
So, are there any minions with us driving the wagons (of which I'd assume there are 2, 1 for trade goods, the other for our supplies) or is it just the 6 of us?
Title: Re: The Long Road: OOC
Post by: Catodon on February 04, 2012, 06:10:48 PM
On minions:
Well the spreadsheet for the caravan indicates scale 7 with a single ‘tradesmen’ focused on Impress +8.

https://docs.google.com/spreadsheet/ccc?key=0AuXau1Gh1UtsdHg3ZUZ5dENwMGpsc1QwRnhWTUdfNUE#gid=0

I’d probably interpret that as 5 or 6 wagons with a single ‘minion’ circus performer, perhaps a ringmaster? Since the wagons could house as many as 40 people with the 7 of you there is plenty of space. At the moment it is likely any empty space is still stuffed with fodder and food.
Let me know if this is right or if you have different interpretations or want to change the spreadsheet. You still have 4 rep if you want to spend it. Last Chance!
Anyone want for write a couple of sentences describing the minion.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on February 04, 2012, 08:57:22 PM
But aren't we now traders?
Title: Re: The Long Road: OOC
Post by: Catodon on February 04, 2012, 09:35:52 PM
I was still under the impression you are performers/mercinaries. On the first IC post it sez you are bringing the following to the ice people:

"...a few trade goods bringing songs for the long winter and swords to drive back the Nordvolk raiders come the Spring."
Title: Re: The Long Road: OOC
Post by: foproy on February 04, 2012, 11:27:25 PM
i had always assumed entertainers, with a few traders on hand.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on February 05, 2012, 02:03:41 AM
Then might I suggest that before we go any further, we define just how many, who and what these NPCs are? Are they running the show or are we? Etc, etc.

Because if one of us isn't in charge -- and at the moment it doesn't look like it -- it seems really stupid to invest player resources in the caravan when it's really just, as it were, a plot vehicle to get us to the location of the adventure.
Title: Re: The Long Road: OOC
Post by: Jigger on February 05, 2012, 07:12:06 AM
I thought we were performers, using are wagons for trade and adventure.
                                                         or
Adventurers using the wagons for cover and a vehicle for travel. Either way, each character can have his own goals, and motives.

Leadership, should be spread out evenly throught out the group.

Although we could give out ownership rights based on the percentage of XP each pc donated to the caravan in which case Kaze would be the caravans boss or primary owner. Vash, Bolo and Grandmother would be partial owners. Killishandra and Kieri would be our primary performers.

6 vehicles seems most managable, with one vehicle per pc, probalbly two animals per cart.

NPC's: Guards to watch the caravan while we're out adventuring, and keep the peace during shows.
          Backup Musicians to play during prefomances, or entertain between preformances.
          Roust Abouts/Carnies to make camp and take care of the animals and wagons.

Optional NPC's:
         Doctor or Surgeon.
         Traders to make deals and sale wares.
         Tinkers/Craftsmen to repair tools/wagons for us or the people we visit.

Either way each of us should choose a general role in the show, and care in the caravan.



Title: Re: The Road: OOC
Post by: Fiendbasher on February 05, 2012, 09:04:11 AM
Performers/mercenaries is what I had in mind... but I think of Vash specifically as an adventurer with a 'day job'. We can trade as well, of course. Otherwise what are we going to do with ivory and furs...

6 or so wagons sounds good, and there may be a few NPC's with tasks dealing with maintenance of the caravan only ("roadies" as it were, taking care of the animals, loading/unloading wagons, etc.), and the Tradesman, who acts as our "agent", selling the show, initiating trade, or proposing our services to potentially xenophobic locals.

As for (competent) guards or craftsmen... those can be expensive rep wise, but conceptually, active and inactive PC's can fill those roles. Catodon for example will have a PC when one of the other of us takes on the role of storyteller, and the storyteller's PC will become inactive. Plus if people go or new people join, having the caravan around gives the new PC a way to join in the adventure even if the group is in a very remote location (like the one we're in currently). Also, it's something we can sink points into for services that might benefit our individual PC's (like the craftsman for example, might want a workshop or two at some point).

What I thought of the caravan as, is a mobile adventurer's guild hall. The guild (The PC's) would direct its fate, and I would suggest a member vote for most major decisions, because if we had a "leader", what happens when that person isn't present or if he/she quits?

I can knock out a general model which you all can look at later tonight if no one else does, but I don't think we have to put out a hold up on all proceedings. Anyone who thinks its stupid obviously doesn't have to sink any points into it, that's entirely optional. :P

As for Vash's role, he usually plays guard, but if we're performing, he makes an excellent "firebreather".  ;D
Title: Re: The Long Road: OOC
Post by: Antilles on February 05, 2012, 10:52:18 AM
'Mobile guild hall' is pretty much how I envision the caravan. I also believe that due to the possibility for changing membership, its leader shouldn't be a PC. Having an NPC manager who lets us act more or less independently because he or she trusts we'll do what is best for the caravan is ideal, while also leaving an avenue open for the GM to step in and go 'no, that's too risky' when the party's going too far off the rails.

As Jigger said, based on contributions Kaze would be the head honcho, but that's just not his style. Besides, I see it less as showing up one day with a bag of money and a reputation check written out for the caravan, and more having traveled with the caravan for a good long while, and giving most of his share of the money/reputation back to the caravan. If anything, Kaze considers himself as the caravan's moral compass/spiritual guide, and what he brings to the caravan during 'normal' operations would be a decent Acrobatics, and acting as a combination eastern mystic/fortune teller/advisor, using his rather good Sense Motive and Notice score to suss out what's really bothering someone and give them a half-cryptic saying applicable to the situation. He wouldn't charge for the latter, but I imagine sometimes they'd see his point and maybe leave a tip.

As for the makeup of the caravan, I'm imagining primarily entertainers, with a (perhaps recent addition) wagon or two dedicated for trade, perhaps already stocked with salt or wool or something easily obtained in the south for trade with the local specialties of ivory and furs. I'm also imagining the caravan is at least 2/3rds filled with NPCs, either entertainers, guards or various support personnel. If and when we get the reputation to afford it, I'd suggest modelling it via Guards, as I've mentioned before. Unfortunately they're too expensive to afford right now, but it'd be kind of silly of the caravan currently consisted of the PC's and 1 guy, Bob the juggler.

Speaking of Tradesmen, I kind of envisioned it not being one single guy, but more a 'after expenses, this is how much the entertainers made this month' sort of mechanic. If I understand the rules correctly, the PC's don't really have any direct contact with the Tradesman anyways (like asking a Tradesman (Haggle) to buy or sell something for them) I don't think it'll have any mechanical effect on things. Likewise, if we do want someone who can reliably buy and sell on our behalf, I feel that would fall under a Contact, the caravan's Master of Trades or something to that effect.
Title: Re: The Long Road: OOC
Post by: Desertpuma on February 05, 2012, 11:42:02 AM
My PC when he is finally finished (work killing me here) is really a true Craftsman with cooking, carpentry, and inscription/documents. That's what he does for the most part and therefore not really in the limelight. Skillwise other than crafting stuff, he can haggle, investigate, read people well, observe (not just the crowd but for tracking), handle the horses, etc.

If anything, he's the guy in the caravan who marshals everyone to break down and set up camp so the artisans/performers can focus on their tradecraft. Once camp is set up, he cranks up an excellent kitchen as he has a +15 for Crafting (cook, inscription/documents, carpentry). He has sort of a blunt charm to him but keeps everyone going forward.

Once I get him done, I'll post him up.
Title: Re: The Long Road: OOC
Post by: Catodon on February 05, 2012, 12:04:58 PM
RAW each tradesman bonus is one guy "...Each Tradesman makes a single
Downtime check to earn income at the end of ..." Mechanically, this restricts the number of allowed tradies to a concrete maximum, the number of guests.

As for NPCs well +1 Assistants cost 1 rep each. You have 69 rep but have only spent 65.
You could take 4 helpers plus 'Bob' who has Impress +8

Alternately, I have made a more detailed suggestion on the spreadsheet. I don't want to get bogged down so you have until Wednesday 6pm (Eastern Australian time) to finalise your proposal on the sheet. Otherwise we'll go with my suggestion made on the sheet

Spoiler: I suggest... • show

Catodon's Suggestion         
Caravan Holding         
Scale   scale 6   30   3 or 4 wagons
Tradesman (Impress)   4   6   
2 Guards (Goon stats)   2.33333333333333   27   
2 Assistants (pick skills)   2   6   
         
TOTAL      69
   
Title: Re: The Long Road: OOC
Post by: Fiendbasher on February 05, 2012, 12:09:48 PM
Sounds like Catodon, Antilles, Jigger and I are pretty close to on the same page. Catodon's suggestion works for me if the math is right, I haven't checked it.  ;D
Title: Re: The Long Road: OOC
Post by: Mister Andersen on February 05, 2012, 01:26:54 PM
Killishadra is the group's primary medic, at least that's how I built her to function up until we get someone flinging da magicks about
Title: Re: The Long Road: OOC
Post by: Antilles on February 05, 2012, 01:40:39 PM
RAW each tradesman bonus is one guy "...Each Tradesman makes a single
Downtime check to earn income at the end of ..." Mechanically, this restricts the number of allowed tradies to a concrete maximum, the number of guests.

As for NPCs well +1 Assistants cost 1 rep each. You have 69 rep but have only spent 65.
You could take 4 helpers plus 'Bob' who has Impress +8

I guess I was a bit unclear about what I meant with the whole 'Tradesman isn't just one person' concept, I'll try to clarify a bit. Basically, even with your 'small caravan' suggestion, counting PC's there's at least a dozen entertainers, over half of which are NPCs. By RAW, those NPC entertainers are at best earning just enough to break even, at worst they're just noise in the background. Seeing as they're (presumably) full-time entertainers and we (the PC's) are probably just doing it to earn our keep at the caravan, it seems a bit wrong to me that they are so completely overshadowed by the PC's. So therefore I thought that making the NPC entertainers mechanically similar to Tradesman (Impress) would be a rather elegant way to let these NPC's contribute directly to the caravan.

If you're concerned about doing Tradesman in this fashion would throw the NPC numbers out of whack, we can meet halfway and say the Tradesman represents the lead entertainer (or merchant, if/when we go for Tradesman (Haggle)), but clarify that it's the entertainers as a whole who earns the money, not him singularly. Also, Tradesmen are limited to 3 per Holding, so no worries about going overboard with Tradesmen.

Alternately, I have made a more detailed suggestion on the spreadsheet. I don't want to get bogged down so you have until Wednesday 6pm (Eastern Australian time) to finalise your proposal on the sheet. Otherwise we'll go with my suggestion made on the sheet

Spoiler: I suggest... • show

Catodon's Suggestion         
Caravan Holding         
Scale   scale 6   30   3 or 4 wagons
Tradesman (Impress)   4   6   
2 Guards (Goon stats)   2.33333333333333   27   
2 Assistants (pick skills)   2   6   
         
TOTAL      69
   

A couple of issues here.... 2x Guards would give us 20 people, as well as costing 2x Goon XP cost, or 54 xp in this instance. (Yes Guards are friggin' expensive...) Also, if we're using Guards then we're in effect giving stats to most of the NPCs in the caravan, which means IMO one group should be Entertainers (costing a cool 34 xp), with the other group being either Attendants (35 xp), Laborers (27 xp) or Servants (19 xp) with the PC's as the professional guards, or as Man-at-Arms (36 xp) or Goons (27 xp) and using, I dunno, Assistants to represent the remaining NPCs.

It's not a perfect system, and there are several options down the road that can and will be wonky (i.e. if someone were to take Bob the juggler as a contact, using the Entertainer statblock wholesale, the Contact bonus would be noticeably better than the Tradesman bonus), but it's the best we can do with the tools we've currently got.
Title: Re: The Long Road: OOC
Post by: Jigger on February 05, 2012, 01:53:53 PM
Good point. You're right guards are extremely expensive and a bit expendible.

Tradesmen or Assistants is fine with me. Having to put on shows sounds like a downtime activity, so it could be handled either way.


I like the NPC boss idea, it takes some of the organizing pressure off the group, and also gives the GM am easy method of control to help guide the games.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on February 05, 2012, 01:59:48 PM
See, this is why I'd prefer to keep NPCs to an absolute minimum. Worrying about NPCs is a pain, but if we're going to have them having them run the joint seems by far the logical choice for a drop-in style game. Of course, that also raises the question of why we're bothering to expend PC resources on it.

Also, remember that RAW if you're going that way limits scale to higher of prudence or panache
Title: Re: The Long Road: OOC
Post by: Jigger on February 05, 2012, 03:46:48 PM
I was investing in it because still a group and personal resource. A wagon and horses is a lot cheaper right now as a prize, then it is in coin.

Besides last time I checked, you hadn't invested any points into it, so I'm not sure what you're concern is.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on February 05, 2012, 08:19:26 PM
As a current player and future GC I still have to deal with its presence and its ramifications.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on February 05, 2012, 08:44:50 PM
Quote
(http://1.bp.blogspot.com/_uHJdESBtwbA/S82xe_3S0MI/AAAAAAAAAPI/0K8dtT9SeU0/s1600/Hag+cropped.jpg)

She's Disney-level creepy
Title: Re: The Long Road: OOC
Post by: Jigger on February 05, 2012, 09:11:04 PM
Thanks, I'm not sure how to make her smaller though.

Any pointers?
Title: Re: The Long Road: OOC
Post by: Catodon on February 05, 2012, 11:52:48 PM
Great image.
Every body make sure you have taken your AD for images or wiki.
Title: Re: The Long Road: OOC
Post by: Catodon on February 06, 2012, 12:00:56 AM
As a current player and future GC I still have to deal with its presence and its ramifications.

As a referee my preference for this project is for no underlying organisation and definately no on-going NPCs especially long term bosses. The at the metagame level the organisation only exists because some players wanted it enough to invest in it. Investment was always optional.
By keeping the PCs in charge and following the RAW the caravan is little more than a place to sleep and should provide little in the way of ramifications.

I have posted the next bit so we can keep moving but will call a halt if nessisary while we finalise the caravan.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on February 06, 2012, 02:05:16 AM
Thanks, I'm not sure how to make her smaller though.

Well, assuming you don't have something like photoshop handy, if you upload to a flickr account the site automatically generates smaller versions which you can use.

Alternatively, google provides the following:

(http://silver-mg.com/Halloween/HalloweenGraphics/Witch25.jpg)

(http://cdn.obsidianportal.com/images/426541/Hag_cropped.jpg)
Title: Re: The Long Road: OOC
Post by: Mister Andersen on February 06, 2012, 02:59:47 AM
As a referee my preference for this project is for no underlying organisation and definately no on-going NPCs especially long term bosses. At the metagame level the organisation only exists because some players wanted it enough to invest in it. Investment was always optional.
 
By keeping the PCs in charge and following the RAW the caravan is little more than a place to sleep and should provide little in the way of ramifications.


Those desires in no way mesh with actually having PC holdings & associated minions, which are by their very nature permanent right up til the point someone burns them to the ground, and which transfer from adventure to adventure. And they cpme withthe expectation that you'll likely get to know 'Bob' and watch as he develops at the very least a basic personality.

As already noted, the PC with the biggest investment has the least reason to be in charge, AND I think pretty much everyone else seems to want a GCNPC running things in some fashion.

I'm not against the idea of a caravan as a narrative device -- and we are pretty much more or less stuck with it for this adventure I think -- but if we have it then I think it needs to be a GC rather than PC tool. The PCs should be the hirelings / passengers, not the owners.
Title: Re: The Long Road: OOC
Post by: Catodon on February 06, 2012, 08:13:21 AM
As a referee my preference for this project is for no underlying organisation and definately no on-going NPCs especially long term bosses. At the metagame level the organisation only exists because some players wanted it enough to invest in it. Investment was always optional.
 
By keeping the PCs in charge and following the RAW the caravan is little more than a place to sleep and should provide little in the way of ramifications.


Those desires in no way mesh with actually having PC holdings & associated minions, which are by their very nature permanent right up til the point someone burns them to the ground, and which transfer from adventure to adventure.

Yes, sorry that was kinda my point, I'm not keen but also I'm not in charge I just facilitate. THe players seemed to want to build something and I did not want to unreasonably stand in thier way. Besides it was an elegant solution with limited PC reasources to the problem of surviving the harsh weather. Effectively the Players used PC resources to overcome the first challenge of the adventure.

Quote
And they cpme withthe expectation that you'll likely get to know 'Bob' and watch as he develops at the very least a basic personality.
No problem I always intended to provide that.

Quote
As already noted, the PC with the biggest investment has the least reason to be in charge
Why? I'm not sure I've understood your reasoning.

Quote
, AND I think pretty much everyone else seems to want a GCNPC running things in some fashion.
that's not what I've been getting from the conversation in fact my understanding is that most of the players want to be running things
Quote
I'm not against the idea of a caravan as a narrative device -- and we are pretty much more or less stuck with it for this adventure I think -- but if we have it then I think it needs to be a GC rather than PC tool. The PCs should be the hirelings / passengers, not the owners.

Totally disagree.
Title: Re: The Long Road: OOC
Post by: LordKruelos on February 06, 2012, 08:18:51 AM

Quote
I'm not against the idea of a caravan as a narrative device -- and we are pretty much more or less stuck with it for this adventure I think -- but if we have it then I think it needs to be a GC rather than PC tool. The PCs should be the hirelings / passengers, not the owners.

Totally disagree.

I would argue that the Caravan as a world-item has been created, it won't always be available to the PCs, but it seems reasonable once accepted among this band of traders on the Long Road that one can drop out and reappear later with minimal questions asked (so long as you don't bring trouble following you).

I'd say anyone willing to do the work of giving a nameless "Tradesman #4" a name, personality, and life that exists outside the parameters of the PCs should get bonus AD not be grumbled at.
Title: Re: The Long Road: OOC
Post by: LordKruelos on February 06, 2012, 08:36:48 AM
Spoiler: Hocus • show

Grandmother: make a bluff roll to beat 12 to fool the hired help. PC can roll sense motive to see through the act if they want


To speed the game along, would it be easier for the GM to make those rolls since the PC's sheet is right there? Otherwise, you end up losing multiple days for every single roll.
The difference might be if the GM reports the roll (just like if the PC had rolled it) or doesn't (hidden roll)

Thoughts?

Scene 1: The lure of the north
Despite the nervousness of some in the caravan the dark hours pass without incident. You can’t be sure how long you have slept, it is dark so long that your days must begin and end in darkness. By unspoken agreement you slowly rouse and take a meagre breakfast. You were told the far north was a land of ice but you did not really understand it until you were here. It has been days since you saw an animal and there is no wild forage for the horses. Everyone, man and beast, is on rationing. You travel north nurturing hope. A few hours and the sun skims the horizon then vanishes. As the orange glow fades from the sky your heart leaps as to the north you see a twinkle of yellow lights. Out there in the distance is a living village you should reach it in an hour or so.
Spoiler: show

How are you approaching the village? All together? Send an envoy ahead? Who is visible who is hidden in the wagon? Any other preparations? Etc



I vote for an initial stealthy recon, then, assuming they don't immediately look like warlike folk, a friendly envoy or two presenting the caravan and entertainment in exchange for hospitality.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on February 06, 2012, 11:16:50 AM
As already noted, the PC with the biggest investment has the least reason to be in charge, AND I think pretty much everyone else seems to want a GCNPC running things in some fashion.

I'm not against the idea of a caravan as a narrative device -- and we are pretty much more or less stuck with it for this adventure I think -- but if we have it then I think it needs to be a GC rather than PC tool. The PCs should be the hirelings / passengers, not the owners.

When I suggested throwing rep points in, it was as a group resource... just like the silver. Unfortunately there don't seem to be any rules on group resources (that I've read yet anyway), so we're playing it by ear. Pitching in is entirely optional, it's just something you do if you have the points and there's something you'd like the group to have and be able to use. If you don't want to or can't, you don't have to... nobody will resent you for it, and you'll still have full access to the group resources until the point where, for whatever reason, you decide to leave the group.

I don't think the others should have to "buy you out" if you leave, either.

Also I have no objection to the GM's having some say in what happens with it as there are obviously NPC's involved.

A stylistic note however... when we all decided to make this trip north, I imagine at some point we traded out the horses for a bit hardier sort of animal. Andersen described in one of his posts a shaggy ox... that works. I am a bit concerned though, that anywhere we go we won't be able to make too extended a stay however. It doesn't seem like the people who live in this environment would grow much grain so we're probably carrying all the supply for the beasts that we're going to get. There may be some grass buried beneath the snow in places, though.

To speed the game along, would it be easier for the GM to make those rolls since the PC's sheet is right there? Otherwise, you end up losing multiple days for every single roll.
The difference might be if the GM reports the roll (just like if the PC had rolled it) or doesn't (hidden roll)

Thoughts?

I try to include any rolls I might need with the post where I do it, but I never object to a GM rolling for me if I forgot a roll, or if it's something I shouldn't know about. Do it.  ;D

Quote
I vote for an initial stealthy recon, then, assuming they don't immediately look like warlike folk, a friendly envoy or two presenting the caravan and entertainment in exchange for hospitality.

Vashkar could do a fly over while it's dark... but he's unskilled in stealth, a skilled sneaky on the ground might be just as effective if not more. Plenty willing to have a go though if you all think it's a good idea.

When we start getting close, Vash will definitely stay hidden in the wagon until we know how the people are going to react.
Title: Re: The Long Road: OOC
Post by: foproy on February 06, 2012, 02:20:20 PM
i think approaching with an "unarmed liaison would work well. someone who can talk and has a high prestidigitation.
Title: Re: The Long Road: OOC
Post by: LordKruelos on February 06, 2012, 02:25:59 PM

To speed the game along, would it be easier for the GM to make those rolls since the PC's sheet is right there? Otherwise, you end up losing multiple days for every single roll.
The difference might be if the GM reports the roll (just like if the PC had rolled it) or doesn't (hidden roll)

Thoughts?

I try to include any rolls I might need with the post where I do it, but I never object to a GM rolling for me if I forgot a roll, or if it's something I shouldn't know about. Do it.  ;D

I guess I'd suggest the GM roll everything they would have to pause the game to prompt a player for, and anytime a player calls a skill (like what you've done), let the player roll it as part of their post (or the GM can roll it if the player forgets), we're on the honor system one way or the other.

Quote
Quote
I vote for an initial stealthy recon, then, assuming they don't immediately look like warlike folk, a friendly envoy or two presenting the caravan and entertainment in exchange for hospitality.

Vashkar could do a fly over while it's dark... but he's unskilled in stealth, a skilled sneaky on the ground might be just as effective if not more. Plenty willing to have a go though if you all think it's a good idea.

When we start getting close, Vash will definitely stay hidden in the wagon until we know how the people are going to react.

Agree with you staying hidden, but it's too easy to see a flying shape. I'd rather send 1-2 Sneak monkeys ahead to scout for immediate threat. If no threat, leave them temporarily hidden in place and send in Team Diplomacy and/or Caravan of Traveling Entertainers shtick.
Title: Re: The Long Road: OOC
Post by: LordKruelos on February 06, 2012, 02:28:29 PM
Team A: Stealthy Recon & backup team

Team B: Unarmed liaison(s) who can talk and have a high prestidigitation.

Team C: Reserves / Heavy Hitters
Title: Re: The Long Road: OOC
Post by: Antilles on February 06, 2012, 11:23:24 PM
Kaze can join either Team Stealth or Team Unarmed, although without Search Team Unarmed might be the best place for him...
Title: Re: The Long Road: OOC
Post by: Mister Andersen on February 07, 2012, 12:44:35 AM
Why prestidigitation?
Title: Re: The Long Road: OOC
Post by: foproy on February 07, 2012, 01:08:50 AM
hide weapons
Title: Re: The Long Road: OOC
Post by: LordKruelos on February 07, 2012, 05:40:39 AM
Why prestidigitation?

Those valuables aren't going to pocket themselves!
Title: Re: The Long Road: OOC
Post by: foproy on February 07, 2012, 06:01:44 AM
is that something against the petch?
i think you may be racist  :P
Title: Re: The Long Road: OOC
Post by: LordKruelos on February 07, 2012, 06:07:09 AM
is that something against the petch?
i think you may be racist  :P

Clearly. In no way was I referencing a certain "Mischievous wandering skald with larcenous habits and honeyed words." Nothing to see here. *whistles*
Title: Re: The Long Road: OOC
Post by: Mister Andersen on February 07, 2012, 06:45:39 AM
Well, Killi has a high Prestidig score, but she's also probably the single least unthreatening person you could send out.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on February 07, 2012, 07:49:07 AM
So, folks who have purchased them, can we get a final rundown of the caravan NPCs?
Title: Re: The Long Road: OOC
Post by: LordKruelos on February 07, 2012, 08:18:07 AM
So, folks who have purchased them, can we get a final rundown of the caravan NPCs?

I doubt we'll get a "final rundown" but we might get an initial listing of prominent members of the caravan while still leaving room to grow "Tradesman #3" into "Luther Kragg, journeyman blacksmith, who likes long walks on desolate icy beaches, ale, and rambling conversations concerning his suspicion that life, especially his, is subject to the whims of distant gods."
Title: Re: The Long Road: OOC
Post by: Fiendbasher on February 07, 2012, 09:18:14 AM
Vash can use his illusion trinket and accompany the talkers... however while it makes him look passably human, especially with all that clothing on, he'll still look like a hulking brute and rather intimidating (23 disguise, -5 blend lol). This could work in your favor, especially since even if he leaves his halberd behind he's still a weapon of mass destruction... but the other limit is that the illusion only lasts 30 minutes.

Kaze's prettier and arguably a better buttkicker in his field of specialty, and he can talk well too. Unless these people have something against elves I think he's the best choice for physical backup.

Vash will definitely want to be where he can see and/or hear trouble and make it to the others in a round or so either way... up to 250 ft. out or so would be good if he's not right with the others.
Title: Re: The Long Road: OOC
Post by: Antilles on February 07, 2012, 10:48:18 AM
We still need someone with some aggressive social skills, Kaze's more defensive.
Title: Re: The Long Road: OOC
Post by: foproy on February 07, 2012, 10:48:28 AM
bolo can talk, and he certainly has no issue with being the center of attention.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on February 07, 2012, 10:50:17 AM
NPC outline... hmm.

How about the following:

Caravan scale 6. 30 points. The group has a member with highest prudence/panache of 7, so we should have this covered.
1 Tradesman (impress) - the Ringleader, whatever name you want to give him. 6 points.
10 Other - Significant (Mechanically Like Guard x1, 1/3 Guest capacity, 33 XP average) Stat them out individually if necessary but the cap for an individual is 33 XP... for instance, if you need an Entertainer you can knock one point off the Rogue's Gallery template. 33 points.
Up to +10 - Insignificant... represents any floaters who are just part of the caravan's function but serve no other purpose mechanically... driver, poop picker-upper, Tradesman's support if you consider him more than one person, etc. There's also the idea that the entire caravan isn't present for any reason (like in this case, some people didn't feel like freezing). Can also be left off entirely.

Just an idea. Also, if you're GM'ing and don't want to have to deal with the caravan constantly you can leave it 'offscreen' for your part of the adventure, as most of the purpose it serves doesn't need to be always onscreen anyway.

I'll statblock the significants if you want me to.
Title: Re: The Long Road: OOC
Post by: LordKruelos on February 07, 2012, 10:53:30 AM
bolo can talk, and he certainly has no issue with being the center of attention.

I'd say the combo of Bolo + Kieri would take care of that. Especially with the "Traveling Entertainers" shtick.
Title: Re: The Long Road: OOC
Post by: Catodon on February 07, 2012, 12:56:37 PM
So, folks who have purchased them, can we get a final rundown of the caravan NPCs?

I doubt we'll get a "final rundown" but we might get an initial listing of prominent members of the caravan while still leaving room to grow "Tradesman #3" into "Luther Kragg, journeyman blacksmith, who likes long walks on desolate icy beaches, ale, and rambling conversations concerning his suspicion that life, especially his, is subject to the whims of distant gods."

Yes do this
Title: Re: The Long Road: OOC
Post by: Catodon on February 07, 2012, 01:07:59 PM
NPC outline... hmm.

How about the following:

Caravan scale 6. 30 points. The group has a member with highest prudence/panache of 7, so we should have this covered.
1 Tradesman (impress) - the Ringleader, whatever name you want to give him. 6 points.
10 Other - Significant (Mechanically Like Guard x1, 1/3 Guest capacity, 33 XP average) Stat them out individually if necessary but the cap for an individual is 33 XP... for instance, if you need an Entertainer you can knock one point off the Rogue's Gallery template. 33 points.
Up to +10 - Insignificant... represents any floaters who are just part of the caravan's function but serve no other purpose mechanically... driver, poop picker-upper, Tradesman's support if you consider him more than one person, etc. There's also the idea that the entire caravan isn't present for any reason (like in this case, some people didn't feel like freezing). Can also be left off entirely.

Just an idea. Also, if you're GM'ing and don't want to have to deal with the caravan constantly you can leave it 'offscreen' for your part of the adventure, as most of the purpose it serves doesn't need to be always onscreen anyway.

I'll statblock the significants if you want me to.

The 'insignificant' would be assistant costing 1 rep each so leave them off.
Also looking over the rules I'd like to see 'Stables' (10 rep) at least for this adventure to represent the fodder brought along. To make things easy we could assume only 7 Significants for this adventure only (the other 3 weren't keen on travelling to the north pole).
Title: Re: The Long Road: OOC
Post by: Fiendbasher on February 07, 2012, 01:19:51 PM
The 'insignificant' would be assistant costing 1 rep each so leave them off.
Also looking over the rules I'd like to see 'Stables' (10 rep) at least for this adventure to represent the fodder brought along. To make things easy we could assume only 7 Significants for this adventure only (the other 3 weren't keen on travelling to the north pole).

"Assistants" are supposed to help the PC's with rolls (providing a bonus), these guys don't even do that. They're background noise. Can leave them off anyway though.

The model I provided assumes all 69 points spent, for Stables we'd need another 10. Now normally the caravan's animals would have their needs covered in the main caravan's cost... "Stables" would allow for more animals (such as if we had riding horses as well). However since there's no forage on this trip, these are not normal circumastances... extra supplies would be necessary. I think a temporary shift (this adventure) assuming we have less NPC's than normal and more supplies could be handwaved.
Title: Re: The Long Road: OOC
Post by: LordKruelos on February 07, 2012, 01:45:58 PM
My suggestion for any NPC that isn't part of a mechanical bonus to the PCs -- allow the players artistic narrative control if they feel the need to add personhood to a mook. These aren't people that are coming with us, but they are walking around next to us.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on February 07, 2012, 02:09:51 PM
Okay then, here's what I think we're looking at on our current trip:

5 wagons with sturdy exterior wheels... each houses two comfortably, up to four or five "snugly"... four are inhabited and the fifth is strictly devoted to supplies. Any trade goods are split up among the inhabited wagons for now. Each wagon is pulled by 2 oxen (for this trip... normally the caravan uses horses), this will allow them to manage the load easily at normal travel speed, 3 mph... walking speed for most of us, but mind that this is travel with comforts, gear and goods that there's no way in hell we'd manage to take on foot.  ;D

So that's around 14-15 people (including us) and 10 beasts of burden.
Title: Re: The Long Road: OOC
Post by: LordKruelos on February 07, 2012, 02:14:31 PM
Okay then, here's what I think we're looking at on our current trip:

5 wagons with sturdy exterior wheels... each houses two comfortably, up to four or five "snugly"... four are inhabited and the fifth is strictly devoted to supplies. Any trade goods are split up among the inhabited wagons for now. Each wagon is pulled by 2 oxen (for this trip... normally the caravan uses horses), this will allow them to manage the load easily at normal travel speed, 3 mph... walking speed for most of us, but mind that this is travel with comforts, gear and goods that there's no way in hell we'd manage to take on foot.  ;D

So that's around 14 people and 10 beasts of burden.

Another several wagons stayed behind from this "fools journey" and may rejoin us if we ever survive the events?

I vote the GM gets to design the caravan master who decided this was going to be a good idea (Ahab?)

Wagon 1: Caravan Master
Wagon 2:
Wagon 3:
Wagon 4: Supply Wagon
Wagon 5:                                     (Rear sentry)
Title: Re: The Long Road: OOC
Post by: Fiendbasher on February 07, 2012, 02:17:32 PM
Another several wagons stayed behind from this "fools journey" and may rejoin us if we ever survive the events?

That's what I was thinking, as this many wagons obviously doesn't support 30 guests (staff included)  ;D
Title: Re: The Long Road: OOC
Post by: Fiendbasher on February 07, 2012, 04:15:09 PM
I figured we'd have at least 3 thugs (mercenaries, bandits and thieves) 3 entertainers, and a snake oil salesman thrown in for chuckles. I've got the thugs tentatively knocked out:

Brant (modified Brigand - 33 XP)
Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground (0 pts)
Init IV, Atk IV, Def III, Res III, Health IV, Comp II (20 pts)
Skills: Intimidate V, Tactics IV (9 pts)
Qualities: Menacing threat, tricky (Cheap Shot) (4 pts)
   Attacks/Weapons: Short sword (dmg 1d8 lethal; threat 19-20; qualities: keen 4)
   Gear: Partial leather armor (DR 1; Resist Fire 3; DP -1; ACP -0, Spd -; Disguise +0)

Pyotr (modified Outrider - 33 XP)
Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground (0 pts)
Init V, Atk II, Def IV, Res II, Health III, Comp II (18 pts)
Skills: Notice VII, Ride III, Survival III (13 pts)
Qualities: Improved sense (sight), light sleeper (2 pts)
   Attacks/Weapons: Cutlass (dmg 1d10 lethal; threat 19-20;qualities: cavalry, finesse); reflex bow + 40 barbed arrows (dmg 1d6 lethal; threat 20; range 30 ft. × 6; qualities: bleed, poisonous)
   Gear: Partial leather armor (DR 1; Resist Fire 3; DP -1; ACP -0, Spd -; Disguise +0)

Wolfgang (modified Man-at-Arms - 33 XP)
Str 10, Dex 10,  on 10, Int 10, Wis 10, Cha 10; SZ M (1x1, reach 1); Spd 30 ft. ground (0 pts)
Init IV, Atk IV, Def III, Res II, Health IV, Comp I (18 pts)
Skills: Athletics III, Intimidate III, Notice III; (9 pts)
Qualities: Class ability (Soldier: rugged weapons), feat (All-Out Attack, Combat Instincts) (6 pts)
   Attacks/Weapons: Glaive (dmg 1d8 lethal; threat 19-20; qualities: keen 4, reach +1), metal shield (dmg 1d4+2    subdual; threat 20; qualities: guard +2), short sword (dmg 1d8 lethal; threat 19-20, qualities: keen 4)
   Gear: Partial chainmail with light fittings (DR 3, Resist Edged 2; DP -1; ACP -1; Spd -5 ft.; Disguise -8)

All of 'em were made by removing points from the standard stat block equal to the difference (lowered the Outrider's Ride skill by 4, for instance). All of these were made not for maximum effect but what made sense (to me, at the time). Feel free to tweak if you have any better ideas.

Wagon 1: Caravan Master, Wolfgang
Wagon 2:
Wagon 3: Vashkar
Wagon 4: Supply Wagon
Wagon 5: Pyotr, Brant  (Rear sentry)


I'll do the entertainers next... they're a little trickier than the guards due to you know what you want your guards to do, but entertainers may have very different roles. If you're in a hurry, take Entertainer, and knock a point off Initiative or something. For the snake oil salesman I was thinking an unholy union of merchant and con man (take Merchant, switch some skill names).
Title: Re: The Long Road: OOC
Post by: Jigger on February 07, 2012, 06:57:24 PM
I'm liking these ideas so far...

Love the thugs!
Title: Re: The Long Road: OOC
Post by: Desertpuma on February 07, 2012, 06:59:33 PM
We get 10 Rep/Level, correct?
Title: Re: The Long Road: OOC
Post by: Fiendbasher on February 07, 2012, 07:19:55 PM
We get 10 Rep/Level, correct?


That's correct.
Title: Re: The Long Road: OOC
Post by: Catodon on February 08, 2012, 01:30:07 AM
Based on a post by Mr Andersen I'm now imagining shaggy white yak-things pulling the wagon.
Like the NPCs
I'll be pretty busy with work and my realspace game so apologies now if I don't post the next IC for a couple of days. I will keep to at least two posts per week.
Title: Re: The Long Road: OOC
Post by: LordKruelos on February 08, 2012, 05:24:08 AM
I'll be pretty busy with work and my realspace game so apologies now if I don't post the next IC for a couple of days. I will keep to at least two posts per week.

You're weak. WEAK I SAY! (No worries, we got this).
Title: Re: The Long Road: OOC
Post by: Fiendbasher on February 08, 2012, 10:52:11 AM
Based on a post by Mr Andersen I'm now imagining shaggy white yak-things pulling the wagon.
Like the NPCs
I'll be pretty busy with work and my realspace game so apologies now if I don't post the next IC for a couple of days. I will keep to at least two posts per week.

No prob I'll have plenty of time to knock out the rest of the NPC's then.

Seems like we haven't heard from Andersen in a while anyway, so maybe it'll also provide time for him to come back.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on February 09, 2012, 10:18:44 AM
*Snerks at Andersen's post* Just because I have reddish scales doesn't make me a red shirt.  ;D
Title: Re: The Long Road: OOC
Post by: LordKruelos on February 09, 2012, 10:46:03 AM
*Snerks at Andersen's post* Just because I have reddish scales doesn't make me a red shirt.  ;D

No, but the fact you're not Kieri makes you expendable :P
Title: Re: The Long Road: OOC
Post by: Fiendbasher on February 09, 2012, 02:22:53 PM
*Snerks at Andersen's post* Just because I have reddish scales doesn't make me a red shirt.  ;D

No, but the fact you're not Kieri makes you expendable :P

*snicker*
Title: Re: The Long Road: OOC
Post by: LordKruelos on February 14, 2012, 07:14:19 AM
If you'll allow it, I'd like to make a knowledge check (Northmen culture?) that I would have known ahead of time what would be an appropriate gift for these circumstances.

I'd be glad to spend an AD to Narrative Control handwave having procured such culturally apropos trinkets ahead of time.
Title: Re: The Long Road: OOC
Post by: Catodon on February 14, 2012, 12:30:58 PM
If you'll allow it, I'd like to make a knowledge check (Northmen culture?) that I would have known ahead of time what would be an appropriate gift for these circumstances.

I'd be glad to spend an AD to Narrative Control handwave having procured such culturally apropos trinkets ahead of time.
Make a knowldge check but without the bonus for Interest. Northmen I'd imagine are 'Nordvolk' these guys are a very different culture but the Northmen would have heard something about them so I wont penalise you.DC17 for you DC20 for other from further away.
I'll wait for this roll an impress check for bolo's last action and give the others a chance to step out of hiding/forward if they want. Will post tomorrow morning my time
Normally I'd make the rolls and get on with it but since there are a few things here I'll wait.
Title: Re: The Long Road: OOC
Post by: foproy on February 14, 2012, 01:12:38 PM
i will edit it into my post on the ic.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on February 16, 2012, 11:58:08 AM
Long post meant to add background atmosphere and story, not detract... please feel free to correct me if I cross a line or get anything blatantly wrong.  ;D
Title: Re: The Long Road: OOC
Post by: Catodon on February 17, 2012, 10:20:14 PM
Long post meant to add background atmosphere and story, not detract... please feel free to correct me if I cross a line or get anything blatantly wrong.  ;D
No very good. All of you if struck by the muse please write as much as you want. All I ask is for consideration for PCs and NPCs moving other peoples characters  around in anything more than trivial ways is to be avoided. Other than that knock yourselves out.
Title: Re: The Long Road: OOC
Post by: LordKruelos on February 20, 2012, 12:30:35 PM
Do we know what kind of meat the villagers are eating?

Frosty soylent green anyone?
Title: Re: The Long Road: OOC
Post by: Fiendbasher on February 20, 2012, 02:28:34 PM
I would guess seal and maybe whale... and of course fish.  ;D
Title: Re: The Long Road: OOC
Post by: Catodon on February 21, 2012, 02:07:57 AM
Do we know what kind of meat the villagers are eating?

Frosty soylent green anyone?
Not yet. Bolo might be able to figure it out while he's hanging around the camp. Fiendbashers guesses are good ones. You can see fish beside strips of red meat on drying and smoking racks on the edge of the village watched day and night, as lifeless as this icy world looks it seems the villagers arn't the only predators this far North.

Anyway 1week downtime check from each of you...
Title: Re: The Long Road: OOC
Post by: Mister Andersen on February 21, 2012, 05:28:22 PM
Another throatsinger, huh?

How far from the iced-over ocean is the village? I assume that the caravans have been placed between the village and the sea by the villagers?
Title: Re: The Long Road: OOC
Post by: Catodon on February 21, 2012, 06:06:02 PM
The village is on the first rise perhaps only 10-20m from the sea (who wants to live too far from work?). The village is between the caravan's camp and the sea blocking your view of the frozen sea.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on February 21, 2012, 06:50:17 PM
Another throatsinger, huh?

Maybe... Vash's vocal equipment is just different. He doesn't produce most of his phonemes with his whole mouth the way humans do, having inflexible lips... his way is closer to a parrot's. If Killashandra can sing the way he does without his kind of voicebox he'd think it's a pretty neat neat trick.  ;D
Title: Re: The Long Road: OOC
Post by: Catodon on February 23, 2012, 12:03:03 PM
Will post the scene change early next week or when I get down time checks from everyone. No rush work is keeping me busy anyway.
Only one downtime skill check is allowed (p68 of the core rules). If you have two pick one.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on February 23, 2012, 12:11:37 PM
Ffffffffffffffffffffff... I got a 20 on my downtime roll and my computer crashed.  :'(
Title: Re: The Long Road: OOC
Post by: Catodon on February 23, 2012, 12:27:34 PM
Look I generally have to trust you guys anyway. One of the others has a choice of two and is free to choose the better. Generally everyone gets one 'reasonable doubt card' you want that 20 take it.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on February 23, 2012, 01:14:51 PM
Just go with the tactics one for me, then, as I spent an AD on it, and all.  ;D

I tend to make multiple skill rolls on a post if it's within reason, with the idea that you can just pick whichever one is appropriate, and ignore the rest. It's supposed to speed things up if say, I made a tracking roll when I should have done sneak first... so you don't have to tell me I rolled the wrong thing and then wait for me to fix it. Both things are there already.

Of course then if after all that I still missed something, you're welcome to roll for me.
Title: Re: The Long Road: OOC
Post by: Catodon on February 23, 2012, 05:26:10 PM
Got it. No problem.
I will wait to all downtime checks are in then post the results in one streamlined narrative.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on February 23, 2012, 07:59:37 PM
Are they in need of any sort of medical assistance?
Title: Re: The Long Road: OOC
Post by: Jigger on February 25, 2012, 07:31:22 AM
I wish Grandmother had brought along a Chemistry kit, she could be making explosives or fire bombs, during down time.
Title: Re: The Long Road: OOC
Post by: Catodon on February 25, 2012, 02:20:14 PM
Are they in need of any sort of medical assistance?

They are living a hard life. You'd expect there to be kids with illness, elders with arthritis, the odd hunting accident, some frostbite...
Title: Re: The Long Road: OOC
Post by: Catodon on February 29, 2012, 11:36:58 AM
hi all started working on the downtime post. Still chasing a couple of rolls. Busy with work but will post soon.
Title: Re: The Long Road: OOC
Post by: Catodon on March 02, 2012, 02:34:37 PM
Sorry I'm taking so long. It's crunch time at work and even evenings and weekend have been spent writing for work. Will get to this as soon as I can with or without the rest of the downtimes (I can add your rolls in later if I miss you this time). Probably within the next couple of days. Again apologies
Title: Re: The Long Road: OOC
Post by: LordKruelos on March 06, 2012, 05:01:02 AM
So all this happened silently?
Title: Re: The Long Road: OOC
Post by: Catodon on March 06, 2012, 11:54:31 AM
Quiet enough that even if you had someone posted you didn't here over the weather it from your camp several hundred meters away.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on March 06, 2012, 12:22:27 PM
Well Vash is prepared to try to track it down... although he thinks it would be just our luck that raiders would attack while we have people away, it's also more logical to be more concerned with a threat that has obviously already attacked here once than one that we're not sure whether or not will come.

Err let me know if I could not get away with this undisguised... I'll alter my post. ;D
Title: Re: The Long Road: OOC
Post by: Catodon on March 07, 2012, 06:07:19 PM
Your description of the villagers wary but actively attacking is about right. You get the impression that hostile action, perhaps even sudden moves, will get you filled with harpoons faster than you can blink.  What did Tenloowaq say? Something like "South folk all strange... no ogre, no wrym" these guys have a number of quirks one seems to be unfriendly tolerance.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on March 13, 2012, 07:57:55 PM
(In regards to LordKruelos' the Road to Thustrata post) Is it bad that I took one look at that map and I know where that is?  ;D
Title: Re: The Long Road: OOC
Post by: LordKruelos on March 13, 2012, 08:24:01 PM
(In regards to LordKruelos' the Road to Thustrata post) Is it bad that I took one look at that map and I know where that is?  ;D

The internet is full of perfectly good maps, who am I not to use them? :)
Title: Re: The Long Road: OOC
Post by: Fiendbasher on March 13, 2012, 08:27:45 PM
Ah so the setting is unrelated... gotcha.  ;)
Title: Re: The Long Road: OOC
Post by: foproy on March 13, 2012, 09:18:58 PM
lk could you put the map in spoilers?
Title: Re: The Long Road: OOC
Post by: LordKruelos on March 14, 2012, 11:53:01 AM
"Try not to let him die, while you poke around... Oops too late. Well maybe you'll save the next one.", Grandmother chortles happily to herself, as she drags out her bag of bones.

"Ok, move aside deary. He's not going to get anymore dead, and talented people need to work.", despite her callous, Grandmother gives Killishandra plenty of room to work while sets up her own lays an old clothe on the ground while she prepares to caste the bones.

The bones crackle and clack in grandmothers hands, as she takes on a long far away look.

"Gor-Kesh So Rukput
Ouun pu'k tu' o so rutk, ut ouun sot tu'k o so r'und.
O pot ouu, ouu umt pukdunt. N''um du ouun 'ov' 'rud ok uk''."
she chants in sing song goblin.
Spoiler: Goblin • show


Gor Kesh, My Husband
Your bones dance in my hands, and your mind dances in my heart.
I bind you, you old bastard. Reveal to your wife what is unseen.



Spoiler: Spell Casting • show

Insight
MP: 1 Casting: 1min Duration: Instant Range: Self
Effect: One Hint
Spell Casting 1d20+9 DC:16
1d20+9=23 (http://invisiblecastle.com/roller/view/3415530/)

 

Can I vote for Jigger getting +1 AD for this?
Title: Re: The Long Road: OOC
Post by: Catodon on March 14, 2012, 12:27:24 PM
Will finish composing my post next day or so.
Jigger: anything in particular you'd like a hint about?
Title: Re: The Long Road: OOC
Post by: Jigger on March 14, 2012, 09:38:57 PM
Thanks Lord Kruelos, I appreciate the compliment.
Oh, and forgive my lateness in replying works, been a #$@% this last week.

As for the Hint, let me see I don't want to recreate any ones work.

Killshandra will determine what killed him, or at least how.
Vashkar can tell us where it went.
Kierie will get the local POV.

Ok, how about their motive? What do they plan on doing with the girl?

AKA: Why did they take her, and why did they come down here to do it?
Title: Re: The Long Road: OOC
Post by: Fiendbasher on March 15, 2012, 12:33:23 PM
Posting a second character for LordKruelos' chapter. I'll put a link to his wiki page here when I finish the entry... but I will let you know now that it is a lvl 3 orc-blooded human Captain with a Vargyr personal lieutenant. He's designed to actually be a group force multiplier.

He can also serve the purpose of backup character.
Title: Re: The Long Road: OOC
Post by: LordKruelos on March 15, 2012, 12:39:25 PM
Posting a second character for LordKruelos' chapter. I'll put a link to his wiki page here when I finish the entry... but I will let you know now that it is a lvl 3 orc-blooded human Captain with a Vargyr personal lieutenant. He's designed to actually be a group force multiplier.

He can also serve the purpose of backup character.

Good stuff, we've got a human fighter/mage (with thiefly overtones) and a human captain so far.
Title: Re: The Long Road: OOC
Post by: foproy on March 15, 2012, 01:00:00 PM
i will get to work on my character tonight, it will be a tracker of some kind. will work it out sometime.
Title: Re: The Long Road: OOC
Post by: Catodon on March 15, 2012, 02:17:42 PM
Hi all
Will post soon its just that I'm in a foriegn country (well sort of its only New Zealand) for a conference which demands about 12 hours of my attention every day. Current plan is to post late tonight New Zealand time.
Title: Re: The Long Road: OOC
Post by: foproy on March 15, 2012, 03:14:59 PM
nearly finished the character for lk's game, i just need a good alignment to finish. it is a elf druid priest 3 any thoughts?
Title: Re: The Long Road: OOC
Post by: LordKruelos on March 15, 2012, 03:22:39 PM
nearly finished the character for lk's game, i just need a good alignment to finish. it is a elf druid priest 3 any thoughts?

How about

Way of the Many-Petal Rose

The fool says "I am strong!", the Master asks "What is strength?“

According to the Way, there are five orders or processes (niyama) which operate in the physical and mental realms. Every mental or physical phenomenon could be explained by these all-embracing five orders or processes which are laws in themselves. Karma as such is only one of these five orders. Like all other natural laws they demand no lawgiver.
Utu Niyama - physical inorganic order, e.g. seasonal phenomena of winds and rains. The unerring order of seasons, characteristic seasonal changes and events, causes of winds and rains, nature of heat, etc., all belong to this group.
Bija Niyama - order of germs and seeds (physical organic order), e.g. rice produced from rice-seed, sugary taste from sugar-cane or honey, peculiar characteristics of certain fruits, etc.
Niyama - order of act and result, e.g., desirable and undesirable acts produce corresponding good and bad results. As surely as water seeks its own level so does Karma, given opportunity, produce its inevitable result, not in the form of a reward or punishment but as an innate sequence. This sequence of deed and effect is as natural and necessary as the way of the sun and the moon.
Dhamma Niyama - order of the norm, e.g., the natural phenomena occurring at the advent of a Bodhisattva in his last birth. Gravitation and other similar laws of nature. The natural reason for being good and so forth, may be included in this group.
Citta Niyama - order or mind or psychic law, e.g., processes of consciousness, arising and perishing of consciousness, constituents of consciousness, power of mind, etc.

Alignment: Way of the Many-Petal Rose
The Way is for those who would improve themselves through the twelve trials of enlightenment. Physical and mental transcendence are the goals for all who follow in the footsteps of the Master.
Alignment Skills: Acrobatics, Athletics, Blend, Investigate
Paths: Air, Fortune, Knowledge, Strength, Travel
Ritual Weapon: Staff, Shod
Avatar:
Title: Re: The Long Road: OOC
Post by: foproy on March 15, 2012, 03:52:53 PM
seems just a bit eastern to me, also forgot to add bear nation.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on March 15, 2012, 10:00:56 PM
The wiki is fighting with me so I'll try to finish formatting here. It's a lot more forgiving and once it's done I should be able to cut and paste it over (if the damn wiki lets me this time)

[Spoiler]Vár - Night Orc-blooded Vigilant Human Fighter

Class/Level: Captain 3
XP: 2500
Type: Medium biped folk, reach 1 (2 with spear)
Speed: 30 ft. ground (Run 90 ft. armored, 120 ft. unarmored)

Str: 16 (+3)
Dex: 12 (+1)
Con: 14 (+2)
Int: 12 (+1)
Wis: 14 (+2)
Cha: 10 (+0)

Vitality: 33
Wounds: 14

Melee Attack: +6
= 3(Str) + 2(Captain) [Forte: Edged]
 
Unarmed Attack: +5 = 3(Str) + 2(Captain)

Ranged Attack: +4 = 1(Dex) + 2(Captain) [Forte: Bows]

Fortitude Save: +4 = 2(Captain) + 2(Con)
Reflex Save: +5 = 1(Captain) +1(Dex) +3 (Lightning Reflexes)
Will Save: +5 =3(Captain) +2(Wis)

Defense: 14 = 10 + 1(Captain) + 1(Dex) +2 guard (Shield)
DR: 4 (Moderate studded leather with light fittings)
Resists: None
Spell Resistance: 0

Initiative: +3
= 2(Captain) + 1(Dex)

Action Dice:
3d4 (3d4 current)

Lifestyle: 2

Legend: +2

Origin Abilities:

Class Abilities:


Skills: Total = Ranks(6 max) + Attribute Modifier + Misc
Origin Skills: Acrobatics & Sneak
ACP: -0

Feats:

Stances: None

Tricks:

Proficiencies:


Interests:


Gear: Carrying 50.7; Carrying Capacity >120 (light) to 360 (heavy)
Armor
Moderate Studded Leather Armor w/ Light Fittings (DR 4; DP -0; ACP -0; Spd -0; Disguise -2; Const Soft 4; Comp 15W) 26lbs. - 130s
Weapons
Warg-Rider's Spear [Throwing Spear] - [upgrades: superior materials, goblin design, armor-piercing, cavalry] 5 lbs. - 70s
Short Bow - 2 lbs. - 40s
Wooden Shield [Hide Shield]  6 lbs. - 10s
Standard Arrows x30 - (1d6 lethal; Qualities: AP +2, poisonous) - .1lbs. - 10s
Dagger - (1d6 lethal; threat 19-20; Qualities: bleed, hurl) - 1lb. - 15s
General Equipment
Canteen - (.5 lbs. empty, 5.5 lbs. full) - 5s
Purse - 5s
Saddlebags 5 lbs. - 10s
Supplies
Rations (7 uses) - 5lbs. -  5s

Money in Hand:
10s (income)
Stake: 0 (10 in group)
 
Prizes: (Max 1)
Magic Items
Skinwalker's Cape: This complete, well-preserved black wolf-skin cape includes the head of the wolf, minus its lower jaw. The eyes have been replaced with smooth orbs of amber. When worn with the wolf's head atop the user's head, it grants the wearer a wolf's night vision. If the wearer pulls the wolf's head down like a mask, a swift, werewolf-like transformation is triggered, granting the user a bite attack.
Lesser Charm: Spell use (Wild Side I), once per scene, last for 3 minutes.
Lesser Essence: Darkvision I
Cost: 8 Reputation

Character Notes - Vár:
***************

Grimmar the Vargyr - Large Beast Walker [70 XP]

Str 16,  Dex 10,  Con 10, Int 9,  Wis 10,  Cha 10;  SZ L (1×2,  Reach  1);  Spd 30 ft. ground (Run  150 ft.)
Init III; Atk VI; Def V; Res IV; Health VI; Comp I
Skills: Acrobatics  II,  Sneak  IV,  Survival  IV,  Tactics  IV
Qualities: Feats (Wolf Pack Basics, Wolf Pack Mastery), Improved  sense  (scent),  superior  runner  II, superior traveler II, tough  I, treacherous
Attacks/Weapons: Bite II (dmg 1d10+1 lethal; threat 17–20; upgrades: trip)

Character Notes - Grimmar:
Title: Re: The Long Road: OOC
Post by: Jigger on March 16, 2012, 08:20:56 AM
I Guess you missed my previous comments Catodon.

Grandmother wants to know their motives...

Why did they come down here, to steal the girl?


She wants to know WHY?
Title: Re: The Long Road: OOC
Post by: Fiendbasher on March 16, 2012, 02:30:12 PM
Var and Grimmar are finished and posted to the wiki... the format isn't as neat as I'd like it and I'm sure I left an error or three in there but it should (mostly) be in operational order.
Title: Re: The Long Road: OOC
Post by: Jigger on March 17, 2012, 09:46:53 PM
Ok, that's an awesome picture for Var, now I have to go make a better one.
Title: Re: The Long Road: OOC
Post by: Catodon on March 18, 2012, 10:57:43 PM
Hi all
for those in the icy north are we happy to move on to following the tracks away from the village?
Title: Re: The Long Road: OOC
Post by: Mister Andersen on March 19, 2012, 04:09:58 AM
Yup
Title: Re: The Long Road: OOC
Post by: Fiendbasher on March 19, 2012, 06:20:06 AM
Yes (if it wasn't obvious)
Title: Re: The Long Road: OOC
Post by: LordKruelos on March 19, 2012, 06:43:05 AM
Icy North: Yup, let's follow them tracks.

To reduce confusion, we'll move all Road to Thustrata OOC conversation here:
http://www.crafty-games.com/forum/index.php?topic=6191.0 (http://www.crafty-games.com/forum/index.php?topic=6191.0)
Title: Re: The Long Road: OOC
Post by: Fiendbasher on March 20, 2012, 07:49:17 AM
Following the Raiders
The tracks initially hasten North but the steady snow and wind soon make tracking a difficult task. How fast is your group travelling?
Spoiler: show

A Survival/Tracking roll vs the villains’ Sneak. Track modified as follows: prey speed +2, +2 for ‘Size’, soft snow +4, per hour of snow-2 but starts at 5hours -10max TOTAL=-2
If characters moving faster than half speed another -2
Therefore the Draku has a total of 19, 17 if you are travelling at full speed.
Once travel speed is decided I’ll roll for the opposition.




Well that depends. Is the snow penalty going to keep piling up as we go, or this just one roll for the whole shot? If it's one roll, take it slow. If multiple rolls, go fast because the next roll will be at -2 more anyway, and we'll have to get the most distance we can out of the first good one.

If we go by IC logic, go fast as we can... but I for one will feel like a prat if we miss it by a measly 2 points and delay the whole scenario because of it.

So right now I'm leaning towards full speed ahead, but I'll have everyone who's going along in on the decision seeing as it'll affect everyone who's going.
Title: Re: The Long Road: OOC
Post by: Catodon on March 20, 2012, 02:55:55 PM
The penalty for falling snow is already at -10 the highest it can get to so your futute checks are not going to get any worse. Yes if you miss by 2 you will feel like a prat but the bad guys are hurrying away with the Jarl's daughter...
Title: Re: The Long Road: OOC
Post by: Fiendbasher on March 20, 2012, 04:40:33 PM
Good point. My vote is go fast then. I was going to flip a coin anyway.  ;D
Title: Re: The Long Road: OOC
Post by: LordKruelos on March 20, 2012, 06:19:21 PM
The penalty for falling snow is already at -10 the highest it can get to so your futute checks are not going to get any worse. Yes if you miss by 2 you will feel like a prat but the bad guys are hurrying away with the Jarl's daughter...

So time is important. And we have somebody with wings.
Good, let's get moving, track below, scout above.
Title: Re: The Long Road: OOC
Post by: Jigger on March 21, 2012, 07:56:43 AM
Ah its a chase then!

I thought we were just going to track them. Well then I'm coming.
Title: Re: The Long Road: OOC
Post by: Catodon on March 23, 2012, 12:30:27 AM
I just added this clause to the Wiki:

Please restrct yourselves to the FC rules published by Crafty Games. While I really enjoy home brew rules sticking to 'canon' rules will prevent argument when we switch referees. This is especially true for PCs, while one referee might be happy with a house rule species or class the next may not so to prevent disappointment stick to the 'canon'.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on March 23, 2012, 09:54:40 AM
Sounds good to me.  ;D
Title: Re: The Long Road: OOC
Post by: Catodon on March 23, 2012, 12:50:56 PM
Yeh, I wish I didn't need to though, one of the things I love about this hobby is the ability to add material. I know I add a lot of material to the database and others do too. Just that its a pandora's box.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on March 23, 2012, 07:40:54 PM
Eh, you could easily just say that what 1 GC approves, the rest have to roll with. I would.
Title: Re: The Long Road: OOC
Post by: Jigger on March 23, 2012, 10:14:51 PM
Great idea, can I be the next GC, because I got a great opening scene....

Quote
"Rocks fall, all non cannon characters die...", .

I guess all the other GC's can just roll with it.

Actually, it's a lot easier to just stick to the cannon rules. You get enough min-maxing, rules lawyering, and hand wavium without having to worry about what sort of boobytrap might be hidden in a untested home brew.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on March 23, 2012, 10:29:38 PM
I tend to agree... if you're going to have a campaign with the idea of having multiple GC's, especially ones that don't know each other or the players very well, it's best to stick reasonably close to the RAW. It sets a guideline that at least has the illusion of being official. Otherwise if you swing too far off the plumb and say 'well so and so agreed with it so now you have to as well', you run the risk of turning off potential GC's, and possibly players, due to something like open RP decay.
Title: Re: The Long Road: OOC
Post by: Catodon on March 24, 2012, 01:59:18 AM
That way madness lies, trust me*

Spoiler: * • show

29 years in this hobby with over 11 collaborative campaigns under my belt. Besides I'd like to play a 60' giant and a talking mouse wizard and I'm positive most referees couldn't just roll with either of those; Pandora's box.




Spoiler: links to mouse and Jotun • show

http://www.fantasycraftdb.com/character-options/species/269-rodent-magic-mouse
http://www.fantasycraftdb.com/character-options/feats/250-earth-shaker
Title: Re: The Long Road: OOC
Post by: foproy on March 24, 2012, 08:49:06 AM
are the outlying farms afflicted by the fever, and if so can i use the medicine skill as a synergy to investigate by offering aid to sick villagers?
Title: Re: The Long Road: OOC
Post by: LordKruelos on March 24, 2012, 10:15:58 AM

are the outlying farms afflicted by the fever, and if so can i use the medicine skill as a synergy to investigate by offering aid to sick villagers?

This is related to the Thustrata line, so : http://www.crafty-games.com/forum/index.php?topic=6191.45 (http://www.crafty-games.com/forum/index.php?topic=6191.45)
Title: Re: The Long Road: OOC
Post by: foproy on March 24, 2012, 11:10:02 AM
i actually meant to post this there.
Title: Re: The Long Road: OOC
Post by: foproy on March 25, 2012, 04:59:34 AM
got bored today and did a bit of a back story for bolo.
Spoiler: for rosie • show

[center]For Rosie[/center]
   Bolo was happy, that was the one thing he could be sure of in his youth. This girl he had know since they were but children had captured his heart and all he could think of was her. This was the day he was going to propose marriage to her, right here in the park this very day. He had found the perfect spot just he right time and had asked her to meet him there. As he walked to the spot he was fiddling with the ring in his pocket, nervously fidgeting going over what he would say in his head. Finally swallowing his fear he had approached the spot where his love would meet him , but when he spotted her she was sobbing and when he called Rosie's name she looked at him through swollen eyes her crooked nose clearly broken tears streaked makeup never removed completely. The night before she had been taken beaten and raped, Bolo could not help but be revolted and shocked by what he saw. But still he got down on bended knee and asked her hand. She refused , and that night she killed herself out of shame.

   The next day , while he aimlessly wandered the park he had last seen his love his sadness overwhelming, a voice came from a nearby tree. Bolo went to investigate he found another pech in a heavy cloak. “ 'ello Bolo,” he said” dont worry 'bout 'ow I knows yer name, just understand I knows 'ow ye feel. Yer all tore up on the inside, dont know what yer ta do, well I am 'ere to help ye.

“go on”, bolo said with interest, “ though I fail to see what help you could possibly offer me.”

“Simple enough,i belong to an order amongst the pech, we seek justice for the injustices brought upon us and ignored by society he said suddenly losing the fake accent. “ we wish you to join amongst our ranks and your initiation is to simply take revenge for your Rosie.” noting a consfused look on bolo's face he continued,” I see you are unsure about your course, and while I know this will not bring her back, I am offering you the satisfaction that justice has been done. I can give you the name of the man who caused you this pain”

bolo's tears had stopped at that point all his sadness turned to rage, when he realised that the one who had hurt his beloved and drove her to such an act could be avenged, he simply replied. “ I will do this.”

a few days later one of the more prominent guards in town was found, strung up, his throat slashed  and a note pinned to his chest with a rose brooch

[center]this man was a beast. he was cruel to those smaller than he and carried his prejudices regarding the small people to his grave. he stands now as a message to any who would follow in his footsteps, we will not tolerate being bullied and ware your actions lest you find yourself in a similar position.[/center]

the only suspect in the murder was a lone pech seen leaving town the night before wearing a brown suit with a rose brooch. and thus began the travels of Bolo Sandydowns down the long road.
Title: Re: The Long Road: OOC
Post by: Catodon on March 25, 2012, 01:44:53 PM
Very nice have an AD. Future referees take note lots to work with here.
Title: Re: The Long Road: OOC
Post by: LordKruelos on March 25, 2012, 06:37:07 PM
Quote
The party has been on the trail for 8 hours. First: everyone make a Survival check DC20 to dress and act appropreatly in the freezing cold.
Those who pass take 1d6 cold damage every four hours. You may apply any magical or gear cold resistance etc to this.
Those who fail take 1d6 cold damage every hour (i.e. as much as 8 lots of 1d6!).

I vote for GM to handle this level of background die-rolling.
Title: Re: The Long Road: OOC
Post by: Catodon on March 25, 2012, 08:14:55 PM
normally maybe, but the idea here is for you to have a chance to:
A) Apply your characters abilities etc to lower the impact
B) Decide when/if you are going to call it quits
Title: Re: The Long Road: OOC
Post by: Jigger on March 25, 2012, 08:56:01 PM
Quote
The party has been on the trail for 8 hours. First: everyone make a Survival check DC20 to dress and act appropreatly in the freezing cold.
Those who pass take 1d6 cold damage every four hours. You may apply any magical or gear cold resistance etc to this.
Those who fail take 1d6 cold damage every hour (i.e. as much as 8 lots of 1d6!).

Cold is the least of our worries...

Spoiler: Endure Elements • show


Endure Elements
MP: 0 Casting: Half Action Duration: 24 hours Range: Touch
Effect: Protects the target and their gear from heat and cold enviromental damage. Does not protect against heat or cold attacks.
Spell Casting: 1d20+9 DC:13

It's a cantrip, so Grandmother can cast it at will. I already placed it on Vash, and myself, and kind of hoped I didn't have to bring it up again as I didn't want to spam spell rolls all over the board, but just assume she takes a ten on it, and places it on anyone who needs it and is willing to let her touch them.



Our real dangers are...

Food shouldn't be a problem, unless someone forgot to pack their rations.
Water wont be a problem, we're surrounded by it.
Fire for cooking and light will be a problem, but eating a couple days or cold rations will put meat on your chest.
Meanwhile half the group sees in the dark anyways so a lack of light is only an annoyance at best.
Title: Re: The Long Road: OOC
Post by: Fiendbasher on March 26, 2012, 12:15:53 PM
Vash brought rations, and will offer some to anyone who forgot.
Title: Re: The Long Road: OOC
Post by: Antilles on March 26, 2012, 12:19:26 PM
As will Kaze.
Title: Re: The Long Road: OOC
Post by: Catodon on March 28, 2012, 07:33:34 PM
Ok delete any consumed rations.
You have easily dealt with the issue of cold (I was really hopeing for stupid players I could hurt  :P  )
I have Delivered a personal message to LordKuelos regarding a hint.
You guys are way to good at figuring out my secrets  ;)
I'll give you a little time to figure out: do you want to push on into the 8 hour night shift and miss out on sleep?
Or do you want to rest?


Title: Re: The Long Road: OOC
Post by: Mister Andersen on March 28, 2012, 09:51:29 PM
We woke up and went out hunting pretty much straight away. The 2nd 8 hrs isn't going to be us missing out on sleep, it's just going to be a long day.
Title: Re: The Long Road: OOC
Post by: Jigger on April 01, 2012, 08:42:37 AM
Woohoo!

Cat Fight on the IC channel
Title: Re: The Long Road: OOC
Post by: Fiendbasher on April 01, 2012, 08:45:03 AM
RP? on a PBP? unheard of.  ;D
Title: Re: The Long Road: OOC
Post by: Catodon on April 04, 2012, 01:43:37 PM
Hi all. I have a 5 day weekend! So despite some work and family commitments during the break I should have time to get the next long post done.
Title: Re: The Long Road: OOC
Post by: Catodon on April 05, 2012, 12:36:16 AM
Hi all.
I have rolled all the outstanding Notice rolls. these have been incorporated into the next long post. I have drafted this post and it will be up after proofing probalbly tomorrow Eastern Australia time.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on April 05, 2012, 06:39:57 AM
Before midday I hope: off to Eye-Con
Title: Re: The Long Road: OOC
Post by: LordKruelos on April 05, 2012, 03:03:53 PM
Action in.
Title: Re: The Long Road: OOC
Post by: Catodon on April 06, 2012, 06:46:30 PM
Woohoo!

Cat Fight on the IC channel
Killishandra and Grandmother please have an AD each for your efforts.
Title: Re: The Long Road: OOC
Post by: Catodon on April 11, 2012, 02:18:41 PM
Sorry for delay the outlaws* are in town so there have been too many big dinners this week. Should post friday night my time.

Spoiler: * • show

Skinny and I are not married

Title: Re: The Long Road: OOC
Post by: Catodon on April 14, 2012, 01:44:38 AM
Waiting on an action for Kaze.
Title: Re: The Long Road: OOC
Post by: Catodon on April 16, 2012, 02:27:41 PM
Will start processing the actions this afternoon. Expect a combat post in a day or two.
Title: Re: The Long Road: OOC
Post by: Catodon on April 19, 2012, 04:57:59 AM
sod work exploded. Will be the weekend most likley now. Sorry everyone.
Title: Re: The Long Road: OOC
Post by: Catodon on April 20, 2012, 03:49:38 AM
OK work under control, outlaws left town, convention over...now I can get back on track. expect an IC post every 2-3 days. I still cannot commit to specific days of the week, my work hours are too unpredictable for that.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on April 20, 2012, 05:25:23 AM
Actually, it's 3 AD for a special character to ignore a Coerce check
Title: Re: The Long Road: OOC
Post by: Catodon on April 20, 2012, 02:44:40 PM
Its 3AD to ignore a critical success with coerse.
Title: Re: The Long Road: OOC
Post by: Catodon on April 23, 2012, 03:58:46 AM
Ok expect a post Wednesday so get your actions in. Anyone not posted an action by wednesday morning Australian time will just do a full defence.
Title: Re: The Long Road: OOC
Post by: foproy on April 24, 2012, 02:08:08 PM
question for the upcomming combat, is this a special npc? curious for attacks.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on April 24, 2012, 02:25:24 PM
Yes it is: it ignored a coerce check, whixh only specials can do.
Title: Re: The Long Road: OOC
Post by: Catodon on April 24, 2012, 02:53:19 PM
Yep, the big ole scary monster taking on a group of adventurers by itself is a special.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on April 25, 2012, 02:30:37 AM
What's going on with the creature's defence?
Title: Re: The Long Road: OOC
Post by: Catodon on April 25, 2012, 03:05:08 AM
Its tough. I'm fairly new to the referee end of this particular game but I used the online NPC creator so it should be right.  hmmm.(skim checks math) yep looks right with +2 for dim light.
I have been trying to communicate in the IC thread that this thing is big and scary. Perhaps this out of character  information will help: its a Significant threat and a Challenging menace.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on April 25, 2012, 03:51:09 AM
I was more curious as to why you were rolling its Defence instead of the value being static
Title: Re: The Long Road: OOC
Post by: Catodon on April 25, 2012, 04:09:26 AM
Your question got my hindbrain thinking and I just logged on to apologise. So stupid 10+X even looks like a DC formula. No wonder it looked high.
I could redo last round but with work et al. will slow things down by a couple of days. You want me to repost the results of round 2?
Normally, I would not offer but this is a monumental cock up. Sorry, like I said very new to the refereeing side of things.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on April 25, 2012, 09:24:40 AM
Nah, roll on round three
Title: Re: The Long Road: OOC
Post by: LordKruelos on April 27, 2012, 09:01:19 AM
Initiative
Vashkar 1d20+3=22 (http://invisiblecastle.com/roller/view/3488022/)
Kaze 1d20+7=20 (http://invisiblecastle.com/roller/view/3488019/)

Killishandra1d20+2=7 (http://invisiblecastle.com/roller/view/3488026/) BUT
Vigilant Blade 1d20+2=20 (http://invisiblecastle.com/roller/view/3488028/)

Bolo 1d20+8=19 (http://invisiblecastle.com/roller/view/3487972/)
Grandmother 1d20+4=16 (http://invisiblecastle.com/roller/view/3487997/)
Keiri 1d20+7=16 (http://invisiblecastle.com/roller/view/3488029/)
Monster 1d20+1=7 (http://invisiblecastle.com/roller/view/3487973/)


Wait, it looks like you're re-rolling initiative for each round? Or am I misinterpreting your post?

Since you're new to the GM side of things, that's not generally how Initiative works in FC, was this an intentional deviation?
Title: Re: The Long Road: OOC
Post by: Catodon on April 27, 2012, 05:58:10 PM
Looking I think the defence roll thing came from a big weekend of Diaspora where defencive rolls do happen.

The initiative thing is mostly an assumption carried over from my decades of AD&D. I went back and carefully checked RAW and Burn't Offerings PBP and you're right. We will keep initiative from round one for all subsequent rounds.
This makes sense really. Its in keeping with the faster at the table combat of FC.

Together these reaffirm that you can't just learn a game by reading it, you need to play it and referee it. I am grateful to you guys for giving me this opportunity. Please continue to speak up if you think I'm doing something odd.

Ok, I will start work on the the next post this evening. Please have any outstanding actions etc. up by about 6pm Eastern Australian time.
Title: Re: The Long Road: OOC
Post by: Catodon on May 06, 2012, 02:57:59 AM
I will be writing the next combat round results tomorrow. So you have until about 6pm Esatern Aus time tomorrow to get outstanding actions up or be put on full defence.
Title: Re: The Long Road: OOC
Post by: Catodon on May 07, 2012, 04:05:07 AM
So any comments on  how that went? This is only the second FC fight I have refereed. On both occassions I thought the monster went down to easy.
I thought the fight lasted about the right abount of rounds for pbp; i was aiming for 3-5 rounds so not to get too bogged down.
You may be interested to know that my original plan was to have the creature try to grab Bolo or grandmother and run off, ah well.
The creature was based on the innuit creature the Amarok, which some people still believe might be a real animal.
I'd love any feedback on NPC deisgn:

Amarok (Large Animal Walker — 98 XP): Str 18, Dex 8, Con 12, Int 4, Wis 10, Cha 10; SZ L (1×2, Reach 1); Spd 30 ft. ground; Init III; Atk V; Def IV; Resilience V; Health VI; Comp None; Skills: Athletics III, Intimidate VI, Notice IV, Sneak IV, Survival VI; Qualities: improved sense (smell), menacing threat, superior runner I, tough I.
Attacks/Weapons: Bite III (trip), Claw III × 2, Cold Aura (damage IV: aura 10ft. radius; damage type: cold)
Treasure: 2T
 
Amarok (Large Animal Walker — 98 XP): TL: 4
Str: 18/+4; Dex: 8/-1; Con: 12/+1; Int: 4/-3; Wis: 10/+0; Cha: 10/+0;
Init: +1=2-1(dex)                      Melee: +8=4+4(str)    Fort: +5=4+1(con)
Health: +7=4+1(con)+2(size) ~ 120/18   Ranged: +3=4-1(dex)   Ref: +3=4-1(dex)
Def: 11=10+3-1(dex)-1(size)            Comp: None            Will: +4=4+0(wis)
Size: Large (1×2); Reach: 1; Speed: 30 ft. ground;
Skills: Athletics III (Str) +10 = 6+4; Intimidate VI (Wis) +10 = 10+0; Notice IV (Wis) +8 = 8+0; Sneak IV (Dex) +7 = 8-1; Survival VI (Wis) +10 = 10+0
Qualities: improved sense (smell), menacing threat, superior runner I, tough I.
Attacks: Bite III [2d10/17-20] (trip), Claw III × 2 [2d8/19-20], Cold Aura [2d10/20] (damage IV: aura 10ft. radius; damage type: cold)
Treasure: 2T
Title: Re: The Long Road: OOC
Post by: Mister Andersen on May 07, 2012, 09:05:59 AM
The Amarok should be still up and running: you're forgetting about the grade of Tough you gave it, which will write off Kaze's crit. Killishandra's crit for 10 means that it's still got 8 wounds left at the end of the round.
Title: Re: The Long Road: OOC
Post by: Catodon on May 07, 2012, 01:04:43 PM
If everyone is cool with this I'll edit the round three outcomes later today. The beast is still likely to leg it on its turn.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on May 07, 2012, 03:28:19 PM
fine by me  :)
Title: Re: The Long Road: OOC
Post by: Catodon on May 11, 2012, 05:41:07 PM
I will be posting the next round's outcome Sunday evening Eastern Australian time. If you don't post before then I will put you on defensive to represent allowing the creature to flee into the night.
Title: Re: The Long Road: OOC
Post by: Catodon on May 13, 2012, 02:20:31 AM
Given the low response rate I'm going to leave it another 24 hours.
Title: Re: The Long Road: OOC
Post by: Catodon on May 17, 2012, 03:44:02 PM
Bolo, Kaze, Grandmother, Vashkar: are you guys out there?
Title: Re: The Long Road: OOC
Post by: foproy on May 17, 2012, 05:03:08 PM
here, just nothing to add.
Title: Re: The Long Road: OOC
Post by: LordKruelos on May 18, 2012, 08:37:38 AM
Is it safe to say we've defeated the threat even if we have not killed it?
Title: Re: The Long Road: OOC
Post by: Catodon on May 18, 2012, 03:23:28 PM
OOC: you have earned the full xp
IC: The predator is still out there and is still hungry but it would have to be insane to take on you bad-asses again, right?

A few things.  Firstly, looks like with work and other commitments it is likely that most weeks I will only manage one post a week rather than the planned two. I will try to post twice per week but cannot promise. I am however still commited to this project and will continue to run every other adventure as per the original plan.
Secondly, we seem to have players gone AWOL. In order to prevent this project from dying I’m taking the following measures:
*I will recruit players to take over current characters of AWOL players (Kaze, Grandmother, Vashkar).
*The current scene originally was planned to have player track the kidknappers with failed checks costing time and having consequences in terms of fatigue  and the bad guys getting on with their plan. This was intended as another opportunity for characters to use abilities beyond combat. Instead, I will move to the final fight, the second last scene.
*I will be recruiting for the next adventure so there will be no gap between this adventure and the next while the next referee and new players are found.

I have to go be a grown up for a few hours now will move the IC thread along later today. mumble mumble stoopid bein' grown-up, stoopid laundry mumble mumble, stoopid groceries, mumble, mumble kill, killl them all, mumble mumble.

Title: Re: The Long Road: OOC
Post by: foproy on May 18, 2012, 06:16:00 PM
would anyone in these games care if i replaced the path of nature with one of the other paths in lord k's alignment? seems to fit with the character better.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on May 18, 2012, 08:49:27 PM
*The current scene originally was planned to have player track the kidknappers with failed checks costing time and having consequences in terms of fatigue  and the bad guys getting on with their plan. This was intended as another opportunity for characters to use abilities beyond combat. Instead, I will move to the final fight, the second last scene.

Tht works for me :)

would anyone in these games care if i replaced the path of nature with one of the other paths in lord k's alignment? seems to fit with the character better.

Fine by me
Title: Re: The Long Road: OOC
Post by: Catodon on May 18, 2012, 09:48:17 PM
would anyone in these games care if i replaced the path of nature with one of the other paths in lord k's alignment? seems to fit with the character better.
Given the characters haven't been in play long I'll allow this. No problem.
Title: Re: The Long Road: OOC
Post by: foproy on May 18, 2012, 09:56:43 PM
i am not looking to change anything in the immediate. just later on down the road if these games continue.
Title: Re: The Long Road: OOC
Post by: Antilles on May 24, 2012, 12:44:26 AM
Still here, just got a bit too absorbed by Diablo 3. I'll resume posting in the IC thread.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on May 24, 2012, 03:22:25 AM
Any chance of a map / diagram?

I'm thinking we get Grandmother to levitate Killishandra up to the cave mouth with Bolo's rope: she's big and strong enough to heave everyone else up while Vashkar watches her back.
Title: Re: The Long Road: OOC
Post by: Catodon on May 25, 2012, 04:52:53 AM
I don't think there is any need for a map. THe valley is about a mile across and filled with big blocks of ice and huge boulders making it really easy to get to the base of the wall unseen in the dark. The ice cliff is about a mile across bordered on each side by granite mountains. The ice cave seems to be lit by a fire within and is about 50' up.
You can't make out much detail in the dark.
It's Friday here and the weekend is my best time to post. Just sayin'
If you propose a plan rather than a suggestion I will control characters of missing players who will generally go along with any non-suicidal plan. So, want Vashkar to fly up? If so where to exactly?
Title: Re: The Long Road: OOC
Post by: LordKruelos on May 25, 2012, 05:58:25 AM
So something like...
 The Glacial Valley  (https://docs.google.com/open?id=0B4TR5rppCdAYdi0temNnNWkxeHM)
?

Title: Re: The Long Road: OOC
Post by: Catodon on May 25, 2012, 04:27:15 PM
I keep getting an ad for google.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on May 30, 2012, 07:40:57 PM
It's 100lb per caster level, thus she can lift 300 lb
Title: Re: The Long Road: OOC
Post by: Catodon on May 31, 2012, 03:17:46 AM
It's 100lb per caster level, thus she can lift 300 lb

With that in mind who goes up, how, and in what order?
Title: Re: The Long Road: OOC
Post by: Mister Andersen on May 31, 2012, 05:23:04 AM
Get Killishandra up there silently, she can similarly silently haul everyone else up which leaves grandmother with enough spell points for the battle to come.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on June 08, 2012, 07:34:05 AM
So, what's Bolo doing?
Title: Re: The Long Road: OOC
Post by: foproy on June 08, 2012, 05:03:21 PM
waiting for the tall folk to get out of his way. then moving forward.
Title: Re: The Long Road: OOC
Post by: LordKruelos on June 11, 2012, 02:13:28 PM
Point of gentle contention. Not trying to bust your balls, Not going to complain too hard, but for the sake of picking up the pace, can we minimize repetitive checks that amount to
Players: "We sneak into position and wait for the word to pounce"
GM: "Do you keep sneaking?
Players: YES WE KEEP SNEAKING

You've got the player intent -- sneak in. Roll awareness for whoever is standing guard and let's move forward, this is agonizing.
Title: Re: The Long Road: OOC
Post by: Catodon on June 11, 2012, 04:23:23 PM
I was going to move you forward until contact and normally i would but in this instance vashkar needs to change his plan and i only really stopped so i could get his change of action.
Title: Re: The Long Road: OOC
Post by: LordKruelos on June 11, 2012, 05:52:52 PM
Wait for signal. Approach with firey death. Locomotion may vary by walking/flying/crawling.
Title: Re: The Long Road: OOC
Post by: Catodon on June 16, 2012, 02:38:34 AM
OK. Got it.

On another note. A couple of weeks after starting the adventure my real work hit an unpredictable busy patch. Posts dropped to a slow 1/week kinda, well below the 2 per week that is really needed.
The reason is I've been working a lot of 11-15hour days and often the weekends too. My work is mentally challenging and I arrive home exhausted. However, I am determined to get through the last two scenes of this adventure damnit!
I realise the slow post rate may have been a contributing factor to player drop-out and ask for your patience.
Title: Re: The Long Road: OOC
Post by: Catodon on June 21, 2012, 02:12:24 AM
I thought an end was in sight but was given another huge load of tasks today. I'm beat and will be working evenings and all weekend.
Title: Re: The Long Road: OOC
Post by: Catodon on September 04, 2012, 12:59:54 AM
Hi all,
After too much damn unexpected work, 90th birthdays, funerals, illness, students, interstate emergencies and other diversions things are finally getting back to normal. Now I have a little time again is anyone interested in picking up where we left off?
With apologies
K.
Title: Re: The Long Road: OOC
Post by: Mister Andersen on September 04, 2012, 02:21:57 AM
Woohoo!
Title: Re: The Long Road: OOC
Post by: Catodon on September 06, 2012, 07:08:44 PM
Anyone else still out there?
Title: Re: The Long Road: OOC
Post by: foproy on September 06, 2012, 07:51:55 PM
yup
Title: Re: The Long Road: OOC
Post by: Catodon on September 07, 2012, 12:22:04 AM
Alright. Expect a post to the IC thread this weekend (Eastern Australia Time). Most likely saturday night.
Title: Re: The Long Road: OOC
Post by: Catodon on September 08, 2012, 03:11:37 AM
Ok, we are back on the air!
Thank you all very much for your patience.
Anyone who has not chimed in yet please feel free to rejion us and start moving your characters.
One more round of prep and combat proper will be joined!
C'mon you're fighting for the future of your host village! (you do want them to warm to you before the arctic winter really sets in don't you  >:D )
Title: Re: The Long Road: OOC
Post by: Catodon on September 11, 2012, 04:46:19 AM
Locked out of my house by my own stupidity this evening. Did get the initiative order up. More to come in morning.
Title: Re: The Long Road: OOC
Post by: Catodon on September 12, 2012, 01:49:01 PM
PM'd all previous players. Will call for replacement players soon. Replacement characters will have to wait until the end of this adventure (not too long).
Title: Re: The Long Road: OOC
Post by: Antilles on September 12, 2012, 11:13:32 PM
Still here, will have to read up on my character and the story so far, but I'll try and post something later today.
Title: Re: The Long Road: OOC
Post by: Catodon on September 13, 2012, 03:09:24 AM
Welcome back and thank you for your patience.
You may want to pick Kaze's current position two standard moves from your current position (Q10).
Title: Re: The Long Road: OOC
Post by: Catodon on September 13, 2012, 03:13:46 AM
All,
I'll put off posting the next map until tomorrow night my time to allow returning players to determine where they desire to move to (two move actions, based on how far Killishandra ets before giving the game away) or actions instead of moving. The sneak rolls already made will probably stand unless your posted actions greatly alter the circumstances. See the IC thread.
Title: Re: The Long Road: OOC
Post by: Antilles on September 13, 2012, 01:55:23 PM
As far as I can tell, I don't have anything that could change the situation pre-combat, so Kaze's just sneaking along until combat begins.
Title: Re: The Long Road: OOC
Post by: foproy on September 13, 2012, 10:16:49 PM
bolo wil hold his ground. being untrained in that department makes him more of a detriment than anything.
Title: Re: The Long Road: OOC
Post by: Catodon on September 15, 2012, 02:42:58 AM
Next IC post is scheduled Wednesday. Will describe the outcome of the surpirise round at that point.
Title: Re: The Long Road: OOC
Post by: Catodon on September 19, 2012, 03:59:13 AM
Next post Friday or Saturday night Melbourne Australia time.
The Heroes of the Northern Ice continue to push thier advantage!!
Will the murderers of the Jarl be able to withstand such overwhelming bravery?!
Title: Re: The Long Road: OOC
Post by: Catodon on September 23, 2012, 04:40:25 AM
Round one results up. Next post Thursday (most likely). Will get a map up soon and will try to figure out a better way to show who is who that is within my meagre skills and time.
Title: Re: The Long Road: OOC
Post by: Catodon on September 27, 2012, 03:40:32 AM
Hi all,
Braindead after busy work day. Suddenly, looking at long workdays tomorrow and Saturday. Will make a start on next post on train between univerisites tomorrow but not sure how I'll go without my physical map handy. Sorry for delay.
Title: Re: The Long Road: OOC
Post by: Catodon on September 30, 2012, 03:33:41 AM
Results of Round 2 up.
This fight is all but done. I think I need to learn to be tougher on the PCs you guys are cutting through the opposition like a hot knife through butter. :'(

Must be all those years of refereeing low level AD&D characters who could be beaten up by a few rats.
Title: Re: The Long Road: OOC
Post by: Catodon on October 07, 2012, 12:28:58 PM
Been snowed under with work. Will tie off the fight and move on to the last scene either tonight or Wednesday. Sorry for the delay.
Title: Re: The Long Road: OOC
Post by: Catodon on October 12, 2012, 12:02:19 AM
Got even more snowed under. Will get to this as soon as I can.