Allence's Last Hope

Game Master sarpadian

Can the heroes retrieve the magic artifact that will break the half-century stalemate between the Kingdom of Kassht and the Taloth orcs?

Intiative:

Rhona
Chantif
Umash
Det
Enemy
Drexel


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Here is the thread for OOC interaction. Feel free to begin plotting with each other ;).


- INACTIVE (GM abandoned game) -

Would witches train in the Arcane Tower? They seem more like they would apprentice with covens in the wild than go to an academic setting (nevermind Rowling's silly equivalence of witches = female wizards).


No, they'd definitely be out on their own.


- INACTIVE (GM abandoned game) -

Alright, I worked some of the local theme into my backstory a little more.

The Exchange

Male Half-Orc Ranger-1 | HP: 9/11| AC:18 (TCH:13/FF:15) | Fort:2/Ref:5/Will:2| Int +3| Perception +5

Just out of random curiosity (and boredom), what is everyone's timezone?


Male Human HP (5/6) | AC/Touch/Flat 13/13/10 | Fort/Ref/Will +0/+3/+3 | Init +3 | Percep +2

US Eastern time

I noticed that I used more gold then I started with while buying first level spells so I took two off my list, also added my prepared spells to my profile.


- INACTIVE (GM abandoned game) -

US Central time


Canada Eastern Time


A man, a big strong man Twin Has No Life-1

Nifty I'm US Eastern time. And I won't be able to get to my laptop all day so I can't post until tonight unless I figure out why this wonky mobile app won't let me post from Detskiye's alias.

-Posted with Wayfinder

The Exchange

Male Half-Orc Ranger-1 | HP: 9/11| AC:18 (TCH:13/FF:15) | Fort:2/Ref:5/Will:2| Int +3| Perception +5

Okay I got it.


female Half-Orc Investigator 1 HP (10/10) | AC/Touch/Flat 15/11/14 | Fort/Ref/Will +4/+3/+0 | Init +1 | Percep +7

Greenwich Mean Time +1 hour.

One of these things is not like the others...


- INACTIVE (GM abandoned game) -

Here are some other items I thought might come in handy. Please read up on the ones you don't recognize. I used this site as my reference. Although Chantif is a ranger, used to roughing it in the foothills of the Teeth, I am not, and have rarely even been camping, so I'm not real familiar with everything that might come in handy. Let me know which things sound useful and which sound useless:

lantern

caltrops

campsite kit??

cauldron
pots
pans

small chest??

chornicler's kit?? (for tracking our journey)

compass

cooking kit??

everburning torch??

folding pole (several?)

fishing kit(s)

iron spikes!!

a few sets of manacles (should we end up taking some important prisoners for some reason)

steel mirrors (for signaling over distance)
also, signal whistles

oil (for lanterns, but also for lighting on fire in combat)

sacks

shovels?

lots of string/twine
wire?

masterwork survival kit(s)

torches? (sunrods are better, but way more expensive)

maps?

I'm assuming we'll pick up one or more mules (at 8gp/each, so pretty cheap), so I'm not too worried about weight as long as things don't get totally ridiculous.

EDIT: Some more stuff

From the tools and kits section:
Climber's kit
Healer's kit
Stretcher
Veterinarian's kit (for the mules)

Alchemical tools section:
Smokestick (for quick, non-magical getaways, or other uses)
Sunrod
Tindertwig!!

Alchemical remedies section:
Smelling salts (these look really useful)
Vermin Repellant?

Animals:
mules, obviously (ponies with the advanced template. they're awesome)
guard dog(s) (easy to kill in combat, but useful for keeping watch at night--they have scent and a high perception)

--

Some of these things are items we might each need to have, the rest are items we can probably get away with only one or two of us having.


Male Human HP (5/6) | AC/Touch/Flat 13/13/10 | Fort/Ref/Will +0/+3/+3 | Init +3 | Percep +2

I have been camping many, many times, and this is my usual list of items to bring.

Transportation and heavy equipment carrier (car) or in the games case, mule
A few days worth of food (of course I don't forage for food when I camp)
Cooking gear
Light (usually a natural gas lantern and a battery powered light)
Flint and Steel AND Matches (Flint and steel works better if everything gets wet)
Map and Compass if I want to go hiking (which we will be doing, obviously)
Either a tent/awning and sleeping bag or blanket and sleeping bag depending on the year/weather.
Rope
Changes of clothing, and that is pretty much it.

Things I could see as useful;
Fishing kit, pinions, signal mirrors and whistles, folding shovel (to bury our refuse)

Keep in mind if we are climbing the falls then it would be better to travel light and not get a mule.


female Half-Orc Investigator 1 HP (10/10) | AC/Touch/Flat 15/11/14 | Fort/Ref/Will +4/+3/+0 | Init +1 | Percep +7

We're travelling though, not camping so we shouldn't weigh ourselves down. A couple of trail rations and bedrolls should carry us through. We don't need tindertwigs because we have a wizard, we don't need illumination because we have a wizard and i have 10 sunrods and 10 torches. And we don't need cooking equipment because I have a mess kit.


I need to look into the rules for overland movement before we go any further. I'll be away from my computer most of the day today, but I'll try to get everything figured out and post either tonight or first thing tomorrow morning.


- INACTIVE (GM abandoned game) -

There's at least one more gap in player-character knowledge. Chantif knows what we'll encounter in the foothills and even on the south slopes of the Teeth, but I do not. Hopefully sarpadian will let me know what kind of stuff Chantif would know about.

--

I don't buy the "we don't need X because we have so-and-so" argument when it comes to essential things. What if so-and-so is knocked on the head? That's why I want to bring at least one compass even though anyone with ranks in Survival always knows where True North is.

--

I'll put a google doc together. I'll compile what each of us already has, along with a list of potential items to purchase, total weight, etc. Chantif's approach (and mine) is to bring what we need to ensure success, even if it means going a little slower.

--

Even if we'll be doing a lot of climbing, a mule or two will be nice until we get there. They're more sure-footed than horses or ponies, and when we have to climb something we can't hoist the mule up to we can untether it and it will find it's way home.


Male Human HP (5/6) | AC/Touch/Flat 13/13/10 | Fort/Ref/Will +0/+3/+3 | Init +3 | Percep +2

I have also been backpacking cross country, the only real difference is everything is lighter/freeze dried and no access to a car.

I agree with Chantif, it is better to be over prepared the under and if we can get it to use free from the government/military why not?


female Half-Orc Investigator 1 HP (10/10) | AC/Touch/Flat 15/11/14 | Fort/Ref/Will +4/+3/+0 | Init +1 | Percep +7

Very well. But don't forget you will have to pay for consumables and anything you break or lose. I'll just need some rope and perhaps some healing items.


- INACTIVE (GM abandoned game) -

Google Doc EQ tracker

I haven't added our EQ yet, except for Umash's 10 sunrods and 10 torches


- INACTIVE (GM abandoned game) -

Mule FAQ for GM.


-INACTIVE-

I had no idea anything had been posted in this thread for some reason. FAILED DAT PERCEPTION CHECK HUR HUR

Glad to see that we're putting a lot of thought into what we're bringing along. :D Chantif, have you added my equipment onto the list?

Rhona's Character Profile wrote:
Backpack, Rope (50ft), Flint and Steel, Sack, Soap, Sunrod x2, Torch x4, Waterskin (filled)

^Add all that good stuff if ye hadn't already.

If we can't have a wand for some reason, we should grab some Potions of CLW.


- INACTIVE (GM abandoned game) -

Yup. I've entered all that stuff. There is a column for whether or not we already have it or it is something we will be buying. Then there are columns for quantity, total cost for that quantity, and total weight for that quantity. Then there's the item name, then sometimes a description of its use or effect, then the per-item cost and weight, then the location of the item (currently blank, but will be things like "Mule," "Backpack," "Belt," etc.), then the owner/possessor of the item if it is not communal.

Each column is alphabetically sortable and filterable, so you can filter out stuff that doesn't belong to you and/or sort by location or name, etc.

EDIT: If it's something we already own I mark the total cost at 0. If you look to the right of the sheet you will see the total weight for everything we own + everything we are buying, as well as the total cost of everything we are buying. I also have our party's total carrying capacity along with the carrying capacity of the mules.

I can change labels that don't make sense and plan to add our individual load capacities for easy reference when distributing the load.

--

sarpadian, how do you feel about us requisitioning MWK weapons and armor? What about +STR composite bows? I don't want to try to take *more* or *less* advantage of this situation than intended.

-Posted with Wayfinder


-INACTIVE-

Good question. If either of those things is available, that could be a game-changer early on.


Drexel wrote:
Keep in mind if we are climbing the falls then it would be better to travel light and not get a mule.

Don't worry about it. There's a magic elevator at Caerden's Falls :). There's a fair chance Drexel would have heard of it, since the Tower would have been responsible for its construction, but Chantif would definitely know about it.

Chantif wrote:
There's at least one more gap in player-character knowledge. Chantif knows what we'll encounter in the foothills and even on the south slopes of the Teeth, but I do not. Hopefully sarpadian will let me know what kind of stuff Chantif would know about.

Fair. I'll try to get you some info today. We can go at least a little farther before you need to make a final decision on route.

Chantif wrote:
I'll put a google doc together. I'll compile what each of us already has, along with a list of potential items to purchase, total weight, etc. Chantif's approach (and mine) is to bring what we need to ensure success, even if it means going a little slower.

Thanks for taking the initiative on this. It will make things easier for all of us.

Rhona wrote:
If we can't have a wand for some reason, we should grab some Potions of CLW.

You probably want to pick up the raw materials for Umash to craft a few of these. You'll get a wand eventually, but I'm not promising you won't have a few encounters before it happens. I'm rolling for what magic items are in each settlement; if the dice are against you it may be a while before you get the wand.

Chantif wrote:
arpadian, how do you feel about us requisitioning MWK weapons and armor? What about +STR composite bows? I don't want to try to take *more* or *less* advantage of this situation than intended.

I don't blame you at all for asking, but no :).


- INACTIVE (GM abandoned game) -

Alright. I will need to make a few adjustments to the list of purchases to finalize it, then I might add some items once I get that other info from you this afternoon. Should be all done with that by sometime this afternoon. Then I will write an in-character post. Hope I have not slowed the game down too much for everyone!

-Posted with Wayfinder


- INACTIVE (GM abandoned game) -

I just noticed that none of you will be able to change the filter options. You will only be able to switch between pre-existing filters. I think I can change that, though, if you want to be able to look at stuff differently.

There is currently one filter for each PC, and a filter showing everything we are about to purchase.

--

Doc updated. Mostly I just added Cleats and Cold-Weather gear, but I also changed a few quantities and added some arrows.


I'm working on that information for you, Chantif. While doing so, I noticed you haven't listed more javelins for Det.


- INACTIVE (GM abandoned game) -
sarpadian wrote:
I'm working on that information for you, Chantif. While doing so, I noticed you haven't listed more javelins for Det.

Good catch. Fixed.


Chantif:
I'm not sure exactly what you're wanting to know; if you have specific questions, feel free to ask. In terms of general information you might need to know to pick equipment:

Weather: It's currently just after mid-summer, and the climate around New Allence is warm and humid, as it lies in the coastal plain. We're talking highs around 90 and lows around 70. The humidity tapers off during the day as the temperature rises, but you're still not going to be wanting to overburden yourselves or your pack animals. As you move towards the Teeth, the elevation increases and there is a commensurate moderation in the climate (highs in the mid- to upper 70s and lows in the mid-50s by the time you get about two-thirds of the way between New Allence and Ft. Nunshal. The ocean exercises the same effect close to the coast; Lesher is quite nice in terms of temperature all year. You won't need the cold weather gear until you get well up into the Teeth. The most common weather problem with which the lowlands have to deal are thunderstorms; sometimes torrential downpours causing flash floods will occur with little warning. Once you get up on higher ground, the climate is drier, and you may have to be careful lest you start a forest fire.

Terrain: Close to New Allence, the terrain is fairly flat. The elevation increases fairly gradually for a ways. Caerden's Falls lies along an east-west line that marks the edge of the foothills; here the elevation change is quite drastic-several hundred feet over the course of no more than a quarter mile or so (less in some places, such as the Falls themselves). Wherever you cross the fall line, there is going to be some serious climbing involved (unless you use the magic elevator at Meston, but that has its own drawbacks from a secrecy perspective). Rock slides are uncommon, but not unheard of. There will be many streams and creeks that you have to ford, but only a few rivers. Mostly the unmarked area on the map consists of forest with scattered small settlements of loggers, hunters, and the like. There are no highways other than the ones on the map, though there is a network of mostly trails (with a few roads thrown in) that you can follow, though you may meet traffic on them, which seems to be an issue for your character.

Inhabitants: Civilized inhabitants of the region are few and far between, but there are a number of fey and monstrous inhabitants. Wildlife is also plentiful.


- INACTIVE (GM abandoned game) -

DM:
hm. Maybe I should put a tent on the list, for the possible thunderstorms.

Thanks. That is the general idea of stuff I was looking for. I think the EQ I picked should mostly have us covered.

As a younger ranger Chantif obviously doesn't know everything (that's what knowledge checks and experience are for), but if there any creatures that are particularly ubiquitous in the area he would probably be acquainted with those, and possibly with what might be useful to have in particular for evading or defeating them. Cold Iron for Fey, obviously. But what about vermin repellant for swarms, or creatures that might be deceived by false scents, or particularly vulnerable to caltrops, etc.

-Posted with Wayfinder


- INACTIVE (GM abandoned game) -

I just realized that healing kits might be considered consumables, in which case we have less than what my ooc comment said. Including ammunition and healing kits I see 109.5 gp of "consumables" on the sheet to purchase.

-Posted with Wayfinder


Chantif:
Nothing in particular is all that ubiquitous. The best overall advice I can give you is to remind you that just because something shows up, don't think you're necessarily supposed to fight it.


The manacles do need a lock.


- INACTIVE (GM abandoned game) -

DM Yes. Few apparent foes or monster dictate an *instant* initiative roll.

--

Added locks to manacles.

-Posted with Wayfinder


Chantif, quadrapeds have a doubled carrying capacity. Would you please fix the spreadsheet so I can see how much equipment you need to get rid of? Trust me: you don't want the mules (or yourselves) encumbered, especially for the first part of the journey. I'm still figuring out how I'm going to handle the environmental effects of the first part of your journey (the existing rules seem to only cover temperature, not humidity), but it's not going to be pretty if you're encumbered.


- INACTIVE (GM abandoned game) -

Awesome news about the quadrapeds.

I doubled their capacity and added them to the "Party's X Load Capacity" section. We should be at light load across the board, although some might need to shuffle some of their EQ to a mule.

--

There is now a pre-sorted sheet for each PC in the doc., however, I'm still working on making it automatically filter so you don't have to go to the data menu to turn on the filter.


- INACTIVE (GM abandoned game) -

I did take the liberty of putting all of Umash's Torches and Sunrods on one of the mules, along with all the rations anyone was carrying, and Rhona and Chantif's Scale Mail armors.


Gotcha. Something else I noticed: you don't need pitons if you have climbing kits; the kits have pitons in them.


- INACTIVE (GM abandoned game) -

Pitons have uses outside of climbing*, which is why I put the extras in there, but we probably don't need nearly so many extra ones. I cut it down to 10.

*For instance, putting them in the ground and running wire between them to create a simple tripwire


-INACTIVE-

I could always grab "Catch Off-Guard" next level and use the extra pitons as really inappropriate throwing knives. :)


@Rhona: Ha. There might be a "GM thinks that's awesome" circumstance bonus in order for that :)


-INACTIVE-

Playin' a Fighter. Gotta keep things interesting. >:D


Quote:
Chantif, quadrapeds have a doubled carrying capacity.

Correction: x1.5; I was looking at the wrong column. I think y'all should still be fine, but we should check. All I really care about is that the total weight be less than the total light load; we can fiddle with the details of what's where later, as long as there's enough capacity for everything to be somewhere. I wouldn't be tracking encumbrance at all if I didn't need a logical reason for y'all to not just take all the things :).


- INACTIVE (GM abandoned game) -

Hm, we'll have to drop some weight. How useful is a tent in a thunderstorm?

-Posted with Wayfinder


If you can get it to stay up, it's pretty useful. The only thing is that a lot of times thunderstorms come with heavy winds--but here is a use for those extra pitons :)! Dropping the cold-weather gear, which (as the quartermaster told you) they don't have handy in New Allence will just barely get you under the load limit for now.


Male Human HP (5/6) | AC/Touch/Flat 13/13/10 | Fort/Ref/Will +0/+3/+3 | Init +3 | Percep +2

Speaking from experience tent in thunder storm= suck. I would recommend a tarp that can be strung up between trees as a wind break because you are pretty much going to be wet no matter what, then when it is not raining it can be put up as a lean too augmented with tree branches


- INACTIVE (GM abandoned game) -

I had to shuffle things around--I'm assuming no one will mind carrying EQ that doesn't belong to them. The mules are right at capacity, as are each of our strongest members. We will have 4 lbs. to spare if Rhona is okay with selling her old Longsword.

--

Also, I just realized I don't have any Cold Iron weapons other than my dagger. I'm so used to buying them off the bat that I assumed all of mine were, but apparently I couldn't afford it. Will I be able to sell my Longspear and get a Cold Iron Longspear? If so, the flail too, or just the longspear?


female Half-Orc Investigator 1 HP (10/10) | AC/Touch/Flat 15/11/14 | Fort/Ref/Will +4/+3/+0 | Init +1 | Percep +7

Can I just say, in all my experience in Pathfinder, DnD and the Dark Eye, i've never seen a party getting so much equipment for an overland travel as we just did. That might be because usually they would have to finance it from whatever is left of their starting gold, but then it never seemed necessary either.


Drexel wrote:
I would recommend a tarp that can be strung up between trees as a wind break because you are pretty much going to be wet no matter what, then when it is not raining it can be put up as a lean too augmented with tree branches

This is probably a better idea.

Chantif wrote:
Also, I just realized I don't have any Cold Iron weapons other than my dagger. I'm so used to buying them off the bat that I assumed all of mine were, but apparently I couldn't afford it. Will I be able to sell my Longspear and get a Cold Iron Longspear? If so, the flail too, or just the longspear?

I could see them having a cold iron longspear in stock, but I don't think there would be enough people flailing around (if you'll pardon the expression) for them to keep special material flails in stock. This is basically the same reason Rhona got a longsword instead of a hammer.

Umash wrote:
Can I just say, in all my experience in Pathfinder, DnD and the Dark Eye, i've never seen a party getting so much equipment for an overland travel as we just did. That might be because usually they would have to finance it from whatever is left of their starting gold, but then it never seemed necessary either.

Me either, including when I ran this campaign IRL. We'll see how it works out for y'all.

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