Zaghigoth Stormbile |
Going off topic from combat, but I figure I'll get the rest of the animal companion stuff cleared up.
Just wondering if you are going to abide by the Handle Animal part of it; that is, requiring a Handle Animal check every time I would direct it in combat. I've played with people that have glossed over it and those who have enforced it, just wondering your view. (The main reason for bypassing it seems to be that the DC for it is 10, so a lot of the time you'll only fail it on a natural 1). I'm fine either way, just wanted to get a verdict from you.
Same goes with Tricks. I've played under enforcers of them and those dismissive of them. A crocodile for me would start with 4 tricks (Attack taking up 2 if I want to have it attack creature types beyond humanoid, monstrous humanoid, and animal).
Again, I'm good either way.
CrazyHedgehog |
I'd say, we'll not worry too much about the Handle Animal checks, unless the situation warrants it or you're asking your beastie to do something totally against its nature. I think there will be enough other things to keep track of. With tricks, if you let me know what kind of tricks your croc has, I think it's good for giving it some personality, though I'll not be enforcing it all the time what your croc can and can't do. I'll leave that up to you. :)
After this combat, when Mr. Stormbile is ready we can work through calling his toothy animal friend.
Faey Vallidorn |
Sorry to have to do this, but I'm going to have to retire. Put way too much on my plate lately and unfortunately it's all the fun stuff I set up that I have to quit on first...
Yekskya |
I hesitate to bring this up as we are so close to the water and rum gremlins are the last thing we need. But, in case we have a kindly GM that would throw an Island Survival Manual our way, my rum gremlins and island survival manual from the upcoming Kobold Quarterly/Open Design Journeys to the West book made the KQ blog today. Check 'em out.
CrazyHedgehog |
Sorry to have to do this, but I'm going to have to retire. Put way too much on my plate lately and unfortunately it's all the fun stuff I set up that I have to quit on first...
Fraust, sorry to see you go but I understand. In case you have the opportunity & inclination to come back, Faey can become an NPC in the background and taken up again if you wish. Good luck with the stuff you've got on.
CrazyHedgehog |
Nostrus, good to see you back. Grym looks good to go, I'll introduce your character as soon as I can catch up with the posts. I think we'll say that so far Grym's just not been socializing much on the ship.
I think we'll just keep to five characters for just now. If Zag brings on an animal companion, that should probably be a big enough party for now, especially as you have some fellow castaways to look after as well. If the situation changes, might be a good idea to contact the other entrants to check if they're still interested.
CrazyHedgehog |
I hesitate to bring this up as we are so close to the water and rum gremlins are the last thing we need. But, in case we have a kindly GM that would throw an Island Survival Manual our way, my rum gremlins and island survival manual from the upcoming Kobold Quarterly/Open Design Journeys to the West book made the KQ blog today. Check 'em out.
Wow, great stuff! Very cool ideas, well done, I like 'em a lot. There may or may not be a copy of the island survival guide where you are, but in either case you can always make one! And watch out for the rum gremlins out there, they'll get ya.
CrazyHedgehog |
Hey let me know how you think the pace is going - too fast? too slow?
I've been trying to keep the posts up and move things along based on what your characters are doing, but let me know if it feels like I'm railroading your characters into things - this particular adventure does seem to catapult the characters into the thick of things.
Yekskya |
I'm happy with everything you've done so far. Don't feel bad for letting us play things out for a while. I GM a game too and it can take a lot of pressure off if the PCs keep things rolling a bit on their own. A Kingmaker game I'm playing in, just introduced the idea of "campfire conversations". We keep them in spoilers and it can proceed at a different pace than the rest of the game. Helps develop the characters more and buys time if the GM needs a day or two off now and then.
Slicingsong |
I don't know how technical we want to get about our survival techniques. I don't think crustacean meat can be smoked for preservation. Smoking works because the flesh of the animal or fish absorbs the smoke which has antimicrobial properties and the meat becomes dehydrated. I'm not sure this would work in the case, especially not without a smokehouse.
CrazyHedgehog |
Well done guys - a creature with Improved Initiative and it still goes at the bottom of the initiative list! It didn't stand a chance.
Survival: A Medium creature requires a gallon of water and a pound of decent food each day to avoid starvation—in hot climates (such as the tropical climate of Smuggler’s Shiv), characters need twice as much water each day. Small creatures require half the amount of food and water that Medium creatures do, while Large creatures require twice as much.
With purify food and water, you should be fine as long as you have access to the sea.
For food, a DC 10 Survival check per day means you find enough food for yourself for one day. For every two points you roll over the DC, you manage to forage enough food for one additional person. The rules don't get more specific than that, but I think roast sea scorpion could be delicious.
Posting: I'll be out of town on vacation this next week with family, so will be out of touch. Should be back posting by Monday 26th, hopefully. Have a good weekend!