
Matt Cøtteryl |

GM CanyonR,
Just wondering how you want us to progress? With the MTM team doing a bit of merchant/friend making followed by the ship thing. Do you want us to RP, lots of talking to merchants (ie. post, response, post, response) Or a general statement of what we are doing, aims, how we achieve it, methodology, risk assessments? Or just a statement of intent?
Anyway works, but just want to ensure that the 2 teams are in-sync in RL and that Tristen is not left out.
Night.

GM CanyonR |

First, sorry for the lack of posting. I'm just assuming that it's a plot to keep me busy so I can't move the game along.
Second, to Matt's question, I think it can be a combination of both. The reality is that while the MTM team has several hours before the boat arrives, the A&G team has several hours after their stop with nothing planned. I'm assuming it will work out OK but we can adjust as we go along. I will say that the more specific you are in asking questions or stating your goals, the better I can tailor the scenes to what you are looking for. A generic "pulse on the street" question doesn't give me much to work with.
I will try to get descriptions up soon (famous last words) and we can get this moving again.

Matt Cøtteryl |

I apologise for yesterdays' post. It seems very muddled, looking at it now, I must have been very tired.
Hu5tru (& anyone), is the Jade Regent AP any good? I am thinking of running with it, as I am forced to RL GM again in the new year. Looking at the players guide, & 2nd book it seems fairly well put together.

Hu5tru |

Run well, it can be, yes. I mean, there's a lot of evil stuff that needs to be murdered. As a GM, i think the decision to make Ameiko the star of the show was very poor. She's a NPC. Pet NPC, but, that's all she should be.
I'm taking a long while making my PCs feel like the stars, because if you read the AP, it's basically written in at the end that the PCs get caught up in the overarching story.
Husband says Paizo does a very bad job at making the PCs care about the stories, and this is no exception. However! if you have a group that loves traveling and defeating evil stuff, cool beans!

Matt Cøtteryl |

Hmmm, well that might be alright, because if I get past the first book the PC's may end up cycling around. So fixed PC's could work giving the group a back-bone.
The game is for a RP club, where there's 14+ members. Thus we need 3+ GM's, thus I am not sure what players I will have in the game. And we will play quarterly with the games being swapped. A couple of years ago I ran Runelords (upto book 3) and in all had 8 different players (which was not good, by the end only one remembered anything).
There is also the problem of trying to get the players to invest anything in there characters as they tend to just roll-up with no background or ideas. Heck the last game I ran the players didn't even know the system.
Which of course brings to the last problem, I would have to convert it to a different system (Call of Cthulhu, probably). For the aforementioned new system problems and the fact that the 'cool' kids don't like d&d past 3rd Ed.

GM CanyonR |

OK, so in this situation let me clarify my view on rolling RP skills. In one on one encounters I use your actions and dialog much more than a roll to determine success. To me that's the heart of an RP based game like this. You, as players, coming up with a way to influence the NPCs to your advantage. Focusing on your choice of tatics, just as in combat, rather than if you got a good roll or not. I think this makes the difference in a truly memorable game. So in going forward you will understand why I don't always ask for these rolls. I do look at them as a measure of your characters experiences that you may not have personally, but that mostly effects the delivery of the statement. A great Bluff roll won't save a really obvious lie, for example. While a solid proposal, even if delivered poorly, can still sway people.
The other thing I don't see you all doing, which I kind of expected, is discussing the game in the 'Discussion' thread. I see this as the virtual equivalent of the OOC talk around a table in an IRL game. I expect (and encourage) you to collaborate, suggest, and argue just as people playing in someone's kitchen would. I'm not a GM who would throw out the 'your character isn't there so don't say anything.' Yet, in the same vain, if something is to be kept 'private' then that's what the [spoiler] tags are for. So please feel free to talk and plot and scheme here.

Alika |

from what little I have been paying attention to the stuff I am not actively engaged in, a strategy of appeasement is the least likely to work. the diplomacy rolls are to get his starting attitude better, it's not mind control to get him to do what you want.
so, you have two options, charm person or intimidate. go ahead, tell that f*cker where he can find his fifty gold, coz what he is doing is essentially telling you all that he sucks at doing his job. if that gets out, he'll be ferrying roses from guatemala for 5 cents a bushel and be earning coppers on the exchange.
granted, that's just what i've seen of it, though.

Matt Cøtteryl |

Sorry, was out this evening trying to keep my PC alive in the final session of my Call of Cthulhu campaign. Which I did, but not with his sanity intact ;p
Anyway, Matt is really not the intimidating type. Not really going to threaten, especially considering his obvious frailties.
Sorry about the 5gp concession, but I am willing to pay for this out of my own pocket if needful (& if I actually have it lol). Obviously he is a scam merchant, but I am not really wanting to quickly sour our employers contacts. However he does know more than we about what is going on.
Lol @ Charm Person, Alika, yeah Matt's spells don't include useful things like that.

Tam Hawke |

TRISTEN ALMERAN CR 1
Male Human (Taldan) Ranger (Falconer) 2
NG Medium Humanoid (Human)
Init +3; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 13. . (+3 armor, +3 Dex)
hp 18 (2d10+2)
Fort +4, Ref +6, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Gladius +4 (1d6+2/19-20/x2) and
. . Unarmed Strike +4 (1d3+2/20/x2)
Ranged Longbow +5 (1d8/20/x3)
Ranger (Falconer) Spells Known (CL 0, 4 melee touch, 5 ranged touch):
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 12, Int 13, Wis 12, Cha 13
Base Atk +2; CMB +4; CMD 17
Feats Favored Defense: Humanoids (Human) +1, Opening Volley, Precise Shot
Traits Suspicious, World Traveler: Diplomacy
Skills Acrobatics +2, Climb +5, Diplomacy +7, Escape Artist +2, Fly +2, Handle Animal +5, Intimidate +5, Knowledge (Geography) +5, Knowledge (Local) +3, Knowledge (Nature) +5, Perception +6, Ride +2, Sense Motive +7, Stealth +7, Survival +6, Swim +1
Languages Auran, Common
SQ Animal Companion Link (Ex), Enemies: Humanoids (Human) (+2 bonus) (Ex), Share Spells with Companion (Ex), Track +1
Combat Gear Arrows (40), Gladius, Longbow, Studded Leather;
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
Favored Defense: Humanoids (Human) +1 You can add half your favored enemy bonus as a Dodge bonus to AC and CMD.
Opening Volley Successful ranged attack grants +4 on next melee attack roll
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Track +1 +1 to survival checks to track.
--------------------
ADLER CR 3
Male Eagle
NN Small Animal
Init +2; Senses Low-Light Vision; Perception +6
--------------------
DEFENSE
--------------------
AC 14, touch 13, flat-footed 12. . (+2 Dex, +1 size, +1 natural)
hp 9 (+3)
Fort +4, Ref +5, Will +3
--------------------
OFFENSE
--------------------
Spd 10 ft., Flight (80 feet, Average)
Melee Bite (Eagle) +3 (1d4/20/x2) and
. . Talon x2 (Eagle) +3 x2 (1d4/20/x2) and
. . Unarmed Strike +3 (1d2/20/x2)
--------------------
STATISTICS
--------------------
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +2; CMB +1; CMD 13
Feats Death from Above, Flyby Attack
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Distract [Trick], Fetch [Trick], Heel [Trick], Perform [Trick], Roam [Trick], Seek [Trick]
Skills Fly +8, Perception +6, Stealth +10
Languages
SQ Attack [Trick], Attack Any Target [Trick], Distract [Trick], Fetch [Trick], Heel [Trick], Perform [Trick], Roam [Trick], Seek [Trick]
--------------------
SPECIAL ABILITIES
--------------------
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Death from Above Gain +5 bonus on attack rolls when charging from higher ground or flying
Distract [Trick] The animal companion flutters wildly around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken.
Fetch [Trick] The animal will get a specific object.
Flight (80 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Perform [Trick] The animal will perform tricks.
Roam [Trick] The falconer can let his animal companion loose to roam and forage. He must let it roam for no more than a week. When the falconer lets it roam, it agrees to return to the place he let it loose within the time period he designates.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.

Hu5tru |

+1 BAB, +1 Ref, +1 Will
Versatile Performance - Perform Sing
Well Versed - +4 will save vs Bard/Sonic effects
1 1st level spell per day
0 level spells known (human favored bonus) - Ghost Sound, Mage Hand
1st level spell known - Magic Aura
9 Skill points - (Changes in Blue)
Appraise +6, *Bluff +12, Diplomacy +9, Knowledge (Arcana) +7, Knowledge (Local) +7, Knowledge (Nobility) +7, Knowledge (Religion) +7, Linguistics +8, Perception +4, Perform (Sing) +12, Perform (Dance) +9, Sleight of Hand +6, *Sense Motive +12, Spellcraft +7

Matt Cøtteryl |

Skills:
I was thinking:
Perform(Stringed) +1
Spellcraft +1
Knowledge (Arcana)/1
Knowledge (Local)/1
Knowledge (Nobility) +1
And either Knowledge (history) or Appraise. I have left off the Social skills as they aren't class skills and I don't get that many points.
For Spells I was thinking :-
Unseen Servant
Identify
or Mage Armour (although it's a bit too ubiquitous)
Featherfall
Reduce Person
Thoughts?

Matt Cøtteryl |

Hope my last post didn't come off as too analytical. Just trying to come up with some IC plan. Does it work?
Trying also to cover more ground than just going straight too the meeting like 'babes in the wood', especially since this is a political campaign. Anyways wishing everyone a great new year - health and happiness for all.

Matt Cøtteryl |

The funniest thing is, if you do a google search I think there was a group of people in Yorkshire who lived by 'gorean principles' LOL

Gawain Macellan |

Hey everybody, sorry about my huge absence :( I was in branson for quite a while for the holidays so I didnt get much posting done at all.
GM could I bother you for a very brief summary of what's going down? I just need a short summing up of all the new posting and the plan for the tavern meeting. THanks.

GM CanyonR |

Sorry that I've been out for the last week. I started a new position at my work and after work stuff has been more hectic that expected. I'm ready to revive this story so lets get it going.
Gawain: Matt is right that we haven't gone past the Current letter. If you have anything to add to the discussion in the conference room please feel free to post it.

GM CanyonR |

Obviously this new job has taken more of my gaming time than I expected. I'm going to try and get a post up tonight to move the story forward and then try to keep on top of it going forward. I'm hoping that once I'm out of training I'll be able to keep this up better.
Thanks for sticking this out for me.