Brand Philogynne |
Waiting for Baltor's next move before I post since Brand is basically just following and guarding the rear. In regards to guarding the rear, he would be perceiving for threats following us (other than the obvious threat of the crowd's attitude.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Kubular |
I've got a flavor question or questions about Homecoming. I want Burhul to be a purveyor of the finer things in life and often times finer things are heavily taxed, are illegal, or are otherwise difficult to get. My question is what sorts of drugs and alcohol would fit under this category? I had put some stuff up on my sheet a while back but I never asked. One thing I could imagine immediately is imported Cigars from a hostile culture (to the Greenskins) like the dwarves in Kedron Tor. The other thing that stood out to me as a possible suggestion is booze from the Golden monks. Also Elven wine I would imagine to be quite difficult to get a hold of. Any other ideas?
Kubular |
Sorry to double post, but I just remembered that there does exist the Wounds and Vigor system already for the HP thing. The actually-getting-hit point threshold will be a little higher than your level 1 HP, but Criticals will feel like critical hits, rather than just Big Damage.
If we decide to switch over, we'll have to alter our stat blocks a little bit, but I think none of us will mind the change.
Additionally it might be a good idea to use the Wound Threshold system. I think GM asked everyone if they wanted to at the beginning but I can't find anybody's response to it.
The Wyrm Ouroboros |
Elven wine is virtually impossible to get this far north, just because the elves don't make much of it in the first place, and their primary wineries are six thousand miles to the south; think ... hm. Can't come up with a real example ... perhaps a French wine making it to Bombay back in the 1500s. Exceedingly unlikely. The northermost HC elves aren't quite the high-society nose-in-the-air sorts; they can a bit obsessive about whatever particular thing they choose, though, with arcane magic being a major racial preference of obsession. They do tend towards more leafy concoctions, though - essentially tobacco and marijuana. If you want some good 'pipeweed', the elves are your best bet.
The various alcoholic and herbal concoctions hereabouts are primarily produced by halflings; they have the necessary spirit of discovery that leads to new crosses, different flavors, and experimental procedures that end up 99% of the time in disaster, but 1% of the time in a 'eureka' moment. They have a wide variety of smoking blends (mostly from down south, and thus imported to the north), many different beers, fruit wines and brandies, and more than a few things that parallel modern drugs - cocaine, hashish, opium, and the like. Most of them are resilient enough to be able to control their intake, but a few (not many, but a few) unscrupulous ones will sell to others.
The dwarves do produce some very fine beers, but their aim tends to be for a sort of efficiency. In brief, anything you eat or drink will serve a dual (or triple) purpose, whether that's a nutritious beer for breakfast, a smoke that will keep you sharp and awake for your two-hour watch shift before dropping you quite effectively to sleep, or trail rations that enhance your night-vision. (No, none of this is statted up, and some of it is expensive. ;) ) When they do create something for a single use, it is typically a very 'hearty' thing - something with rich, powerful flavor, that you can smoke a pipe over while reminiscing about.
The things that Burhul might especially want to purchase are those from the gnomes. They are, quite bluntly, perfectionists; nothing will be available for purchase unless it is the best product capable of being produced by the place at that time. This doesn't mean that nothing they make is crap, but the crap doesn't leave the Houses - it gets used, and used up, and/or recycled while the maker works to create a better item. Gnomes know that perfection of product is their best defense - the best wines sold are those rare ones allowed out of gnomish cellars, the best cigars are those sold from gnomish humidors, the best herbs and spices are those sold by gnomish merchants (who, note, also specialize in high-cost low-bulk goods, and far prefer letters of credit drawn on reputable banks than they do actual coinage).
Greenskins, on the other hand, take the occasional dwarven passion for intensity and kick it up to 11 - 12, in the case of orc-kin. They brew strong, intense, even addictive substances as a matter of course, and consider 'aging' a concoction (such as whiskey) to be essentially a waste of time. Flavor comes second (or fourth) place behind intensity - and intensity, and intensity. This tendency towards the intense may be the actual cause of their overall shorter apparent lifespan; greenskins live hard and die young, but it's an open question which came first, the living hard or the dying young. While there are as yet few addicts to 'hard' drugs amongst the greenskin population, they are, culturally, the most likely to be vulnerable to addictions. Right now, it's more a matter of drug availability than it is preference for other things.
It should be noted that greenskins also produce their 'transformative' concoctions; to date, these are at the very least very, very distasteful to all other races (heck, even greenskins admit they hate the way they taste), and are likely to make non-greenskins deathly sick - that is, if they don't kill the non-greenskin outright. The only race possibly immune to the transformative effects would, of course, be the changelings.
Nissa Alami |
I assume things like shrooms -- which is not habit forming, has no long term physical effects (but can have long term mental effects ranging from a break (bad) to integration of previous trauma (good)), and cannot be overdosed (since you would vomit the excess) -- also exist?
Kubular |
Ahh, nice. Thanks Wyrm. So it sounds like imports from the foreigners like the Imperials and Eit, etc. Would not merely infrequent, but similarly impossible to get a hold of. I'm also guessing that what trade comes in through the Bay itself doesn't provide much variance in the way of recreational drugs and liquor?
Also, additional thoughts on both variant rules?
The Wyrm Ouroboros |
Yes, psychoactive mushrooms exist, and are used; the difficulty with them, as always, is figuring out which ones are safe to eat, and which ones will kill you. For once, though, the greenskins are the ones at the head of the pack in this regard - perhaps because of the comparatively high frequency of druidism / animism / green faith / however you want to call it amongst their kind.
Imports from the Phoenix Empire and Aryind Dominion are kind of infrequent, but since the northernmost land route over the Razorspines (to the west) connects to the trade route that passes through Mosval at Ice Bay, there is some amount of drug trade there, but less alcohol. Pirates and Kjølen (some say the latter is synonymous with the former) do actually bring a wide variety of exotic odds and ends into Ice Bay, particularly in the line of liquors. (Drugs ... pretty much not at all.) But that means that if you know where to look, you can get a handful of quite a few exotic items in the markets there.
In regards to Wounds and Vigor and / or the Wound Threshold, I am inclined to use the latter, but only in regards to your major opposition. I want you to use your imagination in regards to posting, akin to the Wounds & Vigor setup, but I don't want to actively penalize you for doing so. And since all of the big nasty bad things are liable to be seriously tough competition (in part because I solemnly swear that I shall be up to no good), I'm willing to kneecap them a bit as you hammer on them.
The Wyrm Ouroboros |
Just as a world-building tip - Note that for all that fog is natural, it spontaneously forming in one little spot in the middle of the day is definitely not, and working on and off with druids and low-end (i.e. 1st level) travelling 'protection' mages, Brand has probably seen as much magic, however low-level, in the last six months than most of these people have in their entire lives. Magic is not only rare, it's expensive.
The Wyrm Ouroboros |
I am reminded, for Brand and Baltor - Knowledge (Local) to not get lost, Baltor having a -5 for unfamiliarity and lack of the skill. DC 15 to get a move-on in the right direction. Anything under a DC 8 will get you somewhat lost; under a DC 5, you'll be thoroughly misplaced. An open (no penalty) DC 12 will keep you from getting caught in a dead-end alley.
These aren't cooperative rolls, but double - you get to choose the higher of the two (i.e. you both really need to mess up to get totally lost). Give me ... let's say, 5 rolls, and we can guide the RP depending on what you both roll.
Baltor Stoneheart |
Knowledge (Local), unfamiliar: 1d20 + 2 - 5 ⇒ (13) + 2 - 5 = 10
Knowledge (Local), unfamiliar: 1d20 + 2 - 5 ⇒ (15) + 2 - 5 = 12
Knowledge (Local), unfamiliar: 1d20 + 2 - 5 ⇒ (9) + 2 - 5 = 6
Knowledge (Local), unfamiliar: 1d20 + 2 - 5 ⇒ (15) + 2 - 5 = 12
Knowledge (Local), unfamiliar: 1d20 + 2 - 5 ⇒ (12) + 2 - 5 = 9
Brand Philogynne |
Here goes...
Knowledge (Local): 1d20 + 4 ⇒ (9) + 4 = 13
Knowledge (Local): 1d20 + 4 ⇒ (1) + 4 = 5
Knowledge (Local): 1d20 + 4 ⇒ (12) + 4 = 16
Knowledge (Local): 1d20 + 4 ⇒ (13) + 4 = 17
Knowledge (Local): 1d20 + 4 ⇒ (18) + 4 = 22
Yes! Feeling like I'm probably not entirely lost!
HC Narrator |
13, 5/12 (lucky you had Baltor along on that one!!) 16, 17, 22. All right ... I'm going to roll 'maneuvering' on these. If they get two in a row over your rolls - especially possible on that second one, because that's a 'getting lost, but at least not cornered' salvation, they'll get the chance to engage you again.
Maneuvering: 1d20 + 2 ⇒ (11) + 2 = 13
Maneuvering: 1d20 + 2 ⇒ (1) + 2 = 3
Maneuvering: 1d20 + 2 ⇒ (6) + 2 = 8
Maneuvering: 1d20 + 2 ⇒ (11) + 2 = 13
Maneuvering: 1d20 + 2 ⇒ (15) + 2 = 17
Damn, not quite. ;)
You guys can post arriving back at Horst's home/forge; feel free to have had a blunt-head arrow glance off your shield or armor once or twice, or duck it just in time, that sort of thing - facing off against these guys once or twice, only to get a chance to scamper through an opening, that sort of thing. Make it a chase that gets more subtle - spotting them following you, their belaying pins hanging off the back of their belts, trying to stay off the guards' radar - as it goes along, until you make it back to safety. I'll post them watching the place for a bit, then ... who knows? ;)
Baltor Stoneheart |
During the chase, I decided to add a spell, just to justify how the two managed to escaped, especially in the beginning when they scored a 13 against our own 13... the spell is entangle. I thought that this way, the spell would by them enough time for his slow speed to gain at least a good distance, meaning that the pursuers would eventually reach them in the end.
HC Narrator |
House Rule time!!
If you are firing into melee past your friend, you do NOT get a -4 to hit because of the friend, but the opponent DOES get a +4 'soft cover' bonus. (To stack them is the most gross double-dipping I've seen in a while.) However, if you miss by 4 or less, you have hit your friend. Precise Shot eliminates the latter chance; IIRC Improved Precise Shot eliminiates the soft cover bonus.
Thug #1: Bluff: 1d20 + 4 ⇒ (7) + 4 = 11
Thug #2: Bluff: 1d20 + 3 ⇒ (18) + 3 = 21
Thug #3: Bluff: 1d20 + 3 ⇒ (18) + 3 = 21
Thug #4: Bluff: 1d20 + 5 ⇒ (3) + 5 = 8
... okay, that's frickin' hilarious.
Kubular |
Ahh, I was about to correct you and say that them's the Rules As Written, but I misunderstood a bit. I don't know if I like the house rule actually. As I understand it, without Precise Shot (And thus Point Blank Shot), you always have a chance to hit your buddy making it more risky to fire into melee. I suppose it enhances the verisimilitude of the situation, but it feels so painful to have to spend two feats to remove such a dangerous risk.
Although, the initial rule was essentially the same thing, which is, discouraging firing into a melee with your buddies in it. So I guess this is probably better.
Also, since its so early in the story, would you mind if I rejiggerate my skills to put a point into Sense Motive? It just feels like something Burhul would have. If not, its fine. I'll put it in next level.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Sense Motive: 1d20 ⇒ 19
EDIT: Minor question - What's the current year?
The Wyrm Ouroboros |
Sent him a poke; will tromp on tonight regardless.
The year is dependent on when you count the years from. Variously, it is:
7438 MF (Mosval's Founding)
4012 2R (Second Ravennan Empire)
1811 2I (Second Interregnum)
746 KD (Kymfoujex's Death)
Kymfoujex being the frostwyrm that devastated Mosval the city as well as the entire duchy, ruling its terrorized citizens for eight years before being slain by citizens trained by the gnomes of the House of Laughter. This last functionally measures the length of time the current ruling structure has been in place, so it's what most citizens within a couple hundred miles of Mosval use (including the ones in Ice Bay).
And yes, I'm willing to allow the Sense Motive rejigger.
What I object strenuously to is the double-dipping; you're in combat, so you're afraid to hit your friend (-4 to your roll) but your opponent ALSO gets soft cover from your friend (+4 to his AC), for a truly insane total penalty - which is what it amounts to - of -8. IMO, sure you're afraid of hitting your friend, but that isn't going to screw over your chance of hitting your opponent; it's just going to mean that if you miss, you have a damn fine chance of your arrow smacking against your friend's armor. Maybe it glances off or just clips him (you didn't hit your friend's AC), maybe it doesn't, but that doesn't play a part in your opponent's getting hit or not.
Taking Precise Shot as it stands means you are careful with your shots, and you're steady, and you won't hit your pal (don't get the -4 penalty to your attack roll, though the target still gets the +4 AC soft cover). Taking it in the variation means you are careful with your shots, and you're steady, and you won't hit your pal (the target gets his +4 AC soft cover, but even if you do miss you miss 'wide', not 'tight'). Either way it means you won't hit your pal - it's just in the variation, the nasties don't double-fraggin'-dip 4 points worth of advantage against a non-specifically-ranged-specialist just for putting the guy between you and them - it's just what soft cover DOES do, i.e. provide a +4 AC bonus. And if you hit 'tight', you hit the rock your friend.
What it does is give both more incentive for trying the shot. Burhul with his sling (+4 to hit, -4 to his roll, +4 to their AC) no longer functionally has a 1d20-4 roll against their standard AC to hit someone on the other side of Nissa, he has a straight 1d20 roll - but if he misses within 4 of their AC (i.e. the amount of cover they gain from Nissa), he risks hitting Nissa. She might be flat-footed, but if she's aware you're whirling a sling over your head, she'll get her full AC despite having her back to you.
Does it partially negate the advantages of Precise Shot? Yes, it does; as it stands, you get that total -8 penalty, but (again, as I understand) there's NO way you hit your pal. With Precise Shot it gets cut down to a -4 penalty (+4 to their AC - same thing), with the same 'no way'.
I'm trading the 'no way' for 'might hit your friend'.
Kubular |
Okay, great! Thanks Wyrm. I took two points from Knowledge (Local) and put them into Sense Motive. Modifier for Sense Motive should be +5 now.
Thanks for the year info too. I just wanted to know for the purpose of vintage and aged alcohols.
Baltor Stoneheart |
Sense Motive(DC ?): 1d20 + 4 ⇒ (13) + 4 = 17
To notice the subtle anger on Lars' face.
Alynthar42 |
Thank the gods- I was afraid we'd lost our cleric.
While I'm reasonably certain that the Professor would know how he should respond in this circumstance, I certainly don't. What's the appropriate etiquette here, and how could it be combined with a certain level of scholarly awe at the existence of one of the Warforged? If Brooks had bowed upon meeting the Lord Provost, he would do so now, but I slipped up there, and it's left me at a loss- I'm pretty sure it would be considered an insult to the Lord Provost to bow to his official (regardless of actual standing, he is "officially" an inferior, right?) lieutenant, but not to him.
Knowledge (Nobility?): 1d20 + 8 ⇒ (13) + 8 = 21
The Wyrm Ouroboros |
Actually, it's an odd one - the Professor probably wouldn't either. You're being introduced by a social superior to someone who is under his command, but to whom he shows deference. However, I -am- going for something of a more egalitarian society; a courtesy bow would work well. (Besides, it's tough to bow properly inside a carriage, right?)
Professor Brooks |
Two things about Ham's remarks. My first is that I had intended that yes, Ham is Chaotic Evil. Or maybe closer to Chaotic Stupid, as his only real goals are causing pain and death. Even his survival instincts are somewhat limited. This is part of what led to the deal between himself and the Professor. Their original idea was to cooperate only until they could find a way to separate themselves into two separate physical entities. This is what led the Professor to become a surgeon and alchemist. Eventually, they realized that neither of them truly wanted this. Professor Brooks, because he would be responsible for letting Ham loose on the world. Ham, because, on some level, he realizes that, left to his own devices, he would go on mindless killing sprees until he was slain. So they came to their current arrangement. I can rewrite that portion of the backstory, however, if it is necessary for your purposes.
The second is that the Professor has never vivisected a sentient being. Animals, sure. Mindless undead, hell yes. Plants don't even count, even the ones that can move. But sentients? Not a chance in the hells. Ham would, but he is ultimately too violent for something which requires so much patience. He would sooner rip his victim's arms off, before gutting him.
The Wyrm Ouroboros |
I know he hasn't. But animals scream - even if you concoct a pain-dulling drug and give it to them first, as I'm sure that the Professor has.
But Ham is, as I see it, a sadist. And when he can't tear into other people ... he'll tear into Brooks, and say things that aren't necessarily true - or shade the truth in 'his' favor. Don't take everything another character says in the gameplay thread as the truth. ;)
Professor Brooks |
A valid point.
And absolutely. That is the essence that is Ham. I'm still not sure if Brooks just has an extreme case of Dissociative Identity Disorder on top of being a werekin, or if Ham is genuinely an outside force, but one thing is certain- they despise each other. They cooperate only out of necessity. Ham tries to hurt Brooks whenever possible, and he's constantly trying to tempt the Professor into being more like him or, at the least, letting him out for a little while. My main objection in that regard was the line "Ham isn't necessarily evil." Ham is very evil. Remember, Ham was making jokes about a woman who was effectively raped and tortured to death, just to get at Brooks. If not tempered by his imprisonment in the Professor's body, he would be the worst kind of serial killer.
The Wyrm Ouroboros |
I'll speak to you in private about Ham.
In regards to Burhul's last post, understand that murder was never said out loud, only in thought. The only thing that was said out loud was 'what happened to Lydia', which was close enough that the Lord Provost dropped a verbal hammer on a priest.
Baltor Stoneheart |
*poke*
The Wyrm Ouroboros |
Bleargh. Sorry, getting my mental ass kicked. Posting tomorrow - well, later today (it being after midnight and all). Note that Baltor and Brand need to decide where they go from where they are, or if they're going to wait for Horst to get home (which is what it seems like, at least for right now).
Baltor Stoneheart |
Well, they are eating and drinking, so they are indeed waiting for Horst... unless it gets too late, in which case I think they'll look for an inn to sleep...
HC Narrator |
... you know, I screwed up. Murder WAS mentioned - by the Lord Reeve himself, no less. 'A man should have a clear head when he's on trial for murder?' "Even so, sir."
Idiot me. Okay, so Burhul's statement stands as-is. Damn, I feel like a moron.
Okay, anyhow. Sorry about the extensive frelling delay; RL has not been treating me well, on several fronts. But!! Posted!!
Horst: 1d20 + 7 ⇒ (20) + 7 = 27: "Third level spell for the Father."
Nissa: 1d20 + 9 ⇒ (5) + 9 = 14: "Don't think that one's ever been translated for Magus work; not sure if it could be."
Brooks: 1d20 + 9 ⇒ (2) + 9 = 11: "I'd need maybe to create that one - 3rd, maybe 4th level."
The Wyrm Ouroboros |
Finally a Response:
Craptastic.
I apologize for me falling off the face of the earth, as it were, and especially for crapping out here for almost three weeks; RL has been ... well, sh!tty, to be blunt. Depression is not a pleasant thing.
However, I have composed and sent a note to a potential rogue/paladin replacement; see if he's still interested. I will also be posting later tonight, a return of the fellow who went downstairs as well as Burhul being (reluctantly) released; if anyone cares to post anything before that, well, now's your chance. ;)
Brand Philogynne |
1 person marked this as a favorite. |
Welcome back! Agreed, depression is a challenge. I find that physical activity is helpful (walking, weightlifting, pacing erratically, etc.) as it helps boost serotonin levels. Not sure if that will be helpful or not, but figured I'd at least throw the suggestion your way.
Now, back to eliminating the greenskin menace!!
The Wyrm Ouroboros |
Unfortunately - and to be fair and honest - I'm afraid I'm going to have to shut Homecoming down. I was looking forward (greatly) to running it here, but my RL (including my on-again off-again, but mostly on-again depression) is making it essentially impossible for me to settle down and put together what needs to be done for it to make it to the virtual realm.
I offer all of you my most heartfelt apologies for this; I was very much enjoying running the game and seeing the various actions and reactions to the personalities to be found. I hope you have better success in your other games.
Brand Philogynne |
I hope things go well for you as you continue dealing with your struggles and that you find what it is that can help pull you to the far extremes of off again (and maybe even just off).
Thanks for setting all of this up and for the fun we got to have with the portion we did play.