Borden Read |
:) Erik is creating all sorts of scenarios... most of which would end up with us killing the Korvosan underworld one boss at a time because we'd be scared of retaliation from the next guy.
Erik Copper |
Erik is just a young man with big dreams and an open heart. And a ravenous desire to destroy any and all criminals through specious logic and a winning smile.
Rojerick Alandsson |
Majenko looks up "Right thing now is to rest here. Make sure your friends are well. Saw it all in my mind. Devargo is dead, that's true. Others were mostly just knocked out. They will recover. May make better of themselves. May just take over where Devargo left off."
Is Roj going to act on that impulse?
Roj might. The worst thing that happens is he goes off to jail and I play a different character. I've got a whole list of concepts/character sheets in a googledoc, so it's not a crisis if that happens. Besides, it's the paladin thing to do, taking responsibility.
If he ends up in trouble, I've got a switch-hitting halfling swashbuckler/alchemist I can grab. She'll fill the same role, more or less, that Roj did. Basically, whatever you think would be a better story, I'm fine with.
Rojerick Alandsson |
I'm fine with whatever happens, to be honest. I've got a solid list of PCs I can sub in, including a few interesting ideas, but if Roj doesn't go to prison, that's fine too. The group's morality is such that I'd kind of like to play a less constrained option, personally.
Guinevere "Gwen" Duchamp |
I'm fine with whatever happens, to be honest. I've got a solid list of PCs I can sub in, including a few interesting ideas, but if Roj doesn't go to prison, that's fine too. The group's morality is such that I'd kind of like to play a less constrained option, personally.
Pity. I'm sure Gwen would miss Roj.
Nevynxxx |
Sorry, spent most of the day with my wife at the hospital. Nothing too worrying, but frustratingly long sat about doing nothing!
(She has a slipped disk, and it took them about 12 hours to get a sensible combination of drugs so she could come home....)
Jaime Sommers |
@Nevynxxx: my heart goes to her. I too had a slipped disk and it was a nightmare for a whole year, until they decided it was time to cut.
I still shudder thinking about that awful year. On a brighter note, I haven't had any more problems since the surgery.
Please convey to her my best wishes for a quick recovery.
Nevynxxx |
@Nevynxxx: my heart goes to her. I too had a slipped disk and it was a nightmare for a whole year, until they decided it was time to cut.
I still shudder thinking about that awful year. On a brighter note, I haven't had any more problems since the surgery.
Please convey to her my best wishes for a quick recovery.
It was really bad for about 6 months last year. Then just when they were considering surgery it fixed itself. Now it's flared up again, so hopefully it'll get seen too quickly.
Rojerick Alandsson |
It depends.
Spear-Based Feats?: Power Attack (extra damage), Combat Reflexes (extra attacks)
Bardic Fun Feats?: Lingering Performance (use less rounds)
I think Roj is done being updated for level 3.
Guinevere "Gwen" Duchamp |
Gwen's third level breakdown:
HP: 25+6+2(con)+1 fav. class=34
Feat: Power Attack -1/+3
Skill points: 6+1 (human)
Acrobatics +1 (=4)
Disable Device +1 (=8)
Heal +2 (=7)
Perception +1 (=8)
Sense Motive +1 (=6)
Stealth +1 (=7)
BAB +1 (+3 total) / Will save +1 (+5 total)
Urban Ranger 3rd level extras:
Favored Community (Ex) KORVOSA: At 3rd level, the urban ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).
Trapfinding (Ex): At 3rd level, an urban ranger can find and disable traps, as the rogue class feature of the same name.
Erik Copper |
Erik's third level breakdown:
HP: 14+6+2(con)+1 fav. class=23
Feat: Combat Casting
Skill points: 5+1 (human)
Fort/Reflex save +1 (+3/+4 total)
2nd level spells: Invisibility, Minor Image
Nevynxxx |
I'd normally go with you don't regain any HP, but you do get the new ones.
So if you were 17/34 and got 6 more HP you'd be on 23/40 after leveling. That make sense?
Also, You did buy a wand with 20 charges. So you could easily have used those to get everyone back up to full HP. Just need to know how many charges you blew.
Track uses Here If you like....
Nevynxxx |
Now, without being all spoilery....
This is one of those parts in a AP where it gives you a few instructions, that are in no way usable by the players, without telling the players what those instructions are, but in telling the players about the instructions, you give away a bit of plot.
Effectively there are three threads going on, four if you count the groups actions. You can only possibly know about 1, you can guess the second I expect, but I can't see *any* possible way for you to foresee the third. Not knowing that third one could (as written) make it basically impossible to achieve your current objective.
Do you want to carry on, and me to fudge it (basically making something that would take 10 mins in a face to face game, and could take us days in a PBP completely irrelevant) or would you like to know the threads?
I really need a consensus on this.
Borden Read |
Ok. I'll post up the full details after the fact unless someone *really* wants to know now. One or two of you knowing will possibly be worse than none. I'm not sure.
Sometimes a PbP game needs a different approach - I've had to make allowances a few times when running games myself.
Nevynxxx |
It will make a bit more sense when I post up what the instructions are. I'd still have this issue face to face. It basically comes down to Mr Pett making assumptions about what the characters will do based on his knowledge of what's happening in the background.
It's almost the anti-thesis of metagaming!
Nevynxxx |
I shall be with you shortly, this next bit takes a little bit of admin on my side, and I'm working out the best way to present to you.
So now is a good time to describe what I meant before.
On your way up we had:
1) You lot on your way through the building.
2) The mob, working towards the building.
3) Trinnia pacing around her room worried.
4) The people Trinia lives with, who are her friends, sending a message up to Trinia that you are on your way.....
It says "While her neighbors and friends have begun to distance themselves, they haven’t abandoned her completely. As she hides out in her third floor flat, hoping and waiting for the mob to die down so she can try to flee the city, her neighbors do their best to divert the mob and Hellknights away from her. When it becomes obvious that the PCs know where she lives, these neighbors send up an alarm to let Trinia know she’s been found out. Only if the PCs are incredibly stealthy or manage to convince the 2d6 neighbors they encounter on their way up to Trinia’s flat (each of whom can be won over with a Bluff check against a Sense Motive +3) do they have a chance to catch the woman in her home."
Now, I have no idea how I'm supposed to get you to bluff without knowing that's what you are doing, when you aren't actually bluffing because you do have her best intentions at heart!
And that's assuming you know that you need to stop them pre-warning her....
Nevynxxx |
Chase rules are here. But the basic breakdown is this.
1: Cluttered Rooftop: Acrobatics DC 10
2: Crumbling Rooftop: Acrobatics DC 20
3: Gap in Wall: Escape Artist DC 15
4: Hidden Shortcut: Perception DC 15
5: Narrow Hole in Wall: Escape Artist DC 25
6: Narrow Rooftop Leap: Acrobatics (Jump) DC 15
7: Narrow Walkway: Acrobatics DC 15
8: Tightrope Shortcut: Acrobatics DC 20
9: Very Hidden Shortcut: Perception DC 25
10: Very Steep Roof: Climb DC 10
11: Wall: Climb DC 20
12: Wide Rooftop Leap: Acrobatics (Jump) DC 25
There are 15 cards. You start on Card 1, Trnia Starts on Card 4. You need to catch up to here before she leaves card 15.
You can move 1 card per round.
Or you can make one of the two checks on the card you are on to move two cards.
Or you can make both checks to move three cards.
If your base speed is less than 30, you have a -2 penalty to the check.
If your base speed is more than 30, you have a +2.
If you fail a check by more than 5, or cannot move. If you fail two checks (at once) by more than 5 you fall 1d4x10 and have to climb back up (DC15).
You can obviously combine normal actions (ranged attacks, spells etc)
I recommend you look at Harrow Point Uses
The "cards" are Here.
Guinevere "Gwen" Duchamp |
I must have misunderstood how the cards work. I thought the checks on the first card were n. 8: Tightrope Shortcut: Acrobatics DC 20 and 12: Wide Rooftop Leap: Acrobatics (Jump) DC 25?
Also: "If your base speed is more than 30, you have a +2." Does this apply to any check? And if so, does it stack with the +4 jump bonus by acrobatics=>jump rules?
Guinevere "Gwen" Duchamp |
Just to let you know that I will be out this weekend. Please bot Gwen as you see fit. If Trinia is not safely in custody by the time I leave, Gwen will continue to follow her (spending as many H. Points as necessary - she has 2 left) and try to grab her.
Thank you!
Nevynxxx |
but fails to pass through the gap and advances only two cards, landing in card n. 7, right next to the laughing lady.
I'm going with your interpretation, because I think it's fairer.
I think a strict reading of the rules is that a failure of "either" dice means you don't move, a failure of "both" means you fall. Not if you pass one you move +1 and if you then fail one you stay at that card....