Author Topic: The Road to Thustrata (OOC)  (Read 13205 times)

LordKruelos

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The Road to Thustrata (OOC)
« 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

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
« Last Edit: April 19, 2012, 03:45:03 PM by LordKruelos »

Fiendbasher

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Re: The Road to Thustrata (OOC)
« Reply #1 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).
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LordKruelos

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Re: The Road to Thustrata (OOC)
« Reply #2 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.

LordKruelos

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Re: The Road to Thustrata (OOC)
« Reply #3 on: March 19, 2012, 07:28:18 AM »
Example Template for Battle Rounds


Battle in the Mushroom Cavern, Round 2
(Click link for map)

Visibility and Light Sources
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.)

Mushroom Scenery Cover
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
PC Status
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
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
Initiative Order
28 Sainrith (+8)
20 Wallace (+3)
20 Var (+3)
19 Shadefire (+4)
17 Unseen NPC 1d20+2=17
13 NPCs (Standard) 1d20+3=13
The Mushroom Cavern
----------------------------------------------


----
« Last Edit: June 29, 2012, 07:23:46 AM by LordKruelos »

foproy

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Re: The Road to Thustrata (OOC)
« Reply #4 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.
« Last Edit: March 19, 2012, 10:00:51 AM by foproy »
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Fiendbasher

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Re: The Road to Thustrata (OOC)
« Reply #5 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.
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foproy

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Re: The Road to Thustrata (OOC)
« Reply #6 on: March 19, 2012, 11:19:38 AM »
Shadefire
Spoiler
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.
« Last Edit: March 19, 2012, 11:21:53 AM by foproy »
Jesus loves you, he died for your sins. Protoman hates you, he died for them twice. - Anonymous

LordKruelos

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Re: The Road to Thustrata (OOC)
« Reply #7 on: March 19, 2012, 11:51:11 AM »
Shadefire
Spoiler
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?

Fiendbasher

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Re: The Road to Thustrata (OOC)
« Reply #8 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
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LordKruelos

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Re: The Road to Thustrata (OOC)
« Reply #9 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?"

Fiendbasher

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Re: The Road to Thustrata (OOC)
« Reply #10 on: March 19, 2012, 12:52:58 PM »
Sounds good to me, either way.
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foproy

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Re: The Road to Thustrata (OOC)
« Reply #11 on: March 19, 2012, 01:10:04 PM »
Shadefire
Spoiler
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.
Jesus loves you, he died for your sins. Protoman hates you, he died for them twice. - Anonymous

LordKruelos

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Re: The Road to Thustrata (OOC)
« Reply #12 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.
« Last Edit: March 19, 2012, 02:55:34 PM by LordKruelos »

LordKruelos

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Re: The Road to Thustrata (OOC)
« Reply #13 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

Fiendbasher

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Re: The Road to Thustrata (OOC)
« Reply #14 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.
« Last Edit: March 20, 2012, 10:24:49 AM by Fiendbasher »
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