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1  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: March 03, 2015, 05:00:38 AM
I'm at work so I don't have access to all my notes, but I'm pretty sure it's been about 8-10 days since we first arrived in town.

Didn't she 'leave' with the professor, the priest and the bodyguard? There may be questions about where the rest of the group is...
2  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: March 03, 2015, 03:51:23 AM
Any chance those bone throwing knives are ready yet?

Didn't we say two weeks? If so they're not done yet, but they will be by the time you return from the ambush. Of course, you'll have to pick them up as Leela...

ludo: You can do most of that no problems... hell, you'd basically do a couple of those anyways (dedicate your victories to Asmodeus, ritually sacrifice prisoners) but I'm kind of at a loss as to what you're trying to accomplish here.
3  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: March 02, 2015, 06:52:08 AM
"I'll see if I can't get the information out of one of the soldiers visiting here tomorrow. In the meantime we should pack and get ready to leave."



The next afternoon the inn is full of soldiers, gossiping over the duel between the captains. Aiden mingles with the soldiers, pretending to have served on the wall in his youth and is swapping stories, while buying several rounds for all involved.

"Wow... can't say I wouldn't have done the same, if I had found another man in bed with my wife. But hey, you're rangers, right? With two captains down I guess you'll get to stay warm indoors for a while, so it can't be all bad, right?"
"Heh, nah, you don't know our captain. Actually managed to convince the commander that, "now more than ever, we need scouts to give an early warning." We're heading out tomorrow morning... and we're doing the north-east loop, too, so we'll be getting a face-full of icy northern wind most of the trip."
"Ah, that too bad. My right foot's still a little numb from the frostbite I got from staying outside in a winter much like this, you boys take care alright? Here, let me buy you another round, for the road as it were."



Later that evening, using the Whisper chain, Aiden informs the rest of the group. "They're leaving tomorrow morning, but from the vague indications of the route they'll take I'd say they probably won't use the campsite until the return trip. We can afford to tarry for a couple days if necessary."

(click to show/hide)
4  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: February 25, 2015, 08:46:56 AM
Lantern Archons can generally come and go as they please. If they're put in place to protect the chapel it's also entirely possible they're bound to the chapel, but right now there's no way to know for sure.
5  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: February 24, 2015, 09:09:38 AM
ludo: without access to the Consecrate spell, you'll have to do it the old-fashioned way, preferably with an altar or symbol of Asmodeus present but certainly a sacrifice of something valuable to Asmodeus. In this case, the priest or the Archon would, ironically, do nicely.
6  Community / License to Improvise / Re: Rules to rule: how to manage a realm for FC on: February 24, 2015, 05:05:20 AM
At first glance:
Corruption - modifies Persuasion & Coercion checks where bribes are used, and Sneak checks made outside.
Crime - modifies Sense Motive/Detect Lie checks and Prestidigitation checks to pick pockets.
Economy - modifies Crafting checks and Downtime checks to earn money.
Law - modifies Intimidate/Coerce checks to stand down/act friendly, Impress checks against government officials, and Impress checks to call for the guards.
Lore - modifies Investigate/Canvass and Investigate/Research checks.
Society - modifies Disguise/Mask checks and Impress/Influence checks against non-government officials.
7  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: February 24, 2015, 03:42:11 AM
"Well, if nothing else, if we fail to take out the sentry silently, a fire elemental in their midst would help slow them down long enough for us to close the distance."
8  Community / License to Improvise / Re: Rules to rule: how to manage a realm for FC on: February 24, 2015, 03:17:37 AM
1) Yep. If anything, the lower stats in FC is part of what's causing the initial hump to be bigger than it should be.
2) Yep, the players get to play SimCity in the capital city, but the settlements are mostly spreadsheet centrals.
3) Yeah, preparing a hex for settlement founds a +0/+0/+0 thorpe; 3 BP buys a +1 somewhere, and 9 BP spent like this equals one 'building' per turn; once the total bonus increases past certain thresholds the settlement increases in size, costing +1 Consumption but gives some kind of bonus to compensate
4) The modifiers are part fluff, part discretionary modifiers to certain checks. There's a couple issues here... First we'll have to adapt the skills to the FC skill list, but that is fairly easily done. Second is the fact that most of these modifiers come from buildings, so by going with the simple settlement rules they will never gain any settlement modifiers. It's a bit silly, but we can go by making the settlement modifiers from the capital city count for the entire kingdom (which means if the capital is a crime-ridden shit-hole the entire kingdom is a crime-ridden shit-hole). Maybe not ideal, but certainly the easiest solution, and would possibly make the system a bit easier to use.

I'll take a second look at the modifiers and see what skills they map to in FC.
9  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: February 23, 2015, 07:08:30 AM
"Uhm... I've ridden on horses from time to time, how much worse could a giant flying owl be?"
10  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: February 23, 2015, 05:28:01 AM
"Putting the sentry to sleep would be best-case scenario here, but we should plan for the worst. If we cock this up and they all wake up, we need to prevent them from getting on their horses. It won't be easy, but if we catch them scrambling on their feet, backs to the wall, we still have the upper hand; if they manage to get on horseback we'll be in trouble. Ideally we should get close enough to their camp to charge them, if necessary."
11  Products / Fantasy Craft / Re: Fantasy Craft Second Printing Q&A Thread on: February 20, 2015, 08:03:08 AM
There's also the possibility that not all options are meant to be equally good. Like, if magic items aren't available for purchase then the Spellcasting favor suddenly becomes more relevant. They can also be handed out as adventure rewards (did a thing for a Wizard? Part of the reward is a Spellcasting Favor, up to spell level 4).
12  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: February 20, 2015, 06:21:16 AM
Well, it's not really a magic shop, but definitively no vials of silence just lying around. I guess a meta-magic feat would've solved this issue, but one can't have everything.
13  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: February 20, 2015, 04:30:53 AM
Considering all it takes is one shout to wake the rest, maybe drop a Silence on him before alpha striking him?
14  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: February 20, 2015, 02:41:18 AM
If we can kill the person on watch without waking the others, there's nothing stopping us from simply walking over and slitting their throats while they sleep...
15  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: February 19, 2015, 07:20:08 PM
Well no, it's not windy at all, which is why it's such a good camp spot. That said, they will have someone up and around on watch/stoking the fire, and making a gaseous poison that's strong enough to kill them and that won't be noticed by the watchman until it's too late will be difficult to say the least, not to mention stashing the poison in such a way that it'll be activated at the desired time will also be very difficult.
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