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Community => Play-by-Post => Topic started by: LordKruelos on March 19, 2012, 06:42:21 AM

Title: The Road to Thustrata (OOC)
Post by: LordKruelos on March 19, 2012, 06:42:21 AM
To reduce confusion, we'll move all Road to Thustrata OOC conversation here.
http://www.crafty-games.com/forum/index.php?topic=6183.0 (http://www.crafty-games.com/forum/index.php?topic=6183.0)

PC Roster

Player: Jigger
Wallace of the Ravens
Ex-Order of the Blackstaff
Grizzled Human, Fighter, Mage 3
http://www.crafty-games.com/content/wallace-ravens-ex-order-blackstaff

Player: Foproy
Shadefire
elf druid priest 3
http://www.crafty-games.com/content/shadefire

Player: Fiendbasher
Vár
Vár and the powerfully muscled, saber-toothed black vargyr Grimmar
lvl 3 orc-blooded human Captain with a Vargyr personal lieutenant
http://www.crafty-games.com/content/var-blackshield-and-grimmar

Player: Catodon
Sainrith of the three sparrows
“Mock not! I am Sainrith of the Three Sparrows, persist and your eyes are forfiet”
Ferrish (Pech with Elf blood and Faerie Heritage) Speciality: Archer
Class: Lancer (a mounted hunter)
http://www.crafty-games.com/index.php?q=content/sainrith-three-sparrows


Character        |Initiative |Defense |Fortitude |Reflex |Will |Blend |Notice |Resolve |Sense Motive |
Wallace +313 (DR 3)+3+4+2+9+7+7+7
Shadefire+415 (DR 2)+2+3+7+7+11+1+4
Vár+314 (DR 4)+4+5+5+0+8+7+3
Sainrith+815/16 DR3+3+5+5+6/11+5+3+3
Title: Re: The Road to Thustrata (OOC)
Post by: Fiendbasher on March 19, 2012, 06:57:17 AM
Iliked your format of putting character speech in quote boxes so well, I flat out stole it. Figured it would help me make 2 seperate characters I'm controlling more distinguishable (although Grimm doesn't talk much).
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 19, 2012, 07:27:31 AM
Quote
And with that, Florin and his small band ride past.

I have actions from Var and Wallace.
I'll aim for having the next GM turn up by Tuesday PM (EST).
With only 3 PCs, it seems reasonable to hope for 2-3 turns a week.

Rules question / skill use discussion.

Not at all stressing over this, just thought I'd ask about it and see what ya'll think:

Tactics: 1d20+5=20 Isn't time to set up a proper ambush but the same skills might at least find us a good place to hide.

If you don't think Tactics can be used this way just use this Blend roll instead. 1d20=14

He plans to leap off the saddle and have he and Grimm crouch down behind the bushes, tall grass, rocks or whatever else might be available to hide behind. GM can put that in the next update post if you like, I'm waiting to see what shadefire's going to do before I post any further though.

Per RAW (unless I am mistaken, which is always possible and sometimes depressingly likely  ;)), the action above would be covered by SNEAK, not BLEND (the Active/Passive split).

I DO consider this a valid cross-use of Tactics, since you're essentially doing the first half of an Ambush (not being seen) without gaining the bonuses of a full 1 minute Ambush check.

How would you guys handle this if it were your game table?


Quote
BLEND (CHA)
This skill is used to subconsciously avoid detection — it comes
into play whenever it’s important to know whether observers see,
hear, or otherwise sense a character who isn’t intentionally trying
to escape discovery. For this reason, Blend is commonly used
when the Game Master, rather than the player, initiates such a
skill check. Frequently, the GM will make Stealth checks without
the player’s knowledge.

SNEAK (DEX)
This skill is used to deliberately avoid detection — it
comes into play whenever it’s important to know whether
observers see, hear, or otherwise sense a character who’s trying
to escape discovery. For this reason, Sneak is commonly used
when the player, rather than the GM, initiates such a skill
check.

TACTICS (INT)
Study any famed warlord and it becomes clear they all
share a common trait — the ability to leverage the odds in their
favor. Through insightful observation and careful planning they
elevate battle to an art form, delivering death blows while their
opponents are still scrambling for their sheaths.
Knowledge: Military history, ranks, signals, insignia, and
etiquette; famous battle strategies; strategic game theory (e.g.
chess, go)
AMBUSH (1 MINUTE)
The roll for an Ambush check is not made when the ambush
is prepared, but rather when it’s sprung.
With success against a target character or group’s Notice,
Search, or Sense Motive (as appropriate), a surprise round
happens with the targets unaware of your party (see page 203).
With a critical success, each member of your party also
gains 1d6 sneak attack damage per action die spent (see page
211). This sneak attack damage applies only during the surprise
round. With a critical failure, each member of your party suffers
an Initiative penalty of –2 per action die spent.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 19, 2012, 07:28:18 AM
Example Template for Battle Rounds


 Battle in the Mushroom Cavern, Round 2  (https://docs.google.com/presentation/pub?id=1HAl44E4xF_cz3SYhF_97CwtPa9hgmzkTeKPyl6-aiAs&start=false&loop=false&delayms=3000#slide=id.g62dfe0c_0_0)
(Click link for map)

(http://t3.gstatic.com/images?q=tbn:ANd9GcS-8Fz_2Owdr0SZwUUYMfKFc56Q3Jhy1I0DqtypYAFp1Ve8P2C_qQ)
Spoiler: Visibility and Light Sources • show

None Visual Increment drops to 0, +8 to opposing defenses
Faint –40 ft. +4 to opposing defenses.
Dim (e.g. dawn, dusk, or torchlight) –20 ft. +2 to opposing defenses.

While conditions reduce a character’s vision increment to 0 ft. or below he is blinded (The character is flat-footed and cannot see anything. He cannot make skill checks that require sight and suffers a –8 penalty with attack checks. Meanwhile, his opponents gain a +2 bonus when attacking him.)

Everything inside the yellow circle is lit by Var's lantern (Dim)
Squares adjacent to the lantern light but not within the circle are lit Faintly
Everything else is Dark
Note: I've been under-representing the range of the lantern. While it's not listed on Var's wiki, I've been treating it as a Hooded Lantern but have used the wrong light radius. I'll fix it moving forward.
(Dim light, 50-ft. radius, consumes 1 pint of oil per 4 hours of use.)


Spoiler: Mushroom Scenery Cover • show

Targets adjacent to (not in front of) a Mushroom --> 1/4 cover
Mushroom between Target and Attacker --> 1/2 cover
Targets directly on the other side of a Mushroom --> 3/4 cover

Spoiler: PC Status • show

Sainrith (mounted) [34/39 vitality, 8/8 Wounds] - mount (Epsiyr, Ep’FerrishStallion) 11/15 vitality 12/12 Wounds), 9 rounds remaining in poison incubation
Wallace (lantern at his feet) [24/24 vitality, 17/17 Wounds]
Shadefire [27/27 vitality, 13/13 Wounds]
Var [16/33 vitality, 8/14 Wounds]

(rear guard - not present)
Khelos [5/15 vitality 12/20 Wounds] and Fatigue I
Grimmar [3/30 vitality, 8/15 Wounds] and Fatigue I

[quote][table]
[tr]
   [td]Character        |
Initiative |Defense |Fortitude |Reflex |Will |Blend |Notice |Resolve |Sense Motive |
Wallace +313 (DR 3)+3+4+2+9+7+7+7
Shadefire+415 (DR 2)+2+3+7+7+11+1+4
Vár+314 (DR 4)+4+5+5+0+8+7+3
Sainrith+815/16 DR3+3+5+5+6/11+5+3+3
[/quote]
[/Spoiler]
Spoiler: Initiative Order • show

28 Sainrith (+8)
20 Wallace (+3)
20 Var (+3)
19 Shadefire (+4)
17 Unseen NPC 1d20+2=17 (http://invisiblecastle.com/roller/view/3564648/)
13 NPCs (Standard) 1d20+3=13 (http://invisiblecastle.com/roller/view/3561939/)

[/td]
[/tr]
[tr]
[td]
The Mushroom Cavern
[/td]
[td]
----------------------------------------------
[/td]
[/tr]
[/table]


----
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on March 19, 2012, 09:46:16 AM
nearly finished, anyone think of something i could take off the wolf npc to remove one point. as of right now i am looking to make a dire wolf, but only have 60 xp to use. never mind got it.
Title: Re: The Road to Thustrata (OOC)
Post by: Fiendbasher on March 19, 2012, 10:57:10 AM
Quote
And with that, Florin and his small band ride past.

I have actions from Var and Wallace.
I'll aim for having the next GM turn up by Tuesday PM (EST).
With only 3 PCs, it seems reasonable to hope for 2-3 turns a week.

Rules question / skill use discussion.

Not at all stressing over this, just thought I'd ask about it and see what ya'll think:

Tactics: 1d20+5=20 Isn't time to set up a proper ambush but the same skills might at least find us a good place to hide.

If you don't think Tactics can be used this way just use this Blend roll instead. 1d20=14

He plans to leap off the saddle and have he and Grimm crouch down behind the bushes, tall grass, rocks or whatever else might be available to hide behind. GM can put that in the next update post if you like, I'm waiting to see what shadefire's going to do before I post any further though.

Per RAW (unless I am mistaken, which is always possible and sometimes depressingly likely  ;)), the action above would be covered by SNEAK, not BLEND (the Active/Passive split).

I DO consider this a valid cross-use of Tactics, since you're essentially doing the first half of an Ambush (not being seen) without gaining the bonuses of a full 1 minute Ambush check.

How would you guys handle this if it were your game table?

I'm probably not as savvy on the rules as you are. I tend to lean more on the side of storyline flow than rules sticklery... if it were me I might allow it to work as is.

Another option would be to look closely at what Vár is actually doing: I was trying to look for a good place(s) for the whole group to take cover from visual of whoever is coming down the road from that side. So instead of just having it work outright, I might have it work as some sort of assistance bonus to the group's sneak rolls. It would be slower, but perhaps fit better within the rules framework.
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on March 19, 2012, 11:19:38 AM
Shadefire
Spoiler: show
Elf druid priest/3

Attributes
Str: 12, Dex: 14, Con: 13, Int: 12, Wis:19, Cha: 11

Skills (total= ranks+att+misc
acrobatics: 9=7+2
athletics: 8=7+1
blend: 7=7+0
investigate: 11=7+4
medicine: 8=7+1
notice: 11=7+4
survival: 11=7+4

interest
way of the mane petal rose

lifestyle
prudence: 1
panache: 1
coin in hand: 75s

Defense
15=3+2

saving throws
fort: 2
reflex: 3
will: 7

base attacks
unarmed: 3
melee: 3
ranged: 4

proficiencies *=forte
blunt*
bows*

Weapons
Shod staff: att:+4, dam:1d8/lethal, thr 19-20, size/hand m/2, qua: double, trip
long bow: att:+5, dam: 1d6, thr:19-20, size/hand: m/2, rng: 40x6, shots:20, qua: ap2, bleed

Armor
fitted partial studded leather dr: 2

abilities
Elf
aloof
burden of ages
keen sight
natural elegance
sharp hearing
druid
practiced medicine
practiced survival
trackless step
priest
acolyte
devout
signs and portents I
path of the devoted
feats
bear nation
animal partner
coordinated attack

Gear
doctors bag
tent
purse

Paths
1. TRAVEL
Travel I: Your Speed increases by 5 ft. and you may cast
Orient Self at will.
Travel II: You may cast Knock and Jump once per scene.

Khelos

Dire Pack Wolf (Large Animal Walker — 41 XP): Str 14,
Dex 12, Con 13, Int 3, Wis 12, Cha 6; SZ S (1×1, Reach 1); Spd 30
ft. ground (Run 180 ft.); Init II; Atk III; Def IV; Res III; Health III;
Comp —; Skills: Acrobatics I, Search III, Survival V, Tactics III;
Qualities: Feat (Wolf Pack Basics, Wolf Pack Mastery), improved
sense (scent), superior runner II, superior traveler I, tough II, unnerving
Attacks/Weapons: Bite I (dmg 1d6 lethal; threat 18–20;
upgrades: trip)
Treasure: 1T

formatted better on the wikki.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 19, 2012, 11:51:11 AM
Shadefire
Spoiler: show
Elf druid priest/3

Attributes
Str: 12, Dex: 14, Con: 13, Int: 12, Wis:19, Cha: 11

Skills (total= ranks+att+misc
acrobatics: 9=7+2
athletics: 8=7+1
blend: 7=7+0
investigate: 11=7+4
medicine: 8=7+1
notice: 11=7+4
survival: 11=7+4

interest
way of the mane petal rose

lifestyle
prudence: 1
panache: 1
coin in hand: 75s

Defense
15=3+2

saving throws
fort: 2
reflex: 3
will: 7

base attacks
unarmed: 3
melee: 3
ranged: 4

proficiencies *=forte
blunt*
bows*

Weapons
Shod staff: att:+4, dam:1d8/lethal, thr 19-20, size/hand m/2, qua: double, trip
long bow: att:+5, dam: 1d6, thr:19-20, size/hand: m/2, rng: 40x6, shots:20, qua: ap2, bleed

Armor
fitted partial studded leather dr: 2

abilities
Elf
aloof
burden of ages
keen sight
natural elegance
sharp hearing
druid
practiced medicine
practiced survival
trackless step
priest
acolyte
devout
signs and portents I
path of the devoted
feats
bear nation
animal partner
coordinated attack

Gear
doctors bag
tent
purse

Paths
1. TRAVEL
Travel I: Your Speed increases by 5 ft. and you may cast
Orient Self at will.
Travel II: You may cast Knock and Jump once per scene.

Khelos

Dire Pack Wolf (Large Animal Walker — 41 XP): Str 14,
Dex 12, Con 13, Int 3, Wis 12, Cha 6; SZ S (1×1, Reach 1); Spd 30
ft. ground (Run 180 ft.); Init II; Atk III; Def IV; Res III; Health III;
Comp —; Skills: Acrobatics I, Search III, Survival V, Tactics III;
Qualities: Feat (Wolf Pack Basics, Wolf Pack Mastery), improved
sense (scent), superior runner II, superior traveler I, tough II, unnerving
Attacks/Weapons: Bite I (dmg 1d6 lethal; threat 18–20;
upgrades: trip)
Treasure: 1T

formatted better on the wikki.

Good stuff. Any further thought on Alignment?
Title: Re: The Road to Thustrata (OOC)
Post by: Fiendbasher on March 19, 2012, 12:10:03 PM
@foproy: I like!

It's worth noting that Grimm will likely insist that Khelos be submissive to him. He won't give Khelos any trouble though, as long as he knows who the 'bigger dog' is.  He'll be part of the pack.  ;D
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 19, 2012, 12:33:21 PM
I'm probably not as savvy on the rules as you are. I tend to lean more on the side of storyline flow than rules sticklery... if it were me I might allow it to work as is.

Another option would be to look closely at what Vár is actually doing: I was trying to look for a good place(s) for the whole group to take cover from visual of whoever is coming down the road from that side. So instead of just having it work outright, I might have it work as some sort of assistance bonus to the group's sneak rolls. It would be slower, but perhaps fit better within the rules framework.

Fair enough. Truth be told, while I tend to be as specific as possible as a writer / designer, when it comes to GMing a live table, I rarely open a book.

If someone declares "I find a place to hide" --> Sneak check, to be opposed by Notice (passive; a patrol of guards passing by) or Search (active; a patrol of guards searching for hidden dangers).

If instead they ask to assess the terrain to find the best cover, I'd let them use Tactics in place of Sneak, but would also allow Tactics to be used as the opposed check, either active or passive (if higher than the Notice or Search bonus) -- with the thinking being that if you can recognize "Hey, that's the best place here to hide a small group" someone else can also ask the question "If I were hiding a small group/setting an ambush, where would I hide?"
Title: Re: The Road to Thustrata (OOC)
Post by: Fiendbasher on March 19, 2012, 12:52:58 PM
Sounds good to me, either way.
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on March 19, 2012, 01:10:04 PM
Shadefire
Spoiler: show
Elf druid priest/3

Attributes
Str: 12, Dex: 14, Con: 13, Int: 12, Wis:19, Cha: 11

Skills (total= ranks+att+misc
acrobatics: 9=7+2
athletics: 8=7+1
blend: 7=7+0
investigate: 11=7+4
medicine: 8=7+1
notice: 11=7+4
survival: 11=7+4

interest
way of the mane petal rose

lifestyle
prudence: 1
panache: 1
coin in hand: 75s

Defense
15=3+2

saving throws
fort: 2
reflex: 3
will: 7

base attacks
unarmed: 3
melee: 3
ranged: 4

proficiencies *=forte
blunt*
bows*

Weapons
Shod staff: att:+4, dam:1d8/lethal, thr 19-20, size/hand m/2, qua: double, trip
long bow: att:+5, dam: 1d6, thr:19-20, size/hand: m/2, rng: 40x6, shots:20, qua: ap2, bleed

Armor
fitted partial studded leather dr: 2

abilities
Elf
aloof
burden of ages
keen sight
natural elegance
sharp hearing
druid
practiced medicine
practiced survival
trackless step
priest
acolyte
devout
signs and portents I
path of the devoted
feats
bear nation
animal partner
coordinated attack

Gear
doctors bag
tent
purse

Paths
1. TRAVEL
Travel I: Your Speed increases by 5 ft. and you may cast
Orient Self at will.
Travel II: You may cast Knock and Jump once per scene.

Khelos

Dire Pack Wolf (Large Animal Walker — 41 XP): Str 14,
Dex 12, Con 13, Int 3, Wis 12, Cha 6; SZ S (1×1, Reach 1); Spd 30
ft. ground (Run 180 ft.); Init II; Atk III; Def IV; Res III; Health III;
Comp —; Skills: Acrobatics I, Search III, Survival V, Tactics III;
Qualities: Feat (Wolf Pack Basics, Wolf Pack Mastery), improved
sense (scent), superior runner II, superior traveler I, tough II, unnerving
Attacks/Weapons: Bite I (dmg 1d6 lethal; threat 18–20;
upgrades: trip)
Treasure: 1T

formatted better on the wikki.

Good stuff. Any further thought on Alignment?
i just went with your suggestion. i still feel that the description is a bit eastern for my character.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 19, 2012, 02:51:21 PM
i just went with your suggestion. i still feel that the description is a bit eastern for my character.

It's an Elf. Elves do crazy things, like invent Buddhism. ;)

Edit: Actually, as I think about it, Elves inventing Buddhism as a way to teach humans from the shadows of history as they faded away would be a wonderful twist to a modern game.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 19, 2012, 05:15:51 PM
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: TBD
Title: Re: The Road to Thustrata (OOC)
Post by: Fiendbasher on March 20, 2012, 09:09:20 AM
Fixed the broken link in my posts, and I guess I'll parse out Grimm's stats for TL 1

Edit: Parsed him out for easy reference. I audited his stats, thought he had too many points at first, found out he actually had too few... added Cagey I when I realized how terrible his saves are, and now he should be done and will be finalized once you've had a look at him. I put the subtotal XP values next to each line on his stat block to make it quick to factor up.
Title: Re: The Road to Thustrata (OOC)
Post by: Fiendbasher on March 20, 2012, 12:20:26 PM
Shadefire
Spoiler: show
Elf druid priest/3

Attributes
Str: 12, Dex: 14, Con: 13, Int: 12, Wis:19, Cha: 11

Skills (total= ranks+att+misc
acrobatics: 9=7+2
athletics: 8=7+1
blend: 7=7+0
investigate: 11=7+4
medicine: 8=7+1
notice: 11=7+4
survival: 11=7+4

interest
way of the mane petal rose

lifestyle
prudence: 1
panache: 1
coin in hand: 75s

Defense
15=3+2

saving throws
fort: 2
reflex: 3
will: 7

base attacks
unarmed: 3
melee: 3
ranged: 4

proficiencies *=forte
blunt*
bows*

Weapons
Shod staff: att:+4, dam:1d8/lethal, thr 19-20, size/hand m/2, qua: double, trip
long bow: att:+5, dam: 1d6, thr:19-20, size/hand: m/2, rng: 40x6, shots:20, qua: ap2, bleed

Armor
fitted partial studded leather dr: 2

abilities
Elf
aloof
burden of ages
keen sight
natural elegance
sharp hearing
druid
practiced medicine
practiced survival
trackless step
priest
acolyte
devout
signs and portents I
path of the devoted
feats
bear nation
animal partner
coordinated attack

Gear
doctors bag
tent
purse

Paths
1. TRAVEL
Travel I: Your Speed increases by 5 ft. and you may cast
Orient Self at will.
Travel II: You may cast Knock and Jump once per scene.

Khelos

Dire Pack Wolf (Large Animal Walker — 41 XP): Str 14,
Dex 12, Con 13, Int 3, Wis 12, Cha 6; SZ S (1×1, Reach 1); Spd 30
ft. ground (Run 180 ft.); Init II; Atk III; Def IV; Res III; Health III;
Comp —; Skills: Acrobatics I, Search III, Survival V, Tactics III;
Qualities: Feat (Wolf Pack Basics, Wolf Pack Mastery), improved
sense (scent), superior runner II, superior traveler I, tough II, unnerving
Attacks/Weapons: Bite I (dmg 1d6 lethal; threat 18–20;
upgrades: trip)
Treasure: 1T

formatted better on the wikki.

Good stuff. Any further thought on Alignment?
i just went with your suggestion. i still feel that the description is a bit eastern for my character.

If we're based loosely on Forgotten Realms, why not something like this: http://forgottenrealms.wikia.com/wiki/Silvanus (http://forgottenrealms.wikia.com/wiki/Silvanus)

Alignment: The Oakfather
     Followers of the Oakfather revere nature in its most pristine state. They protect places of nature from the encroachment of civilization, often placing them at odds with those who promote industry. They believe that nature is in cycle and elegantly balanced... they seek to see this balance and teach others to see it as well. Those who cannot see it must be stopped from disturbing it.
     They prefer quiet manipulation over open confrontation and violence to achieve their goals, but will not hesitate to fight if pressed by time or need.
Alignment Skills: Blend, Medicine, Sneak, Survival
Paths: Life, Nature, Storm, Wilderness
Ritual Weapon: Great Mallet of the Oakfather (Maul)
Avatar: Alpha Dire Pack-Leader Wolf (or some kind of Rootwalker rogues' gallery combination, perhaps)
Opposing Alignments: The Beastlord, The Lady of Poison, The Stormlord

I just winged it based on the deity I linked. Any details that don't make sense can be changed to taste.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 20, 2012, 12:21:42 PM
Note: I'm just borrowing a map, not basing it in FR.
Title: Re: The Road to Thustrata (OOC)
Post by: Fiendbasher on March 20, 2012, 12:32:36 PM
I know, just thought I'd throw that out there in case one or the other of you liked it.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 20, 2012, 02:24:43 PM
http://www.youtube.com/watch?v=zekiZYSVdeQ (http://www.youtube.com/watch?v=zekiZYSVdeQ)
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on March 20, 2012, 04:00:45 PM
why is medicine a alignment skill when it is a class skill for priest.
Title: Re: The Road to Thustrata (OOC)
Post by: Fiendbasher on March 20, 2012, 04:39:32 PM
Like I said... if it don't make sense, change it. I just threw that together in like 10 minutes. Didn't audit it properly.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 20, 2012, 06:25:59 PM
Alignment: The Oakfather
     Followers of the Oakfather revere nature in its most pristine state. They protect places of nature from the encroachment of civilization, often placing them at odds with those who promote industry. They believe that nature is in cycle and elegantly balanced... they seek to see this balance and teach others to see it as well. Those who cannot see it must be stopped from disturbing it.
     They prefer quiet manipulation over open confrontation and violence to achieve their goals, but will not hesitate to fight if pressed by time or need.
Alignment Skills: Blend, Investigate (a little bird told me), Sneak, Survival
Paths: Life, Nature, Knowledge, Wilderness
Ritual Weapon: Great Mallet of the Oakfather (Maul)
Avatar: Epic Rootwalker
Opposing Alignments:(TBD) The Beastlord, The Lady of Poison, The Stormlord
Title: Re: The Road to Thustrata (OOC)
Post by: Fiendbasher on March 20, 2012, 07:07:42 PM
I like the changes! I just based it off Sylvanus... including the opposite alignments (they were just thrown in there... I used titles for everything, no names), substitute your own evil/unnatural powers instead.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 21, 2012, 05:59:44 AM
Looks like it's a case of "Who wants to make a move that might get us all killed"

Assuming Wallace or Shadefire don't leap out of hiding and attack the armed patrol, I will write the next turn Thursday (EST).

I'm going to try to keep this pace and get a GM post out every 2-3 days. This seems to be giving ya'll time to get actions and conversation in while keeping the creative inertia on our side. Let me know if I need to give you more time for talking/planning.
Title: Re: The Road to Thustrata (OOC)
Post by: Jigger on March 21, 2012, 07:54:07 AM
Lord Kruelos is right, I should probably be using Sneak.
Sneak 1d20+1(+4)
1d20+5=15 (http://invisiblecastle.com/roller/view/3424863/)

Ok, do I do something stupid/awesome, or take the safe path. I guess that depends on how far the top of the hill is.




Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 21, 2012, 08:22:28 AM
Lord Kruelos is right, I should probably be using Sneak.

Don't let me dissuade you from whatever action you want to take. But there are consequences to be considered ;)



  • 1000ft+ After one round, they would be out of bowshot, but not spell range. I would have enough time then to drop two or three Entangles at the top of the hill, and let them run into them. Statistically most would be snarled up, for a several rounds, but a few would remain free to keep chasing, or free up their friends. If they don't notice me I could then drop an Illusion to distract them, and fade. Even if they see me at that range, I would have a couple of rounds of free spell casting and actions before they could even get back in bow range.
  • 500ft+ Once again can wait for them to drop out of bowshot. Set an Entangle at the top of the hill, which would snare about half of them, but only for a few rounds. We would still have plenty of time drop an Illusion spell to distract them, or fade if they come back.
  • 250ft Let them ride by. Its not worth the risk.

The Tesh river valley mellows the landscape of rolling hills, the top of the next swell  is perhaps 300 feet distant from where you're hiding (you are hidden in a dip between two hills). A horse at full gallop would close much of that distance very quickly.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 21, 2012, 09:42:13 AM
As an aside, I am REALLY liking how smoothly this formatting is working to separate Description, Narrative, and Mechanics for a forum game.

Wallace shakes his head, and mutters a word while lowering himself.

Spoiler: Spellcasting • show

Whispers
MP: 0 Casting: Free Duration: 1min Range: Close
Effect: Can communicate to each other by Whispering.
Spell Casting 1d20+8 DC:13
1d20+8=13 (http://invisiblecastle.com/roller/view/3424913/)



Quote
(http://i1170.photobucket.com/albums/r524/Netwatch/th_Wallace.png?t=1332345374)"No good, not enough time. Next time I'll plan ahead, and dismissed if they look too big. We'll move onto the village and find the cooper.", he says in a harsh whisper.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 21, 2012, 12:15:10 PM
Spoiler: "Map of Dagger Falls" • show

(http://4.bp.blogspot.com/-fKawrp003z0/TvP4I8wXYhI/AAAAAAAAAro/wBqu0pA0oPs/s1600/dagfalls.gif)
Title: Re: The Road to Thustrata (OOC)
Post by: Fiendbasher on March 21, 2012, 12:34:10 PM
Ah surrounded by forest. Grimm will have plenty of space to roam around if he's not welcome in town. Var's going to owe him a roast suckling pig if he can get one though (stuff like that is where I figure a lot of Var's non-Prudence coin goes, heh)

And yes, I like how the format works, too...
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 21, 2012, 12:39:00 PM
My general approach toward running pickup games is similar to the old adage about weddings:
Something Old, Something New, Something Borrowed, and Something Outright Stolen.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 21, 2012, 12:46:00 PM
after the riders are out of site, shadefire stands with khelos next to him and returns to the road.
Quote
let us visit this town and gleam what we can. from what i hear though this illness and the people who created them are an affront against nature, and must be destroyed.

It is of the Wyrm. Kill It. :P
Title: Re: The Road to Thustrata (OOC)
Post by: Jigger on March 21, 2012, 01:08:50 PM
Oooohh! Dagger falls!

I head immediately to room 12, but avoid the pit trap behind the basement door.
Knock twice on the left door, and answer the riddle for the minotaur guardian.
"Radio Shack"

<Darm, product placement>

And no, I've never been here before. How much xp do I get???
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 22, 2012, 07:05:11 AM
Oooohh! Dagger falls!

I head immediately to room 12, but avoid the pit trap behind the basement door.
Knock twice on the left door, and answer the riddle for the minotaur guardian.
"Radio Shack"

<Darm, product placement>

And no, I've never been here before. How much xp do I get???

Nope, wrong answer. The minotaur activates the Concrete Donkey trap...

(http://media.giantbomb.com/uploads/11/117581/1780756-worms2cdinaction.png)
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on March 22, 2012, 07:42:38 AM
i remove the wings from an angel statue soveriegn glue them onto the donkey and cast stone to flesh and sly away on my new pegus-ass
Title: Re: The Road to Thustrata (OOC)
Post by: Jigger on March 22, 2012, 10:25:25 AM
ROFL!

Are there AD awards for comedy, because you both have my votes.

Title: Re: The Road to Thustrata (OOC)
Post by: Fiendbasher on March 22, 2012, 10:40:02 AM
I LOL'd...  ;D

Now that we're at the town a dilemma comes up. I don't think they would be too happy about us bringing our four legged party members into the town. However it looks like outside the walls is well forested. We could let them run wild beyond the walls, and if Khelos will follow Grimm we can arrange where they will meet us when we are back outside the town.

Pro: We will attract less attention without them and may have an easier time getting people to talk to us.

Con: If we DO run into trouble while in town, we won't have them there to back us up.

If we want to try to take them in with us, we can always approach the gate guards and see how they react. What think you all?
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 22, 2012, 12:12:50 PM
ROFL!

Are there AD awards for comedy, because you both have my votes.



+1 for Foproy.

Have any of your characters been to this town before?
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 22, 2012, 12:27:19 PM
Placeholders.

(http://images.uesp.net/thumb/8/88/OB-npc-Martin.jpg/180px-OB-npc-Martin.jpg)

(http://chzfandom.files.wordpress.com/2011/10/orc.jpg?w=225&h=337)

(http://images.uesp.net/archive/9/95/20110520195917!MW-npc-Ahnassi.jpg)

(http://images.uesp.net/thumb/9/99/OB-npc-MarauderOrcMale.jpg/180px-OB-npc-MarauderOrcMale.jpg)

(http://static9.cdn.ubi.com/en-GB/images/Maximustcm2124383.jpg)

(http://2.bp.blogspot.com/_adQFJxToEyc/S9YCBBkNfVI/AAAAAAAAAek/yHXlRrLwaF4/s1600/frank_frazetta_orcs-cropped.jpg)
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 22, 2012, 12:32:01 PM
(http://2.bp.blogspot.com/_lpL870wV2A4/RpU2dwezfBI/AAAAAAAABGE/uUq1q47jc_M/s400/uhm-i-distract-the-orc-with-my-3-cheeseburger.jpg)

Maybe
(http://2.bp.blogspot.com/_PrMTqBqF7SA/ScwsKnGVylI/AAAAAAAAAJs/f_dFzVK4hW0/s320/French+Taunter.jpg)
Title: Re: The Road to Thustrata (OOC)
Post by: Jigger on March 22, 2012, 12:34:05 PM
Been in this town before? No, not really.

Least not I can remember, but most of those old modules back from the 80's are all kind of a big blur now. I remember there was something about a Keep on Blackmoore, and Spaceship in the Borderlands, but that's about it.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 22, 2012, 12:37:36 PM
Least not I can remember, but most of those old modules back from the 80's are all kind of a big blur now. I remember there was something about a Keep on Blackmoore, and Spaceship in the Borderlands, but that's about it.

Fair enough. I am using a slightly modified old 2nd ed module as a baseline, so more homage to the generic than a conversion. Names changed, different situations introduced.
Title: Re: The Road to Thustrata (OOC)
Post by: Jigger on March 22, 2012, 12:50:18 PM
Var, might want to hang with the wolves and investigates the woods immediately around town (Survival), while Shadefire do a recon on the town.

Shadefire can work the rumor mill (investigate), while Wallace gauges the Towns mood (Sense Motive). We should be able get some good range of clues that way.
Title: Re: The Road to Thustrata (OOC)
Post by: Jigger on March 22, 2012, 12:56:35 PM
2nd Edition?

Nope,  the only second edition setting modules i've read are from Planescape and Spelljammers. Never got into Forgotten Realms.
Title: Re: The Road to Thustrata (OOC)
Post by: Fiendbasher on March 22, 2012, 11:47:35 PM
(http://2.bp.blogspot.com/_adQFJxToEyc/S9YCBBkNfVI/AAAAAAAAAek/yHXlRrLwaF4/s1600/frank_frazetta_orcs-cropped.jpg)

(http://icanhascheezburger.files.wordpress.com/2008/05/funny-pictures-pants-more-often.jpg)

What has been seen, cannot be UNseen...
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 23, 2012, 06:13:12 AM

(http://i1201.photobucket.com/albums/bb350/lcbluebird/gifs/image-20-1.gif)
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 23, 2012, 06:22:50 AM
Quote
"i am no more akin to the walls and houses within the cities than you are,"  Shadefire says to his companion, "maybe 2 eyes out here are better than one. and if i hunt well we may not need them to bring us any food."

I assume you mean 2 sets of eyes, rather than threatening to put someone's eye out ;)
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on March 23, 2012, 06:49:02 AM
well the orcs in faerun do worship grummish maybe i meant 3:P
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 23, 2012, 07:09:47 AM
well the orcs in faerun do worship grummish maybe i meant 3:P

Mutilation as a team-building exercise. It's not just for fraternity life anymore...
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on March 23, 2012, 09:25:36 AM
he has a +8 to medicine and a doctors kit, how hard can it be?
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 23, 2012, 09:47:45 AM
he has a +8 to medicine and a doctors kit, how hard can it be?

The hard part is convincing the patient
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 23, 2012, 12:38:32 PM
The shard-like spire known to the native folk as Eagle's Eyrie.

(http://upload.wikimedia.org/wikipedia/en/thumb/0/02/Pgp_007_01.jpg/220px-Pgp_007_01.jpg)

but renamed upon the fall of the House of Morn 20 years ago
(Ostensibly to a "popular uprising" but actually and relatively blatantly financed "Free Trade Organization" of wealthy Merchant houses.)
Title: Re: The Road to Thustrata (OOC)
Post by: Fiendbasher on March 23, 2012, 12:59:51 PM
*Can't help but twitch at that sight*

You're trying to kill me aren't you. I hope at least there isn't a ring on the top of it. Although on the real one there's no way you could actually see the ring from the ground, anyway. The spire goes infinitely upward.  ;D
Title: Re: The Road to Thustrata (OOC)
Post by: Jigger on March 23, 2012, 08:07:57 PM
"Ok, Berk. What's the wigwag? If your going to be ratteling your bone box on about the Cage, you best be peery. Dropping that sort of dark, cutter, can drive you to the post."
Title: Re: The Road to Thustrata (OOC)
Post by: Fiendbasher on March 23, 2012, 08:15:21 PM
"Bar that noise, berk, you-know-who doesn't go titting about here, so to the blinds with her, I'll say what I bloody feel like."
Title: Re: The Road to Thustrata (OOC)
Post by: Jigger on March 23, 2012, 08:23:02 PM
"Pike off, you addle cove leather head, if you want to go on a screed in front of the clueless be my guest, but don't come crying to me when a properly lanned blood put a chiv in you."
Title: Re: The Road to Thustrata (OOC)
Post by: Fiendbasher on March 23, 2012, 08:31:32 PM
"Now listen here, you silly bubbed-up sod, any right clueless'd have no chance to twig to what I was saying before you started rattling on. So bar it and pike off already."

/silly rant off.  ;D
Title: Re: The Road to Thustrata (OOC)
Post by: Jigger on March 23, 2012, 08:41:35 PM
"Fine, but now you expect me to peel the lemons with you lanning them about us connycatchers and cross traders."

Ok, I think we reached maximum cant density with that one. If it got any more Sigilian in here I'd have to crap a rhebius.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 24, 2012, 09:57:05 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?


Depends on who you ask/make the offer to, but that's certainly something that would be valuable.
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on March 24, 2012, 10:04:39 AM
i has going to have him attempt some treatments, and ask questions as he goes.
Title: Re: The Road to Thustrata (OOC)
Post by: Jigger on March 25, 2012, 09:05:15 PM
Doh! Nice job Foproy!

Is it bad, I was jumping down in my seat like a kid, when I read he had healed her.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 25, 2012, 10:37:39 PM
Doh! Nice job Foproy!

Is it bad, I was jumping down in my seat like a kid, when I read he had healed her.

It's not that he's healed her completely, but his treatments managed to ease the symptoms temporarily, bringing the girl our of her slumber to now a semi-wakefulness.
Title: Re: The Road to Thustrata (OOC)
Post by: Fiendbasher on March 26, 2012, 12:16:47 PM
Well it's still progress... and maybe knowing what was able to rouse her might tell us a bit about the sickness.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 26, 2012, 02:45:21 PM
Well it's still progress... and maybe knowing what was able to rouse her might tell us a bit about the sickness.

There is always the next day, but for now, that's a full day's worth of actions + arrival in town.

Would anyone like to narrate getting lodging? The main taproom of the Inn looks like this:
(http://www.praguecityline.com/wp-content/uploads/2009/06/medieval-tavern-u-krale-brabantskeho-6.jpg)

13. The Teshford Arms.

The Teshford Arms is the only inn open for business in Dagger Falls. Exorbitant prices (2x per night) are charged for mediocre service. Owned by a stout middle-aged matron named Olavia, the Teshford Arms is a poor inn with pretensions of grandeur. She pays 1/2 of her price to the Constable to insure her inn against accidents.
Title: Re: The Road to Thustrata (OOC)
Post by: Fiendbasher on March 26, 2012, 02:49:23 PM
I suggest we meet back up on the road outside town, compare notes, and then decide where to go from there.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 26, 2012, 02:51:45 PM
I suggest we meet back up on the road outside town, compare notes, and then decide where to go from there.

I'll let yall decide what to do.

 Wallace saw the inside of the Inn Taproom earlier in the day
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 28, 2012, 05:36:42 AM
I'm going to let the PCs do whatever talking/planning/information exchange they want out of town. I'll post the next turn moving things forward sometime Friday.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 29, 2012, 07:21:28 AM
Unless additional IC roleplaying and conversation happen, I'm going to go ahead and post the return to town Friday morning. Not trying to step on any character autonomy here, but your options for lodging are essentially
a) Stay with someone you know in-town (none of you pursued such contacts and the gate closes at sundown, so no longer an option for Day 1)
b) Stay at the Inn
c) Sleep in the woods and hope a patrol doesn't find and arrest you on suspicion of banditry.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 29, 2012, 02:36:08 PM
Barring of the Town Gate

(http://www.bookpalace.com/acatalog/JacksonGateLL.jpg)
Title: Re: The Road to Thustrata (OOC)
Post by: Fiendbasher on March 29, 2012, 06:22:50 PM
Sick & my brain is out of order. Will post tomorrow morning (if I'm not even worse off)
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on March 30, 2012, 09:24:34 AM
that night when he turns in shadefire mixes a special blends of herbs into his pipe smokes it and falls into a trance as he sleeps

also i may not be around for a couple of days, first there is the uk/ul game tomorrow evening. and i am gearing up to move back home to kentucky so i may not have much time to post over the next couple of nights and just knocking out particukars today.

Ok, based on this, I'll post one turn this weekend based on these inputs, and likely another turn Sunday or Monday night. Hopefully that will accommodate the sick and the moving.

But I do need an answer in terms of what the group'll do next.
Title: Re: The Road to Thustrata (OOC)
Post by: Fiendbasher on March 31, 2012, 12:47:59 AM
Sounds like we'll be camping out in the woods tonight and going into town the following morning to offer our services as mercenaries.

If the guards harass us before morning we'll just make our bid early.  ;)

If Shadefire stays seperate from us it'll give foproy room for the move/game/etc.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on April 03, 2012, 05:31:50 AM
I'll plan on posting the next turn Thursday am (EST)
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on April 03, 2012, 09:30:01 PM
"Fine, but now you expect me to peel the lemons with you lanning them about us connycatchers and cross traders."

Ok, I think we reached maximum cant density with that one. If it got any more Sigilian in here I'd have to crap a rhebius.

Someday someone will run a planescraft pbp...
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on April 04, 2012, 05:25:49 AM
"Fine, but now you expect me to peel the lemons with you lanning them about us connycatchers and cross traders."

Ok, I think we reached maximum cant density with that one. If it got any more Sigilian in here I'd have to crap a rhebius.

Someday someone will run a planescraft pbp...

If it helps, I love the Planscraft work that's been done, I've used bits and pieces of it in my home game.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on April 06, 2012, 07:48:03 AM
I'll wait until Saturday AM to post the next time increment, which should give folks chance to respond to the most recent update.

Hint: Grimmar losing the trail with that good a roll should make any magic-savvy character suspect something along the lines of:

PASS WITHOUT TRACE
Effect: Track checks made to locate one character per
Casting Level automatically fail.

placeholder for my purposes

Sunrise at the Crossroads
Outskirts of Dagger Falls

(http://t2.gstatic.com/images?q=tbn:ANd9GcQYd8I-xCywWTTCCeNgGKA-mncPia3FuWNpHFcgiOKOqGG7tPd2)
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on April 06, 2012, 04:22:12 PM
(http://cdn.memegenerator.net/instances/400x/17970091.jpg)
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on April 06, 2012, 06:51:59 PM
Hi I was wondering if you have room for a late joiner?
IF yes:
We could RP how my character meets and joins the group. Perhaps he might know one of the others already to smooth out this process
IF no
No problem, no harm in asking right.
Title: Re: The Road to Thustrata (OOC)
Post by: Jigger on April 06, 2012, 08:42:06 PM
I say, yes.

We can meet up in town.

Kruelos, what do you say?
Title: Re: The Road to Thustrata (OOC)
Post by: Fiendbasher on April 06, 2012, 08:51:25 PM
I'm for it.  ;D
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on April 07, 2012, 06:19:09 AM
Let's see a concept.

One thing you might consider --

Nearly 10 years ago, the Temple of the Morning, once the largest temple of the city, burned in a mysterious fire. A dozen priests failed to escape the flames. It's been said the Order of the Sun plans to rebuild the temple and guard it with experienced fighters and priests, but these plans have been delayed several times because of mysterious fires, accidents, and hauntings.
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on April 07, 2012, 04:37:23 PM
I'll PM LordKruelos with a couple of concepts and we'll see.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on April 09, 2012, 06:42:50 AM
This is a placeholder, since I'll be on business travel this week, anticipate me getting the next turn off this evening then the next turn Thursday AM, and be less talkative in general.

Morning on the Road
Outskirts of Dagger Falls

(http://t1.gstatic.com/images?q=tbn:ANd9GcSaHKI8VbJNvZNpyCZlFPOxDeusoxBXZ09qnRtjjBPD9nn5V7n5Ig)



(http://t2.gstatic.com/images?q=tbn:ANd9GcQujM6mncI5m8R5bnIe7UL1Mys2SnQdCG1UzubN4veZ-yz0O1I7)
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on April 09, 2012, 06:59:57 AM
(http://digital-art-gallery.com/oid/10/640x472_3174_Utaku_Kensai_2d_fantasy_samurai_girl_woman_horse_warrior_picture_image_digital_art.jpg)

This might not be a placeholder. It might just be awesome.
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on April 13, 2012, 02:29:04 PM
Sainrith of the three sparrows
“Mock not! I am Sainrith of the Three Sparrows, persist and your eyes are forfiet”
Inspiration: A race of ‘elves’ in Manx/celtic folklore. This character is from a culture that is a blend of Iron Age Celt and ideas that make sense for 2’6” foot tall woods dwelling immortals.
Build: This a hit and run ranged weapon combatant. He relies on stealth, speed, and accuracy in combat. Unfortunately, after getting all the traits I wanted to match the Manx description of this culture of elves there wasn’t much room to put in items useful in social encounters.
Summary
Gender: Male
Level: 3 AD:3d4
Species: Ferrish (Pech with Elf blood and Faerie Heritage. These do NOT represent cross-breeding but are a canon rule way of representing a small species of Elf )
Speciality: Archer
Class: Lancer (a mounted hunter)
Narrative Description
The rider is a faerie, that much is plain. The man is slightly built with the fine features of an elf, but barely reaches knee-height to a human. His clothes are of tawed hide dyed in bright greens, blues, and scarlet. His cloak dark and mottled greens. All of these are embossed with intricate knot-work and the fastenings are gold and silver. His proud bearing, clean skin, and combed braided coppery hair would make common folk wonder if he is a high-born among his people but that he carries a bow, spear and knife like a common hunter.
His steed is a pure white, proportioned like a finest stallion you have ever seen but smaller than even a pony. Here and there the silvery hair is coloured in faded lines, spirals, and knot-work in greens, blue, violet, and red. The spirited little horse rears and nieghs revealing both incisors and canines!
About the feet of the horse cavort the faerie’s hounds. These appeared much like full-grown wolfhounds, but only a foot tall at the shoulder. The silvery grey fur of the beasts is also patterned in knots and spirals of red, green, and blue.
Concept
Sainrith is a hunter. He comes from the island of the sea god but he dwelt in the forest. His people are an offshoot of the elves fallen from their high heritage by isolation and become more rustic. He values freedom, colour, and song. He is generally good natured and easy to get along with. However, his culture and religeon have values and norms different to those of the mainland: for example, he is much concerned with status, fierce in combat, likely to collect the heads of his enemies, considers slavery of criminals more just than death or prisons, and sees nothing wrong with blood sacrifice of willing folk or assasins.
Sainrith approaches the Ferrishyn ideal, nimble yet resolute with keen senses and a way with people. He has a slight athletic build, coppery hair, sharp features like a hawk, keen pointed ears and piercing emerald eyes. He has fast hands and is surpirsingly quick for his size. He dresses in red, blue, and green; all colours of woodland plants and flowers. If need be a dark mottled green cloak helps him disappear against the shadows of the woods.
Sainrith was born in the saddle and grew up among a typical nomadic band of ferrishyn living hunting and gathering and breaking into the smithies and workshops of bigfolk when their crafts required more tools than the band could carry. He has no wife, children, or siblings. His parents appear no older than he. His name derives from a fluke shot when he bagged three perched sparrows with one arrow. He hopes to earn a better name.
Sainrith carries his long years in the woods through to any challenge seeking to overcome by keen senses and skill. He is persisent and spirited. Sainrith craves fame among his people and this can only be gained by impressive deeds; his current name speaks of skill but he dreams of doing better. Unlike most of his secretive people he has descided to go among the big folk to achieve his aims. Yet he still avoids raucous gatherings of ‘big folk’ as disturbing.
Hieght: 2’5”. Eyes: sky blue. Hair: coppery blonde.
Spoiler: show

Origin
Speed: 35
Enlightened Resolve: max rank =CL+5
Hearty Appetite
Small Biped reach 1.
Turn Animals 1/combat
+2 damage vs. std characters with bows.
+5 gear bonus with blend checks in the woods.
Party Role: Combatant
Attributes
STR 8 (2) -1
DEX 18 ( 8 ) +4
CON 12 (4) +1
INT 10 (2) 0
WIS 17 (14) +3
CHA 13 (6) +1
Feats
Speciality: Bow Basics. +2 AP, Deadshot stance +2 to hit and damage but may not move.
1st Elf Blood (with -2Str the Ferrishyn are lightly built) natural elegance,
1st Faerie Heritage. +4 opposed Bluff checks. Food and water if within 10mi of nature. Also, when taking the Basic Skill Mastery feat you have access to a new skill pair: Eldritch (Impress & Sneak). However, you’re also a Fey (see page 227) and vulnerable to various effects and potentially higher damage from some sources.
These feats represent that the Ferrishyn are not really Pech but are small elves. This is the best way to represent this within the canon rules. Sainrith is NOT a halfbreed but a member of a race of short elves.
3rd: Followers: Number 4=3+1Cha. 20Xp=20+5x0. TL1=3-4(min1) a pack of faerie hounds.
Animal Partner (class) A fey horse of own scale
Armour Basics (Class) reduce armour DP 1, ACP by 1 and speed penalty by 5ft.
Bonus style or melee: Spear basics +1reach with 1h spears, 2h spears gain Bleed.  Stance Monkey Grip use 2h spear with 1h (allows use of boar spear on horeseback!).
Class
Lifetime Companion: Animal Partner (see above) and 20% discount on Tack.
Born in the Saddle: Ride or intimidate succeed if DC under class level+20.
Mettle: Armour basics (see above)
Skills
Ranks 24
Max ranks 6, for Resolve CL+6
Class Skills: Athletics, Impress, Intimidate, Notice, Resolve,
Ride, Survival, Tactics.
Origin skills: Blend and Sneak
Athletics 2=3-1
Impress 2=1+1
Intimidate 4=1+3
Notice 5=2+3
Resolve 3=2+1
Ride 5=2+4
Survival 5=2+3
Tactics 1=1+0
Blend 11or 6=5+1 (+5 gear bonus with blend checks in the woods)
Sneak 9=5+4

Proficiency
Hurled (origin)
Bows (origin) Forte (3rd)
Edged
Disrupting shot (AC)
Practiced Shot (AC)
Humiliating shot (AC)
Parting Shot (AC)
Pick on the big guy
Interests
Native Language: Ferrix (a dialect of elven)
Study Native Culture: Ferrishyn
Study: Woodland animals
Alignment: Enex (based on the beliefs seen in real world Celt sagas. A system of codes of behavior, fates, polytheism, and land worship)
Language: Trade (2nd)
Combat
BAB +3Lvl
Melee 2=+3BAB-1Str
Missile 7=3BAB+4Dex
Fort 3=2Lvl+1Con
Ref 5=+1Lvl+4Dex
Wil 5=2Lvl+3Wis
Def 15/16=10+1Lvl+4Dex(+1 boar spear)
Init 8=4Lvl+4Dex
Don’t forget Forte when it applies. Already added below.
Wounds/Vitality
8
39

Boar spear: +3 to hit, 1d6-1 lethal, error 1-2, threat 19-20, reach+1=2, guard +1 Spear basics Bleed!
Stance Monkey Grip use 2h spear with 1h (allows use of boar spear on horeseback!)
Long knife: +3 to hit, 1d4+4 lethal Error 1-2, threat 19-20 finesse keen 4
Short Bow: +8 to hit, 1d4 or 1d4+2 lethal, error 1-2, threat 19-20, cavalry, bleed (no poison used) Bow basics +2AP. Origin adds +2 damage vs. std characters with bows.
Small discrete ceremonial partial hardened leather
DR 3 Fire3 DP0 ACP0 spd0 disguise+2 appearance+1
Armour stats already include Armour Basics effects
Gear
Lifestyle Total: 4=3Lvl+1Cha. Panache 4 (Appearance4=1+1 armour+1Cha+1 grooming case; Income 40s) Prudence 0 (15% saved). Reputation 30
Legend +1
Coins: 0s
Carrying Capacity: (as if str-2 as small 30Lb, 90Lb)
Partial hardened leather with Small (x1/2) ceremonial (+50%) and discrete (+100%) Total cost 125s. 9lb
Long Knife small (x1/2) 15s 1Lb
Boar spear small (x1/2) 20s 5lb
Short Bow small (x1/2) 20s 1lb
20 barbed arrows small (x1/2) 5s 1lb
Grooming Case 8s 2lb
Sacred Wode (as mage armour oil) 100s 0.25Lb
Hunting horn (as whistle) 2s 0.1Lb
Bandages 3s 0.5lb
Silver ring 2s
TOTAL carried: 19.85Lb
Epsiyr The Stallion
Ep’Ferrish
The animal is a pure white stallion proportioned like a finest white stallion you have ever seen but he smaller than even a pony. Here and there the fur is coloured in faded lines, spirals, and knot-work in greens, blue, violet, and red. The spirited little horse rears and nieghs revealing a molars and canines! Then he gallops away like the wind and is gone.
The Ep’Ferrishyn are the steeds of the ferrishyn like their masters these fey animals are small but beautifully proportioned, no one could mistake one for a pony. They are omnivores enabling them to spend less time grazing by eating energy rich meats either provided by their masters or hunting small rodents themselves. Many folk find the thought of a meat eating horse unsettling. The Ferrish custom of dyeing the hair of their steeds with spirals and wves of blue red and green has the same effect as body-paint breaking up the horses outline against the undergrowth.
Ep'Ferrish (Medium Animal Fey Walker — 53 XP): Str 12, Dex 14, Con 12, Int 6, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 70 ft. ground; Init III; Atk III; Def IV; Resilience V; Health III; Comp None; Skills: Athletics V, Blend I, Notice III, Sneak III, Survival II; Qualities: improved sense (smell), improved stability, superior runner I, superior traveler I.
Attacks/Weapons: Bite I, Kick I
 
Ep'Ferrish (Medium Animal Fey Walker — 53 XP): TL: 1
Str: 12/+1; Dex: 14/+2; Con: 12/+1; Int: 6/-2; Wis: 10/+0; Cha: 10/+0;
Init: +3=1+2(dex)             Melee: +1=0+1(str)    Fort: +3=2+1(con)
Health: +2=1+1(con) ~ 15/12   Ranged: +2=0+2(dex)   Ref: +4=2+2(dex)
Def: 13=10+1+2(dex)           Comp: None            Will: +2=2+0(wis)
Size: Medium (1×1); Reach: 1; Speed: 70 ft. ground;
Skills: Athletics V (Str) +7 = 6+1; Blend I (Cha) +2 = 2+0; Notice III (Wis) +4 = 4+0; Sneak III (Dex) +6 = 4+2; Survival II (Wis) +3 = 3+0
Qualities: improved sense (smell), improved stability, superior runner I, superior traveler I.
Attacks: Bite I [1d8/18-20], Kick I [1d6/20]
Gear +2xp: saddle bags [5], Grooming case [5], fur dyes (body paint woodland) x2 [5x2].

The four hounds
The faeries’ hounds appeared much like full grown wolf hounds but only a foot tall at the shoulder, the silvery grey fur of the beasts was patterned in knots and spiral of red, green and blue.
These small hunting hounds are the constant companions of the Ferrishyn, small faeries that range the forests of the Isle of the Sea God. The hounds are good hunters in their own right able to chase down their own food during the sometimes prolonged carousing of their masters.
Note: I could not create a fey version of a large dog with the xp allowed therefore these are described as adolescents to have an IC explanation for them improving as I gain feats.

25xp each TL1
Cu'Ferrish whelp (Small Animal Fey Walker — 24 XP): Str 12, Dex 10, Con 10, Int 6, Wis 10, Cha 10; SZ S (1×1, Reach 1); Spd 60 ft. ground; Init III; Atk I; Def I; Resilience I; Health I; Comp None; Skills: Athletics I, Blend I, Notice I, Sneak I, Survival I; Qualities: improved sense (hearing, smell), superior traveler I.
Attacks/Weapons: Bite II
 
Cu'Ferrish whelp (Small Animal Fey Walker — 24 XP): TL: 1
Str: 12/+1; Dex: 10/+0; Con: 10/+0; Int: 6/-2; Wis: 10/+0; Cha: 10/+0;
Init: +1=1+0(dex)                   Melee: +1=0+1(str)    Fort: +0=0+0(con)
Health: -2=0+0(con)-2(size) ~ 5/7   Ranged: +0=0+0(dex)   Ref: +0=0+0(dex)
Def: 11=10+0+0(dex)+1(size)         Comp: None            Will: +0=0+0(wis)
Size: Small (1×1); Reach: 1; Speed: 60 ft. ground;
Skills: Athletics I (Str) +3 = 2+1; Blend I (Cha) +2 = 2+0; Notice I (Wis) +2 = 2+0; Sneak I (Dex) +2 = 2+0; Survival I (Wis) +2 = 2+0
Qualities: improved sense (hearing, smell), superior traveler I.
Attacks: Bite II [1d6/17-20]
Gear 1xp: Fur dyes (body paint woodland), Grooming kit

EDIT: got rid of the smiley face next to DEX. Added Rep.
EDIT: fixed skills
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on April 17, 2012, 12:09:42 PM
to marrakt, "wasnt your hump on the other side?"
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on April 17, 2012, 03:53:07 PM
to marrakt, "wasnt your hump on the other side?"

(https://encrypted-tbn1.google.com/images?q=tbn:ANd9GcRN6G2y6WLTHMWWqnMlFksG5VThaabnYbAY6nUC28ACBbO6KIT8RQ)
(https://encrypted-tbn0.google.com/images?q=tbn:ANd9GcSv-g5e_Nl1eJQTQSDiDOKATkUi9F8ir_CW-b1DXEcSrj3U0U65qA)
(https://encrypted-tbn1.google.com/images?q=tbn:ANd9GcRN6G2y6WLTHMWWqnMlFksG5VThaabnYbAY6nUC28ACBbO6KIT8RQ)
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on April 17, 2012, 08:19:17 PM
was the little bit at the end of the spoiler supposed be an abridged explanation from the igor?
Title: Re: The Road to Thustrata (OOC)
Post by: Jigger on April 17, 2012, 08:27:37 PM
ROFL!

Can't breath... must post.

<Gag!> <Cough!>

One bid one quatloo... for Kruelos and Foproy
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on April 18, 2012, 04:23:22 PM
More Placeholder images

(http://t1.gstatic.com/images?q=tbn:ANd9GcRSn8xTvLl4ndW5A4EbnuT5qG2wpIQdqxkPhIHl1koaQV9LZo86aw)
(http://t0.gstatic.com/images?q=tbn:ANd9GcQ5KvpEMHp2ibTOdU5iJL6wPMWjF4S2vseWhElNKQ0ZR4sOmL8b)

(http://ts4.mm.bing.net/images/thumbnail.aspx?q=4652953350046619&id=bee57df4476dfeed9ca63282c820e2aa&url=http%3a%2f%2fwww.beautifulmalta.com%2ffiles%2fimages%2ftarxien-temple-well.jpg)
(http://t0.gstatic.com/images?q=tbn:ANd9GcTgVewMp1ybBZQIcJl6evD2O4NcCSOc3cUUMeOYSyVcdtqtZXV4jA)

(http://www.travelthewholeworld.com/Europe/Moldova/Moldova-Orheiul-Vechi-Monastery-Stairs.JPG)
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on April 19, 2012, 07:39:47 AM
So Glimmerrat and I had a few exchanges back and forth on things that GMs can do to improve the chances for success for a PBP. I thought I'd throw a few of these out to see if any of you had further thoughts (for clarity, my comments were marked with '-' and Glim's responses with '*'.

Quote
- Shorter, More frequent posts and turns > longer, less-frequent posts
*Yes, absolutely. That said, if you want to speed things up, longer posts can fast forward through a log jam.

- Don't delay the game waiting for a player to make a roll -- while this is an extension of enforcing a passive/active split in skill use, I seem to notice a lot of PbPs lose momentum waiting for all players to complete a set of rolls that the GM could have easily done in 1 batch.
*I generally use a 24hr time limit in open RP and 48hrs in combat. If you don't post within that time, I decide your action.

- Use pictures / ruthlessly scavenge Google Image searches to set the tone, communicate passage of time, and provide clues.
* Oh yes! Absolutely. That said, if you must then Excel is nice for drawing maps with 5 ft. squares.
- IMO, Even better than Excel is using the free Google Docs powerpoint-clone (Google Presentation)

- Use a rolling schedule for GM turns, giving the players a sense for how long they have to respond, modify it if necessary, but then actually following through as promised even if only some players have responded.
* Yeah, see above. Have a look at post #1 and #2 on any of my OOC threads. I generally use #1 to set rules, and #2 to lay out character sheets.

In related news -- I'm pretty comfortable with my current rate of posting a substantive GM turn once every 2 or 3 days, with minor responses in-between depending on circumstance and my availability.

I'm explicitly stating that in the event of round-based actions (e.g. Combat) players will have 48 hours to respond with an action for a round. If they miss that window, I'll decide the character's action (which will trend toward continuing to fight a currently engaged melee opponent, or Total Defense if not currently engaged).
Title: Re: The Road to Thustrata (OOC)
Post by: Jigger on April 19, 2012, 12:58:27 PM
Sounds fair.

At game table, I know GM's that will skip over player if they're not paying attention in a table top. Two days to respond to combat sounds fair enough pbm time.
Title: Re: The Road to Thustrata (OOC)
Post by: Jigger on April 19, 2012, 01:29:41 PM
Catodon

Unless I missed something. I think Sainrith might be short a few skill points. You have 12pts, you should have at least 24.

[4 (Lancer)  x 4 (First Level)] + 4 (Second Level) + 4 (Third Level)

Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on April 19, 2012, 02:32:22 PM
So Glimmerrat and I had a few exchanges back and forth on things that GMs can do to improve the chances for success for a PBP. I thought I'd throw a few of these out to see if any of you had further thoughts (for clarity, my comments were marked with '-' and Glim's responses with '*'.

Quote
- Shorter, More frequent posts and turns > longer, less-frequent posts
*Yes, absolutely. That said, if you want to speed things up, longer posts can fast forward through a log jam.

- Don't delay the game waiting for a player to make a roll -- while this is an extension of enforcing a passive/active split in skill use, I seem to notice a lot of PbPs lose momentum waiting for all players to complete a set of rolls that the GM could have easily done in 1 batch.
*I generally use a 24hr time limit in open RP and 48hrs in combat. If you don't post within that time, I decide your action.

- Use pictures / ruthlessly scavenge Google Image searches to set the tone, communicate passage of time, and provide clues.
* Oh yes! Absolutely. That said, if you must then Excel is nice for drawing maps with 5 ft. squares.
- IMO, Even better than Excel is using the free Google Docs powerpoint-clone (Google Presentation)

- Use a rolling schedule for GM turns, giving the players a sense for how long they have to respond, modify it if necessary, but then actually following through as promised even if only some players have responded.
* Yeah, see above. Have a look at post #1 and #2 on any of my OOC threads. I generally use #1 to set rules, and #2 to lay out character sheets.

In related news -- I'm pretty comfortable with my current rate of posting a substantive GM turn once every 2 or 3 days, with minor responses in-between depending on circumstance and my availability.

I'm explicitly stating that in the event of round-based actions (e.g. Combat) players will have 48 hours to respond with an action for a round. If they miss that window, I'll decide the character's action (which will trend toward continuing to fight a currently engaged melee opponent, or Total Defense if not currently engaged).

This is probably worthy of its own thread.
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on April 20, 2012, 05:49:39 PM
i had assumed the beast were with us. he never said we dropped them anywhere.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on April 20, 2012, 07:01:22 PM
/GrimPortSm-2.png?t=1332045998[/img][/td]
[td]Grimmar stares at the small fey and his horse both... the way the corners of his lips pull back, and the glint of his red-rimmed yellow eyes come together in an expression that is unsettlingly like a leer. He isn't moving on them aggressively, but does look like a rather smug mountain of muscle.
[/td][/tr][/table][/quote]

http://www.youtube.com/watch?v=iDpYBT0XyvA
Title: Re: The Road to Thustrata (OOC)
Post by: Fiendbasher on April 20, 2012, 07:58:09 PM
...his hair was perfect  ;D

Yeah I assumed Grimm wasn't going to be welcome in the room with the Sheriff, is all
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on April 20, 2012, 08:10:13 PM
i can almost see them both laying at the door of the palace under the eyes of a squad of very nervous looking guards.
Title: Re: The Road to Thustrata (OOC)
Post by: Jigger on April 23, 2012, 08:29:14 AM
I like Catodons solution for a failure to post on over on the Long Road OOC.

Fail to post by deadline, and you just do a full defense for the round.

Simple but elegant, I like it.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on April 27, 2012, 07:26:58 AM
Are there any outstanding questions that you're waiting on me to answer, by the way?
Awhile back, I completely spaced on something Foproy asked until he reminded me by PM.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on May 13, 2012, 08:35:24 AM
Invoking a 48 hour window to post combat actions, with failure to post meaning your character does nothing for the round
-- I am specifically not giving people a mechanical benefit as a reward for Failing to post by deadline, so you will not get the full defense benefits.

 The Limestone Tunnels  (https://docs.google.com/presentation/pub?id=1HAl44E4xF_cz3SYhF_97CwtPa9hgmzkTeKPyl6-aiAs&start=false&loop=false&delayms=3000#slide=id.g57010cd_0_0)
(Click link for battle map)

Spoiler: Initiative • show

Initiative - Round 1
18 Deep Horror (+4) 14 = 18 [Described in post]
16 Var and Grimmar (+3) 13 = 16
14 Shadefire (+4) 10 = 14
11 Sainrith (+8) 3 = 11
07 Wallace (+3) 4 = 7
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on May 15, 2012, 02:29:32 PM
Quote
Body is not as big as I imagined but even so body 18" high Sainrith 2'5"  or 29" the corpse easily comes up to the little guy's waist and if he was looking for cover he would be crouching

1/4 cover if standing, 1/2 if crouched. The attacks are coming from like 4-6 feet above your head, there's only so much cover is going to help
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on May 15, 2012, 07:23:47 PM
Fair enough.
Math on bleding is right. (whew!)
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on May 15, 2012, 07:24:32 PM
Fair enough.
Math on bleding is right. (whew!)

I'm sure I've got time to get more licks in before we're done.
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on May 19, 2012, 09:17:47 PM
Sainrith's current sheet is missing the +1 size bonus for defence. Will fix when I have time
Title: Re: The Road to Thustrata (OOC)
Post by: tfwfh on May 20, 2012, 11:48:29 PM
Just dropping in to say I noticed your request for a cached version of round 3.  Unfortunately I don't have one.  Google's cache for the page is about 45 minutes too old, and the way back machine doesn't have anything for the forums since 2007.  Bing and Yahoo seem to cache some threads, but not that one.  Browsers generally won't keep old cached data, so once you visit the page again, the old cache will be overwritten.  Your best bet is if someone checks the thread from multiple computers, or multiple browsers.  In that case, just be sure to get the cached version before viewing the thread again from the other machine/browser.  Hope that's helpful.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on May 21, 2012, 05:34:33 AM
Just dropping in to say I noticed your request for a cached version of round 3.  Unfortunately I don't have one.  Google's cache for the page is about 45 minutes too old, and the way back machine doesn't have anything for the forums since 2007.  Bing and Yahoo seem to cache some threads, but not that one.  Browsers generally won't keep old cached data, so once you visit the page again, the old cache will be overwritten.  Your best bet is if someone checks the thread from multiple computers, or multiple browsers.  In that case, just be sure to get the cached version before viewing the thread again from the other machine/browser.  Hope that's helpful.

Thanks for the dimes o knowledge. Guess we're going to have to suck it up and move on without it, which should be fine since it was no longer mechanically relevent
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on May 21, 2012, 09:40:33 AM
Note A: I had not added the +1 size modifier to Sainrith’s defence. His base should be 16, currently 18 with Var’s buff.

Note B: I’m hoping the calling to Wallace will snap him out of his combat paralysis enough just to get him to grab for the lantern.

A: No problem. We'll fix it moving forward.
B: While the PCs have no way of knowing this, Wallace is currently Paralyzed (flat-footed and may only take actions that are purely mental.)
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on May 22, 2012, 11:45:55 AM
Yes I know [orcish] isn't a real tag...

No complaints from me, I can't think of a better way to handle speaking in different languages in-character.
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on May 22, 2012, 01:21:18 PM
Re: Wallace, I'd say Sainrith suspects something is up...

for foriegn languages as a player I've used named 'spoiler=' tags as a referee I just tell the player gibberish

Spoiler: Ferrix • show
Something unseen brings havoc here
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on May 22, 2012, 03:37:10 PM
trying to reduce clutter in the ic

in regards to the portcullis the other option would be to have sarrinth hit the lever and squeese through again or have 2 medium characters try to hold it open while the third comes out but one of us needs to carry out our fourth.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on May 22, 2012, 04:03:13 PM
I think we can satisfy that all with a good narrative sweep.
This will not win you the fight, this will block you off from the creature. You're not sure if he can break through.

Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on May 22, 2012, 04:06:33 PM
EDIT: the more I think about closing the portcullis the less I like it. Let's say we get it closed and no-one is left behind or badly wounded in the attempt, then what? THe Referee has broadly hinted the mechanism might break and that if not the door is very difficult to lift. What if we can't get back in? What if we can but they post extra guards who get an attack as we lift the gate.


Or the thing doesn't have any ranged attacks so lets lure it into the light in the cellar. As soon as it comes through the arch I'll start shooting I can get 2 maybe 4 hits before it reaches the other side of the cellar. If you all keep running it wont have a chance to attack back. That basically 4 free attacks from me to soften it up before the rest of you have to engage.

EDIT: I have gone in and removed my OOC posts from the IC thread to try to declutter things a bit.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on May 24, 2012, 05:27:27 AM
So I'm uncertain -- did the PCs decide to go with the suggested narrative control Perk or is that getting waved off for now?
Bringing the portcullis down will buy you time/free shots at the monster as its stuck behind the gate, but may make it harder to get back through.
Not bringing the portcullis down means you're going to be facing the monster advancing into the cellar shortly.
Title: Re: The Road to Thustrata (OOC)
Post by: spinningdice on May 24, 2012, 05:29:59 AM
I was pretty sure I'd be coming under heavy fire when trying to yank the thing down, so I'm not too concerned by that point (well I am, but y'know).
I did consider trying to throw my spear at the mechanism or rope, then diving through, but small target in the dark, then having to face the creature without a weapon, almost certainly not going to work out well...
I think DM has hinted strongly enough that lowering the portcullis wouldn't be a good idea, so I suggest we leave it at that. I certainly don't want to have a character go into the room to activate the mechanism with that thing in there.

Edit: typed this before LordKruelos post...
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on May 24, 2012, 05:38:01 AM
I was pretty sure I'd be coming under heavy fire when trying to yank the thing down, so I'm not too concerned by that point (well I am, but y'know).
I did consider trying to throw my spear at the mechanism or rope, then diving through, but small target in the dark, then having to face the creature without a weapon, almost certainly not going to work out well...
I think DM has hinted strongly enough that lowering the portcullis wouldn't be a good idea, so I suggest we leave it at that. I certainly don't want to have a character go into the room to activate the mechanism with that thing in there.

Edit: typed this before LordKruelos post...

For clarity: If the party opts to bring down the portcullis by paying AD for a narrative control Perk, it will be automatically successful. If Sainrith participates, he dashes through and triggers the release while the closing portcullis is slowed. If he doesn't but Var and Shadefire still want to do it, they'll pull the thing down (then you'd have to fix the ropes)

I'm not saying it's a bad idea, I'm saying it's one that will have both advantages and drawbacks, but if you're content to let the thing come at you in  the wine cellar, that's also an option.
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on May 24, 2012, 05:42:41 AM
on phone on train after work dinner. Had to post early to be sure of beating deadline. Was not sure of plan when posted. Tried to post so would be ok either way.
I tink best to lure into a place better for us now. To take tactical control
Title: Re: The Road to Thustrata (OOC)
Post by: spinningdice on May 24, 2012, 05:51:48 AM
Okay, I think my actions as edited stand then, I'll hold it at the portcullis and hold it so that those who want to attack with ranged can retreat up to the back wall and open fire.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on May 24, 2012, 08:02:54 AM
As an aside, I unleashed this same beastie against 4 4th level PCs last night in my home game. They beat it without having any PC drop, I thought it was a medium-hard fight but they handled it like medium-easy. Partially because they had a pair of Dwarves to absorb a lot of the beating and partially because one of them finished it off by using the Turn the Millstone trick to move it into an adjacent empty square -- that happened to be part of a several hundred foot deep fissure.
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on May 24, 2012, 02:16:13 PM
Yep but this time round the monster was using the environment to its advantage.
Yep Sainrith does sod all damage each hit but his 'batting average' is high because he hits everytime, plus a small chance to Bleed each time doesn't hurt.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on May 24, 2012, 02:20:45 PM
At least I got a good laugh for "Need a monster? Why not Zoidberg?" at the table.

Good monster though, the parrot through a chipper shredder is a very visceral description.
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on May 24, 2012, 02:23:22 PM
also you forget that we are at third level and not 4th, and down a man. and one more thing, is wallace only paralyzed because no one is playing him? if so i would take over a second character.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on May 24, 2012, 02:48:38 PM
also you forget that we are at third level and not 4th, and down a man. and one more thing, is wallace only paralyzed because no one is playing him? if so i would take over a second character.

Wallace became paralyzed due to a plot device invented to explain his lack of action. But the plot device is also responsible for turning the light out, and you can see some kind of puncture or sting on Wallace's neck.
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on May 24, 2012, 02:51:47 PM
would it be possible for me to take over playing for him and use a medicine check to explain his speedy recovery?
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on May 24, 2012, 03:08:18 PM
I'd rather not have players doubling up if possible, but a Medicine check after this battle will be legit.
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on May 24, 2012, 03:37:16 PM
i was using the priest ability to reroll a miss with his ritual weapon if he misses.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on May 24, 2012, 04:24:10 PM
i was using the priest ability to reroll a miss with his ritual weapon if he misses.

k.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on May 25, 2012, 07:01:44 AM
after setting wallace down shadefire drops his bow and moves up to the front lines saying to var
Quote
"step back ive got this. if you have to do something use my bow."with that he takes a swipe with his staff."
Spoiler: attack • show

1d20+4=18 (http://invisiblecastle.com/roller/view/3532581/)
if that misses i will spend the action die to reroll this is the roll
1d20+4=23 (http://invisiblecastle.com/roller/view/3532585/)
damage:1d8=7 (http://invisiblecastle.com/roller/view/3532588/)
also if the second roll is needed to hit, or if you will give it to me for dramatic effect. i will spend an additional die to activate that crit.

Just to make sure I understand, here's what I think is happening:
Attack missed, but you used Devout to spend 1 AD to reroll
The second roll hits, so you've spent 1 AD (2 total) to activate that critical.

While I don't think this was your intent, just to make sure:
Did you want to spend a third AD to boost damage?
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on May 25, 2012, 09:16:14 AM
so the first attack roll was a miss then? because the second attack was only in that situation. and sure why not spend the third one.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on May 25, 2012, 10:21:36 AM
so the first attack roll was a miss then? because the second attack was only in that situation.
Affirmative.

sure why not spend the third one.

Nice roll, 4 explode then 1. +5 to damage.
1d4.open(4)=5 (http://invisiblecastle.com/roller/view/3534049/)
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on May 25, 2012, 02:36:38 PM
copied that into my ic post.
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on May 25, 2012, 04:45:32 PM
So what's the ruling on spent arrows? Can I make a search roll or something after the fight to get some back or do you rule arrows as one use only?
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on May 26, 2012, 06:26:41 AM
So what's the ruling on spent arrows? Can I make a search roll or something after the fight to get some back or do you rule arrows as one use only?

I've thought of different ways to do it, so how about this:

The base recovery is 50% of arrows fired are recoverable.
If you'd like to make a Search roll, it's mechanically similar to a haggle roll, but made with Search, where beating the DC by 1-3 increases % of arrows recoverable by 10%, missing the DC by 10 or more means you find only 10% of the arrows fired.

10+ < DC          (Base - 40%)
7-9 < DC          (Base - 30%)
4-6 < DC          (Base - 20%)
1-3 < DC          (Base - 10%)
DC                   (Base recovery: 50%)
1-3 > DC          (Base + 10%)
4-6 > DC          (Base + 20%)
7-9 > DC          (Base + 40%)
10+ > DC          (Base + 50%)
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on May 26, 2012, 06:16:25 PM
ok works for me. Matches my high school experience with archery on a bush block.
Title: Re: The Road to Thustrata (OOC)
Post by: tfwfh on May 28, 2012, 01:53:14 PM
Hello all.  It looks like I'm going to be taking over Wallace for the time being, and then transition to a character of my own creation at some point in the future.  So I have some questions before I begin:
1. I see Wallace seems to have been stung or bitten by something as explanation for his inaction during the fight.  What was that, or what are the effects?
2. Can someone re-cap what's been going on for me?  I've been casually reading the IC thread roughly since Sainrith's introduction, and I'll go back and read the rest of it more closely, but that could take some time and I think everyone would rather Wallace be useful again sooner rather than later.
3. Does anyone have a good understanding of how Wallace works mechanically?  I'm looking at the wiki page, but I'm not getting a clear sense of the whole from looking at the parts.

And less urgently, my thoughts regarding my own character.  For some time I've wanted to play an FC Drake, and this seems like the best chance I'll have for the foreseeable future.  It does mean I'll be playing a creature that is more commonly thought of as a monster than a character, and I want to make sure everyone's ok with that before I proceed.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on May 28, 2012, 02:16:33 PM
1. I see Wallace seems to have been stung or bitten by something as explanation for his inaction during the fight.  What was that, or what are the effects?
I'm going to give you a flashback from Wallace's perspective:

Wallace was following the plan.

Quote
(http://i1170.photobucket.com/albums/r524/Netwatch/Wallace.png) (http://www.crafty-games.com/content/wallace-ravens-ex-order-blackstaff)The little elf said "let me draw it out into the light."
Seemed good enough to him. Really a win/win...

*Sting*

Ow. What was that? Why can't I talk...?

What just brushed past my leg? I can't see anything moving, but I felt it. Whatever stung me must be invisible
Out goes the lantern.

I hope I don't get eaten by a grue.

2. Can someone re-cap what's been going on for me?  I've been casually reading the IC thread roughly since Sainrith's introduction, and I'll go back and read the rest of it more closely, but that could take some time and I think everyone would rather Wallace be useful again sooner rather than later.
3. Does anyone have a good understanding of how Wallace works mechanically?  I'm looking at the wiki page, but I'm not getting a clear sense of the whole from looking at the parts.
2 I'll leave for others.

3. Looking at him, he looks like a "swiss-army character" -- The first thing I thought when I read through him was "huh, well that's an old 2nd AD&D multi-class Fighter/Mage/Thief done as a single-class FantasyCraft Mage.

He's got a lot of the basic firepower of level 1 spells, his backup competency is as combat support. He's got a lot of Reach and when he's in stance, can't be flanked.
He's better armored than most mages, with True Strike he can be as competent with an attack as a fighter, he's got good sleight of hand and his Thieves Gloves give him Basic Skill Mastery Pickpocket).
Title: Re: The Road to Thustrata (OOC)
Post by: tfwfh on May 28, 2012, 06:15:10 PM
I feel like I'm just about ready to start posting in-character, but I don't want to overstep, and Wallace seems to have been passed over in the post fight heal-a-thon.  Is he still incapacitated, and was he conscious for the fight?
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on May 28, 2012, 06:54:48 PM
add this one to the list.
1d20+8=20 (http://invisiblecastle.com/roller/view/3540066/)
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on May 28, 2012, 09:32:23 PM
also not my intention to fudge any rolls just keep it clean.
Title: Re: The Road to Thustrata (OOC)
Post by: tfwfh on May 31, 2012, 04:27:35 PM
I'm going to interpret the lack of protest as approval for me playing a drake.  So, my concept is to just be a dragon (as opposed to say, a wizard who happens to be a dragon).  To my mind, dragons are big terrifying combat monsters, and also inherently magical creatures.

I'm more concerned about the combat monster part than the magical one, so high BAB and defense/DR are important here.  I don't want to take any levels of Mage, because it fails on both those aspects.  Priest would be the best option if a suitable alignment can be found or created.  If not, then my plan is to take just Martial Artist, and replicate spell casting through feats.  Currently, I think the best way to do that is with potions and the alchemy feats, reflavored somewhat to more resemble something like stored up ritual casting than throwing vials at people.  I also think Scroll Casting could be helpful, but I'm not really sure about it.  Either way, I plan to take 1 level of Martial Artist because I'll need the Martial Arts feat and I don't expect to ever qualify for it normally.

So, what are my options for Priest alignments?
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on May 31, 2012, 06:02:31 PM
Tell me about your drake. What's his shtick and why is he wandering from place to place on The Long Road?
Title: Re: The Road to Thustrata (OOC)
Post by: tfwfh on May 31, 2012, 06:29:10 PM
Seravaxiss is a young dragon (at least by dragon standards).  Recently (again, dragon standards, so a few years ago) her mother decided she was old enough to be bothersome and kicked her out of the lair.  Sera is now wandering in search of a suitable place to establish her own lair and hunting grounds.  And as long as she's travelling, she figures she might as well have some travelling companions.  She doesn't have anywhere in particular to go, so wherever they're going is as good a direction as any.  Plus, it will give her a chance to learn more about these little mortals that dot the landscape.  The experience will help decide whether she's better off making allies of them, or terrorizing them into submission later on when she's building up a horde.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on May 31, 2012, 06:53:30 PM
If you were to play a priest, what would you be a priest of?
Title: Re: The Road to Thustrata (OOC)
Post by: tfwfh on May 31, 2012, 07:09:52 PM
I'm not at all interested in the flavor surrounding Priest.  I don't think of the character as being a member of a class.  Rather it's just a dragon, and I'm trying to bend the PC mechanics to fit that shape.  Priest is a good fit, but it's not the only one.  If I have to be a priest of something, I would want it to be like, Priest of Awesome Dragonness (Dragonkind or Dragon Spirit, maybe, from a more serious perspective).

And, to be completely honest, I'm not sure I would take Priest even if it is an option.  The more I think about it, the more I value not having to rely on the kindness of any particular GM, so I can take the same build and play it in any game without problem (like another Long Road adventure, for instance).
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on May 31, 2012, 07:22:08 PM
if you are thinking just general dragony type stuff you would probably be better off with just mage.
Title: Re: The Road to Thustrata (OOC)
Post by: tfwfh on May 31, 2012, 07:29:17 PM
How so?  I'm going for melee combat badass, plus a little magic on the side.  Mage is essentially the opposite of that.
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on May 31, 2012, 07:36:45 PM
mages aren't that weak in this game, and in many fantasy settings dragons are magical powerhouses. most strategies involve slinging spells and breath weapon before ever attacking up close.
Title: Re: The Road to Thustrata (OOC)
Post by: tfwfh on May 31, 2012, 07:44:55 PM
They're weak as compared to everyone else.  They have the lowest BAB, defense, and vitality of all of the classes in the game.  Their saves are also pretty bad.  The only thing they do well is cast spells.  True, if they decided to start hitting something with a stick, that is a lot more effective here than in other games, but it's still not something they're good at.  Anyway, I guess we have different ideas of how dragons work.  I'm going with the huge-teeth-and-claws-and-oh-yeah-a-bit-of-magic-too version.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on May 31, 2012, 08:04:16 PM
Channeler? That would suit your high BAB needs and you could fling magic around.

If you want to be huge teeth and claws Dragon, martial artist?

How Big exactly are you thinking?
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on May 31, 2012, 08:08:32 PM
A few of things:

First check out my drake Vandarzyrx. I built him as a minion smasher and there might be some ideas you could use. He's a sage so for your hard-core combat drake maybe use martial artist or soldier.
http://oldschoolfantasy.pbworks.com/w/page/45743281/Vandarzryx

Also if you want  just a bit of magic consider feats: The Gift or Blessed.

Finally, for Long Road games beyond the current adventure (say you want to port across to the other Long Road thread and back later) stick to official rules. Re-skinning is fine even encouraged but Alchemy to represent pre-preapred rituals rather than physical objects is probably across the line in the eyes of many referees. If however LK is cool with that and you aren't going to port the character around then no probs.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on May 31, 2012, 08:11:49 PM
Heh, you could always build it as

Drake Sorceror Channeler 1 / Martial Artist 2

Take Draconic Heritage and Truescale at level 1
Title: Re: The Road to Thustrata (OOC)
Post by: tfwfh on May 31, 2012, 08:52:01 PM
@Catodon, and LordK for that matter: What I was imagining regarding elixirs-as-ritual was that the elixir would be something that a dragon would create and prepare and then swallow.  And then using it would be styled as a magical alteration to the breath weapon.  Although I suppose the swallowing part of things could be done as needed, the way that potions already are, rather than in advance.  Mechanically, it would still work just like a potion/oil/vial does now, but with a different visual.  Does that sound too far out there?

@Channeler: I always forget those classes exist.  Is there an accepted way to convert it to FC?  For instance, there's the different skill list, SC wealth vs FC lifestyle, the lack of legend, rolled vs static vitality, and probably quite a few other little differences like that.  If that's easily resolved then I will have to strongly consider it.

@The Gift: I have considered that.  The Gift offers "a bit" of magic to be sure, but I want a little more than "a bit"  Alchemy Mastery gives slow and limited access of a sort up to 3rd level spells, and that's about what I'm looking for.

I have a Martial Artist build I'm mostly happy with.  I was trying to use True Scale and Draconic Heritage, but neither of them is really a very good feat for me, so I dropped them.  I do want to get some DR without wearing armor, but if I can't then I'll just wear discreet armor and try to pretend it's not there.  I'm also going to toy around with a Lancer build (better feats than MA) and a Soldier build (better defense than Lancer).  We're still only in the first real room of the dungeon, so I doubt I'm under much time pressure here.

EDIT:
How Big exactly are you thinking?
Large size, 2x3.  Like the book says.
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on June 01, 2012, 08:15:31 PM
To stay within canon I'd be happy with any 'alchmey' skinning that creates a single use inaminate physical object that could be stolen, broken, lost etc. and took time to activate when you used it. So I'd allow buring corn dolls, clay tablets that are broken to use, insense, etc.
As an aside my drake carried potions in bladders.
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on June 02, 2012, 06:39:11 PM
BTW.
Sainrith has the head of the deep horror prominantly tied to Epsyir's saddlebags.

Just realised it was not clear from the IC thread and I did not want to edit a post with rolls in it.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on June 02, 2012, 08:43:37 PM
@Channeler: I always forget those classes exist.  Is there an accepted way to convert it to FC?  For instance, there's the different skill list, SC wealth vs FC lifestyle, the lack of legend, rolled vs static vitality, and probably quite a few other little differences like that.  If that's easily resolved then I will have to strongly consider it.
While I'm sure Spellbound will do the official conversion to mastercraft,
From my perspective, most of the above are actually pretty easy conversions.

SC Wealth and Gear picks (both Low progressions) convert easily to Lifestyle and Legend (also low progressions)
Converting from rolled to static vitality is also just a case of matching up progressions (Vitality: 9 + Con modifier)

In terms of scaling down to the smaller skill list, the progression indicates the class in MasterCraft would have 10 skills, such that only 1 of these is a guess rather than a direct conversion:

Class Skills: Acrobatics, Athletics, Crafting, Intimidate, Investigate, Notice, Prestidigitation, Resolve, Sneak, Tactics.

The biggest leap assumption-wise is that the Channeler, like other specialist caster classes, will be able to cast 1st level spells at level 1 (as opposed to 0-level for mages), so that would mean the level 1 ability would likely read something along the lines of:
Path of Channeling: At Level 1, you may purchase ranks in the Spellcasting skill and learn Energy, Force, and Weather spells. Additionally, you may cast Level 1 or lower spells you know from the Energy, Force, and Weather and Level 0 spells you know from other Disciplines.

and the circle of power adaptation would likely be something like

Circle of Channeling: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you learn a number of additional spells from the Energy, Force, or Weather  Disciplines equal to your Wisdom
modifier (minimum 1).
Also, you may choose one of the following abilities.
--The maximum level of spells you may cast increases by 1 (e.g. from Level 1 or lower spells you know to Level 2 or lower spells you know), to a maximum of Level 9.
--You gain an additional Spellcasting feat.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on June 06, 2012, 07:54:24 AM
BTW, bookkeeping notes:

+1 AD to Wallace for propelling things forward
+1 AD to Sainrith for some very solid background thoughts/description which helps me.
Title: Re: The Road to Thustrata (OOC)
Post by: tfwfh on June 12, 2012, 06:49:24 AM
I have decided to go with Channeler for Sera, you can see the preliminary build here: http://www.crafty-games.com/index.php?q=content/seravaxiss-flame-weaver.  I do have some questions.

First, how sure are you that Channeler should be able to cast Level 1 spells at first level?  If that's true, then I'm tempted to take 1 level of Martial Artist, but if not then I'll stick with Channeler 3. 

Second, how sure are you that Investigate should be a Channeler skill?  I was guessing Haggle, to replace Streetwise.  I would rather have Investigate though, so if you're sure, then I'll be tweaking my skills a bit. 

And third, what do we do about money/gear/reputation?  I'm least concerned about gear, since I won't be using weapons or armor, but there might still be some other things I want.  I'd also like to have a feat granting magic item (Martial Arts, or Spell Conversion: Duration if I wind up taking Martial Artist), so how would that work?
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on June 12, 2012, 07:06:25 AM
I have decided to go with Channeler for Sera, you can see the preliminary build here: http://www.crafty-games.com/index.php?q=content/seravaxiss-flame-weaver.  I do have some questions.

First, how sure are you that Channeler should be able to cast Level 1 spells at first level?  If that's true, then I'm tempted to take 1 level of Martial Artist, but if not then I'll stick with Channeler 3.

My assumption that the Channeler will cast Level 1 spells (Energy, Force, and Weather spells) is based on the Spellbound preview from last year's GenCon.  Since the Reaper and Conjuror work the same way, it seems reasonable to assume that Channeler will follow the pattern.

Quote
Second, how sure are you that Investigate should be a Channeler skill?  I was guessing Haggle, to replace Streetwise.  I would rather have Investigate though, so if you're sure, then I'll be tweaking my skills a bit.  
Based on the progressions, we know there will be 10 class skills and Spellcasting doesn't count as a class skill (again, using the Conjuror as reference)
Acrobatics, Athletics, Crafting, Intimidate, Notice, Prestidigitation, Resolve, Sneak, and Tactics all convert logically

Investigate is the 1 skill I added (the others are all easy conversions), and to be honest, I was stuck with the same question you're raising -- I could see either Investigate or Haggle as logical replacements for Streetwise, but if you feel that Haggle is a better fit, I'm willing to agree.

Quote
And third, what do we do about money/gear/reputation?  I'm least concerned about gear, since I won't be using weapons or armor, but there might still be some other things I want.  I'd also like to have a feat granting magic item (Martial Arts, or Spell Conversion: Duration if I wind up taking Martial Artist), so how would that work?

Handle as if a Starting Character at 3rd level
-- 100 silver x Career Level
-- Lifestyle as normal (page 153)
-- Reputation 10 x Career Level

Since you'll only have 30 Reputation to work with, you won't be able to both raise Renown and start with a prize, so it looks to me like you'll spend some of your starting Reputation on a prize and be limited to 1 prize until increasing your Renown.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on June 14, 2012, 10:58:59 AM
Kicking this over here for discussion

Quote
One of the creatures in the back of the room is using a Natural Spell ability.
ENTANGLE
Level: 1 Nature
Casting Time: 1 half action
Distance: Remote
Area: 40 ft. penetrating sphere
Duration: 1 minute per Casting Level (dismissible)
Saving Throw: Reflex partial (repeatable)
Effect: Plant life wraps and twists around characters in the Area and those who enter, leaving Large and smaller victims entangled and unable to move until they make
their save.

Save DC is equal to 10 + 1/2 the NPC’s Threat Level (rounded up), so 12
Ref save (Var +5, Sainrith/Ep'Ferrish +4, Wallace +4)
1d20+5=12, 1d20+4=21, 1d20+4=18
All the PCs pass their saves -- I honestly have a question on how to correctly read the spell considering how its worded and the 'Reflex partial' Save
Either 1) characters in the area are Entangled (regardless of save) and unable to move (until they save)
or 2) both effects are covered by the save (which makes less sense given that it's listed as Reflex partial.

My gut instinct says #1 is the correct reading (ie you're entangled while in the area of effect, but you're only unable to move until you make your save) -- you guys are as familiar with the system as I am, how do you read it? What would be fair?
(Depending on group consensus on question in spoiler above, Var, Sainrith/Ep'Ferrish, and Wallace are either Entangled but able to move or completely unaffected by the spell)
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on June 14, 2012, 11:10:09 AM
i always thought everyone who made their save was considered in difficult terrain.

also i will not be around my computer for the weekend. shadefire will continue to let the arrows fly.
Title: Re: The Road to Thustrata (OOC)
Post by: tfwfh on June 14, 2012, 04:00:09 PM
I think your #1 interpretation is the right one.  I also think we will continue to be affected and need to continue saving as long as we're in the area.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on June 15, 2012, 07:15:45 AM
i always thought everyone who made their save was considered in difficult terrain.

I can see that as a logical application, but I would never have thought that based on how the spell is written.

I think your #1 interpretation is the right one.  I also think we will continue to be affected and need to continue saving as long as we're in the area.

Ok, I'm going to go with interpretation #1 then.
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on June 15, 2012, 10:05:41 PM
that was how it was handled in 3.5. they specified that, so when they said partial that was how i read it.
Title: Re: The Road to Thustrata (OOC)
Post by: spinningdice on June 16, 2012, 12:19:57 AM
I agree with #1 but it's far from clear.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on June 16, 2012, 05:05:07 AM
that was how it was handled in 3.5. they specified that, so when they said partial that was how i read it.

You failed to appropriately mind-blank yourself when coming into the crafty-verse. Shame! SHAAAAAME!
(jk)

Title: Re: The Road to Thustrata (OOC)
Post by: foproy on June 16, 2012, 09:57:38 AM
[sarcastic crying font] bu, bu, but its the same spell.[/scf] imagine that though wizzards being more specific than crafty, guess there is a first time for everything.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on June 16, 2012, 11:48:54 AM
[sarcastic crying font] bu, bu, but its the same spell.[/scf] imagine that though wizzards being more specific than crafty, guess there is a first time for everything.

Our nitpicking is but one of many reasons Pat drinks...
Title: Re: The Road to Thustrata (OOC)
Post by: Desertpuma on June 16, 2012, 10:19:42 PM
Yep, the tequila banana
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on June 29, 2012, 07:58:42 AM
So I was giving thought this morning to how much time it will take to wrap up this mini-adventure and transition to the next, so I can honor my word to the replacement players to let them play with characters of their own design.

To me, staying inside The Long Road construct helps allow the PBP games to be easily adapted for use in home games, so definitely staying there.

Tfwfh will be playing
Seravaxiss, Flame Weaver
http://www.crafty-games.com/index.php?q=content/seravaxiss-flame-weaver (http://www.crafty-games.com/index.php?q=content/seravaxiss-flame-weaver)

What about spinningdice?
Title: Re: The Road to Thustrata (OOC)
Post by: spinningdice on June 29, 2012, 10:03:47 AM
I'll throw about a few concepts over the weekend.
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on June 29, 2012, 10:33:37 PM
If we are not going to race off in haste Sainrith would like to look to recover arrows before moving off. During the fight he loosed 6 arrows.

roll
unskilled max 15 (1d20+3=9) (http://invisiblecastle.com/roller/view/3588762/)

Probably don't recover any.
Title: Re: The Road to Thustrata (OOC)
Post by: tfwfh on June 29, 2012, 10:55:44 PM
So I was giving thought this morning to how much time it will take to wrap up this mini-adventure and transition to the next, so I can honor my word to the replacement players to let them play with characters of their own design.

To me, staying inside The Long Road construct helps allow the PBP games to be easily adapted for use in home games, so definitely staying there.

Tfwfh will be playing
Seravaxiss, Flame Weaver
http://www.crafty-games.com/index.php?q=content/seravaxiss-flame-weaver (http://www.crafty-games.com/index.php?q=content/seravaxiss-flame-weaver)

What about spinningdice?

Well then, I should probably finish building my character.  I still need to finalize my spell list and pick gear (such as it is) and some interests.  What kind of time frame can I expect, or is it to early to say yet?  I also need (want) to find (or better yet, make) a more appropriate character portrait, and I'm starting a new job on Monday, so this could take some serious time management.

Perhaps I can get a start on that now, I was inclined to choose a language for my final interest, but I'm not sure which one to choose.  Is there one anybody would suggest?  What languages are spoken commonly enough for Sera to have picked up, living in the area?  Are there any language gaps in the party that should be filled, or a (2nd) language everyone in the group knows, and so knowing would would help with fitting in?  Currently she speaks Common (cuz, you know) and Draconic (probably not very useful, but there it is anyway), so just about everything is an option.
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on June 30, 2012, 01:35:25 AM
Sainrith speaks a 'dialect of Elven' and we have another elf in the party if that helps.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on July 03, 2012, 05:47:02 AM
Quote
hrmm, these are not natural, thoughts on how we should pass? sounds like something is inside, and we could set it on fire, though that would fill everything with smoke, and cutting through would take a while.

Have we reached a point where I've thrown too many linear obstacles or are people just being slow to post in early July?  Player feedback/guidance would be really useful here.

(spoiler alert, roughly 75% of this adventure has been a conversion of an old AD&D module as an extended demonstration that it's easier to convert and run old D&D modules (2E and earlier) with FantasyCraft than it is with 3.x or 4E D&D)
Title: Re: The Road to Thustrata (OOC)
Post by: spinningdice on July 03, 2012, 07:56:21 AM
Sorry, I looked at the situation, went away to have a think and then forgot we had an update.

I'm still kicking around character creation, but replacement character looking to be Svala Shieldfast, Dwarf Priest, was toying with an Ogre (either Troll or Yeti), but with a Drake in the party thought I'd be better with a more standard one.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on July 03, 2012, 08:33:34 AM
How about a Rootwalker? If I'm letting one player play a dragon, don't feel constrained to 'classic' races -- if it's in the core and you give me backstory to work with equivalent to what Sainrith has, it's probably allowable if you vet it here.

If I'm going to open that box, I need to ask you, the players for some adventure ideas that you'd like to roll with.

Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on July 03, 2012, 01:25:11 PM
I have a lot of experience with diverse groups which include Large or bigger characters. As a referee I tended toward wilderness and travel which accomodate bigger folks better than dungeons.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on July 03, 2012, 01:33:21 PM
Good point
Title: Re: The Road to Thustrata (OOC)
Post by: spinningdice on July 03, 2012, 02:16:39 PM
It's more a personal point, I'm fine with large characters, but when you get 2-3 it starts to seem like a comedy menagerie.
Title: Re: The Road to Thustrata (OOC)
Post by: tfwfh on July 03, 2012, 04:30:25 PM
It does get a little comic when you have several characters of wildly differing sizes, but I'm not sure that's really a problem.  As for adventure ideas, part of the interest in playing a drake for me is in dealing with and (hopefully) overcoming the "Ahh! Monster! Kill it!" reaction, so I'd find some amount of socializing desirable.  Obviously there are some scenarios where that strains credibility; I'm not going to be invited nor welcome at a society ball no matter how profusely I insist that I'm just here to chat.  I'm also ready to accept the realities that go along with being a large creature.  For the most part, if medium creatures can walk comfortably through a space, then I'll be able to squeeze through.  I may not be able to turn around, but that's probably fine.  And while squeezing is a bad condition, it's no worse than most of the other bad conditions.  As long as combats only infrequently take place in long narrow hallways, it shouldn't be a major problem.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on July 03, 2012, 06:15:52 PM
One thought I've had, in keeping with the Long Road concept, is setup the 7-samurai-like scenario against something staggering
Title: Re: The Road to Thustrata (OOC)
Post by: tfwfh on July 03, 2012, 08:44:10 PM
I am good with that.
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on July 03, 2012, 09:29:27 PM
Social reactions to large 'monster' species can depend very much on setting and culture. In A Council of Wryms dragons ARE high society. I'm also currently working on a settting where giants are about 40% of the population and humans about 2%. Even in a generic fantasy setting there is room for some regional variation.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on July 04, 2012, 05:29:30 AM
Social reactions to large 'monster' species can depend very much on setting and culture. In A Council of Wryms dragons ARE high society. I'm also currently working on a settting where giants are about 40% of the population and humans about 2%. Even in a generic fantasy setting there is room for some regional variation.

Right, which is why I'm not worried about "non-standard" PCs. The adventure itself will still be portable to other games with other PCs.
Title: Re: The Road to Thustrata (OOC)
Post by: tfwfh on July 11, 2012, 04:51:11 PM
So, left, right, or back?

I say that if the ledge on the left side seems to lead anywhere then we should follow that path.  Otherwise, we should turn back and do the best we can at getting through the wall of thorns.  I don't trust the river to lead us anywhere worthwhile.
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on July 11, 2012, 08:05:25 PM
Nah, it will go somewhere but we might all get eaten by something before we arrive...
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on July 12, 2012, 06:56:07 AM
The ledge on the left looks like it was part of the natural arch. You could presumably cross the river and climb the opposite cliff to whatever passage continues away to the West, but that will take you in the opposite direction from the thorn wall. The river seems to be running mostly northwards from here.
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on July 12, 2012, 02:18:43 PM
maybe a map? nothing fancy just draw it on a bit of paper and take a photo.
Title: Re: The Road to Thustrata (OOC)
Post by: tfwfh on July 12, 2012, 05:05:42 PM
Ok, I had been thinking this was the situation for some reason:
(https://lh5.googleusercontent.com/-0e4ZVE6pjbc/T_9lPvcvGhI/AAAAAAAAAeU/MvXsJOlaZLU/s400/cavern-wrong.png)

But then I went back and re-read things, and now I think it's this:
(https://lh3.googleusercontent.com/-lAM5gwpO5gA/T_9lPXu-TzI/AAAAAAAAAeQ/cyQT_aA2B6s/s400/cavern-correct.png)

If the 2nd one is the correct one, then I am now unconfused and I think we should follow the narrow ledge, or turn back and try the thorns.  I'm not sure which seems more dangerous, and since we're already down here we might as well press on until it's obvious we shouldn't any longer.
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on July 12, 2012, 07:45:54 PM
Ok we follow the ledge. What precautions? What marching order? What spacing?
I propose:
Everybody tries to sneak.
15' spacing
Anyone who can see in the dark first.
Then Sainrith on Epsyir at the leading edge of the light Bow ready
Then a fighter type
then Wallace with the light.
then everyone else in one's or twos at 15' intervals within the light'

Ok back to work,
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on July 13, 2012, 06:56:30 AM
See main thread for map update and Notice check results

Ok we follow the ledge. What precautions? What marching order? What spacing?

I propose:
Everybody tries to sneak.

In this case, that would be a Team Sneak Check, with the character with the Lowest skill bonus making the check (unless you had a Sage with Best of the Best, for example)
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on July 13, 2012, 10:31:48 PM
The idea of spreading the characters out and puting the best sneakers first was to allow some to get across before we're spung. A team check is fine if the outcome takes this into account.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on July 23, 2012, 10:31:45 AM
Ok, so it's been a week since the last player post -- what do I need to change to get this rolling again?
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on July 23, 2012, 01:46:31 PM
For my part I've been mad busy. You'll notice even the posts I have made have been quite short compared to when I started.
I think that we have just figured out there is only the unpalettable choice of swimming the river left and so everyone is waiting on everyone else to go first.
In my defence Sainrith is probably the least qualified here. So anyone else going in?
Jump Jump Jump Jump!
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on July 23, 2012, 02:23:04 PM
Just to make it clear -- this isn't a forced-choice situation, you could push your way through the wall of thorns or otherwise work to get past that. Jumping into the river is going to be dicey but gutsy.
Title: Re: The Road to Thustrata (OOC)
Post by: tfwfh on July 24, 2012, 05:22:13 PM
I'm waiting for either a path forward to appear, or not.  I was imagining the narrow ledge might open into another tunnel or something.  I don't see jumping in the river as a viable or reasonable path forward.  As far as I can tell, we're not in any real hurry.  Our task here (as far as I remember/could tell from my previous skim-through) is to discover what's been disrupting the renovations of the temple on the surface, and put a stop to it if we can.  It seems probable that whatever-it-is is also responsible for the sleeping sickness that's been plaguing the area, but I don't recall discovering any real evidence of such a connection.  Which is to say, as a player, I see no reason to think that jumping in the river with nothing but a hope that it will take us somewhere useful (instead of drown us) is a good plan.  And so, I can see no reason why Wallace would either.

I suspect that if we were so inclined, we could take the heads Sainrith has been collecting back to the sheriff (of Nottingham, teehee) as evidence of what's down there and request some additional assistance.  At the least I would hope for some torches and lamp oil we could use to burn through the wall of thorns.  Of course the smoke would be a concern in the enclosed underground environment.  Doubly so with the nearby mysterious, giant, maybe poisonous mushrooms.  Even better than that would be a squad of guards and hirelings to chop through and keep the area secure while we continue farther on.

So anyway, as long as we have a path forward that isn't obviously suicidal, I'm all for following it.  And as long as we don't I'm all for going back and trying another way.  I'm waiting to see which it is.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on July 24, 2012, 05:55:23 PM
The sequence is very much a consequence of the original source material, so I think we can use a very Crafty solution to move us forward --

I propose we Flash Forward  (FantasyCraft p.367) and I'll even call it a reduced cost (2 AD)

You the party pay 2 AD and then narrate how you bypass either the underground river or the wall of thorns and we'll move from that.  Easy solution.
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on July 26, 2012, 01:55:03 PM
I'd actually favour the thorn wall.
Maybe we could make a battering ram type thingy from a few mshroom stalks and combining our strength force our way through.
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on July 26, 2012, 10:48:32 PM
maybe it is just some kinda prayer from teh priest of nature. i have no wayt o do it within the crunch rule, but some kind of ritual to remove the thorns would not affect the character crunch in any way.
Title: Re: The Road to Thustrata (OOC)
Post by: spinningdice on July 27, 2012, 09:06:07 AM
As mentioned before, I'm pretty sure we could hack through the thorn wall, it'll just take some effort.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on July 27, 2012, 10:14:05 AM
As mentioned before, I'm pretty sure we could hack through the thorn wall, it'll just take some effort.

You guys tell me how, narratively, you want to get past the current impasse and we'll fast-forward through.
Title: Re: The Road to Thustrata (OOC)
Post by: tfwfh on July 27, 2012, 11:35:17 PM
Count me in for an action die to do this.  I think that leaves me with two, but I'll go back and be sure.

If we as a group are comfortable with leaving the dungeon and coming back with help, I'd like to go ask the Sheriff for some more assistance.  At the least some axes and maybe rope and pulleys so we can cut our way through the thorns.  Even better would be a work gang to do it for us.

If we're not ok with that (and I understand not wanting to leave the dungeon halfway through), then I'd still say we should go through the thorns.  Perhaps we could go back to the entrance and find some tools to use.  Or we could magic our way out of it, we do have a convenient druid after all - and a mage for that matter.  Perhaps a few minutes chanting will convince the branches to part for us.  Really anything is fine as long as we're not risking injury by rushing it, because I see no reason to be reckless here.
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on July 28, 2012, 12:56:28 AM
How about you guys get hacking with whatever blades you have. Sainrith and Epsyr (who are quick) get to the surface and see if they can round up help (and drop off the severed heads by the apple tree). Then if no can get help fast Sainrith will return to help out. And yeh, slow careful hacking to avoid injury is the way to go.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on July 28, 2012, 07:49:48 AM
If we as a group are comfortable with leaving the dungeon and coming back with help, I'd like to go ask the Sheriff for some more assistance.  At the least some axes and maybe rope and pulleys so we can cut our way through the thorns.  Even better would be a work gang to do it for us.

Based on what you've seen in the tunnels, the sherriff has already sent a workgang in, and it was slaughtered (presumably by the Deep Horrors). You heard rumors earlier in town about how he'd sent for a cohort of extra soldiers.
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on July 28, 2012, 08:53:46 PM
Ok lads looks like we gotta do this ourselves. So how about we narrate us all spending several hours clearing the throns with sword and knife I can provide the other AD required.
Done (?)
Title: Re: The Road to Thustrata (OOC)
Post by: spinningdice on July 29, 2012, 12:10:16 AM
Okay.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on July 29, 2012, 09:28:19 AM
Ok lads looks like we gotta do this ourselves. So how about we narrate us all spending several hours clearing the throns with sword and knife I can provide the other AD required.
Done (?)
Clearing or cutting your path through?
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on July 29, 2012, 01:59:20 PM
not sure what the difference is. We use blades to cut off sticks and gloved hands drag then out of the way.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on July 29, 2012, 03:40:57 PM
not sure what the difference is. We use blades to cut off sticks and gloved hands drag then out of the way.


10' Corridor filled with wall of brambles

[**********]
**********
**********
**********
**********
**********

10' Corridor filled with wall of brambles

[**********]
**********
**********
**********
Cut path through
**********

[**********]


Cleared


**********
Title: Re: The Road to Thustrata (OOC)
Post by: tfwfh on July 29, 2012, 09:11:00 PM
I think we'll probably need to mostly clear the path, since we have the large companions to worry about.  And that'll probably take a while, so I'd say Catodon's plan is a good one.  Sainrith should take Epsyr to go get some tools: axes, saws, ropes, maybe some tarps, and probably some torches or more lamp oil since I don't want to risk our lamp going out, and the rest of us will make do till he gets back.  Then we spend however long clearing out a path wide enough for Grimmar to get through without hurting himself, and then it's back to business.
Title: Re: The Road to Thustrata (OOC)
Post by: foproy on July 29, 2012, 10:09:52 PM
so i am guessing a ritual to open the path is out then?
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on July 30, 2012, 04:26:15 AM
right looks like a quick ride to the council depot for me  >:D
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on July 30, 2012, 06:50:50 AM
And herein we see the limitations of the original source material :)

Amusingly, every time I've run into problems running from a converted old D&D module in FantasyCraft, the problems usually come from poor original design rather than the conversion.
Title: Re: The Road to Thustrata (OOC)
Post by: LordKruelos on August 02, 2012, 11:05:11 AM
Ok, I've done a fast-forward, based on what you've all described (with some selective narration). Let's see if we can wrap this up.
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on August 04, 2012, 06:26:51 PM
I've noted the loss of AD on my records.
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on September 11, 2012, 05:00:43 AM
Sorry, I've been mad busy until recently is anyone else still here?
Title: Re: The Road to Thustrata (OOC)
Post by: spinningdice on September 11, 2012, 06:17:22 AM
Yup
Title: Re: The Road to Thustrata (OOC)
Post by: tfwfh on September 12, 2012, 02:51:01 PM
yes
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on December 16, 2012, 08:07:49 PM
YAY! we're back!
Title: Re: The Road to Thustrata (OOC)
Post by: Catodon on December 27, 2012, 07:43:12 PM
just a break for the holidays?
Title: Re: The Road to Thustrata (OOC)
Post by: tfwfh on December 28, 2012, 08:38:00 AM
Hope so.