
GM Darkblade |

I understand and will do nothing to force anyone to through anything, either for or against the girl. The AP makes the assumption you are relatively all outside the militia and structure of Trunau, championing Ruby in foreshadow of championing the town towards the end of the AP. Further, being outsiders goes to better allowing you to investigate the possible murder mystery, and to do things which the militia members are strictly ordered not to do. It will make it a bit hard for everyone to be a part of everything, but there are ways one can circumvent such situations, if one only knows where to look to do so.

Morgrim Ironbeard |

I don't need to be officially part of the militia... I could easily be prohibited by virtue of the fact that I haven't sworn the Vow... If they'll let me volunteer for watch details and some raids without actually being in the militia that's plenty good for me.

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Oh! Die rolls! Right! I'm just, uh...getting into that eight Wisdom there. Yeah, that's it.
Die Rolls: 3d20 ⇒ (14, 7, 5) = 26
Hrm. Well...not great, but not terrible. Depends on what check goes with which roll, I guess. Still...woulda been nice to have odds with the double-digit number. I suppose I shouldn't complain about it, regardless. I had another game that my first three rolls were either 19s or 20s and then later had a streak where 8/10 were seven or under.

GM Darkblade |

Volunteer status is fine, as is being active duty militia at the start if one wishes. Everyone is allowed, even expected, to participate in some way to the town's defense. Whether that is standing watches, on patrol rounds, or even on range scouting trips, as the time and need allows. In times of war, everyone is conscripted over the age of twelve to man the defenses, following the orders of those with actual militia rank or councilary status. Only full time militia however are allowed to take posts at the gate houses themselves or serve as guards for the Councilors and at Ivory Hall.
Trunau believes in everyone pulling their weight, and everyone having productive jobs to support the community. Loafers and lay-a-bouts are not tolerated.

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The only thing I have left to do with Songan is figure out his bonus starting language and I'm trying to decide which of the possible choices would most fit the character. Orc would make the most sense for the campaign, of course, but I'm not sure it's a language his history would've given him opportunity to learn. Elven, Gnome, or Halfling seem like more likely candidates to me.
On a different note, for GM Darkblade: If a situation crops up requiring a skill check that might clearly have an important result, whatever it may be, and you would rather roll the skill check for us than us roll it ourselves, don't be shy of using Songan's Archaeologist's Luck ability for me. With the Lingering Performance feat I can use a swift action to activate it and effectively have it active for three rounds of time, so with a potential 24 rounds of use I don't see any reason to be conservative with its use at this time.
And one more question if you don't mind: RAW, Archaeologist's Luck is stuck at 4+CHA rounds per day, with no advancement at all except through feats or other similar character options that can maintain or extend a bardic performance (extra performance, tuned bowstring, etc.). The developer of the archetype, however, has said on the message board that he believes a better mechanic to use would've been CHA+1 rd/lvl to keep it in line with similar performance-like abilities (link) and I was curious as to what your thoughts on the issue would be. Either way it isn't going to be a big difference; I'd probably make up for it by picking up Extra Performance somewhere along the way. Just wanted to see where your opinion fell on the question.

Groin Ironhouse |

die rolls: 3d20 ⇒ (19, 5, 8) = 32
Sorry, busy day, emergency room etc.
While Groin is known in town, it's usually as a caravan guard/guide and not a militia member proper. Now that he has taken up a more permanent residence, while he scouts whenever he can for signs of Gryf, anything of interest to the town he dutifully reports to the militia, wild game, unusual tracks, etc.

GM Darkblade |
1 person marked this as a favorite. |

I was not meaning to put pressure on anyone to change their affiliations or character backgrounds. I think the RP options revolving sneaking around behind a superior's back to solve the crime would be an interesting exercise.
Little Ruby could still win the tournaments if the dice go her way. There are many villagers that would come to her aid, much as would happen in a true attack.
I should state that I most times tend to let players chose their actions, with the consequences fitting the deeds. I may usually offer up hints, soft warnings or vague suggestions, to lend an auspice to the importance of our acts and motions.

GM Darkblade |

By the looks of it, there is no in-between option, you are either an active member of the milita, or a part-time volunteer. I suppose it is like the army and the reserves. Army personnel would be equivalent to the day to day militia, while reservists would be the part-time volunteers, offering up service a few days out of each month. The difference is the volunteers don't hold rank or man key positions except in times of emergency.

Delia Everheart |

Hey guys, sorry about my lack of posting yesterday. My son was being quite the little crabby-man yesterday. His canine teeth are starting to come in and they are supposedly the most painful of all the teeth.
I will stick with full-time militia with Delia. I imagine her being a scout/ambusher, typically will try to find the high ground when possible while Jace takes the attack at ground level.
Also, looks like I won't be participating much with those rolls of mine.

Morgrim Ironbeard |

@GM- I'm sorry about being indecisive about the militia thing... I've been thinking a lot about my skills and background and what Morgrim would do in town if he was just a volunteer... is there any chance I could be sort of a full-time volunteer? I'm fine with not having any rank (I actually prefer that), and don't mind not being allowed to guard those specific gates, but I don't really see Morgrim serving drinks or sweeping floors. It makes sense that he wouldn't be allowed to actually join the militia since he hasn't taken the Vow but I'd like for him to spend most of his time on watch or patrols and make his actual income from taking occasional guard jobs from merchants (like the one posted right now) or from spoils from the periodic raids he joins (and, perhaps, occasionally being paid by the militia for special services like Groin just was). Is that feasible?

Adir Bloodmoon |

Thanks for the clarification, GM. I'm going to stick with volunteer for Adir. I'm a poet, and didn't know it. I definitely envision him as joining scouting parties and such, but not in the militia in an everyday capacity.
@Songan: Is the 'g' in your name hard or soft? Sawn-gin or sawn-jin? Curious since I'll be saying it in my head for a long time.

GM Darkblade |

The Tug o War will involve both an Initiative and Strength challenge.
Songan, with a +3 Initiative modifier, will roll Initiative for Ruby's team each round.
Kurst Grath with a +2 Initiative modifier will roll Initiative for the Opposition team each round.
The team with the highest Initiative gains a +2 bonus to the opposed skill check to move the ribbon.
Adir will roll the Opposed Strength check for Ruby's team. The modifier will be +6 including the bonus from Tuzak having four legs and pulling with his maw instead of his paws, and Ruby's -1 modifier.
Rodrik Grath will roll the Opposed Strength check for the Oppostion team. The modifier will be +7 for the four militiamen involved.
As a full-round action, each team attempts an opposed Strength check. The winning team pulls the rope (and the opposing team) 5 feet toward its side. For every 5 points by which the winning team exceeds the opposing team’s check, the winning team pulls the rope an additional 5 feet. A team can take 10 on the opposed check, but cannot take 20. The opposed checks continue each round, with a new initiative check each round, until the first member of a team is pulled across the center line, at which point that member’s team loses the match.
If you wish I can DM roll the contest or you may do so, allowing for RP cheering and bonding.

GM Darkblade |

Next up is the Archery contest, which will involve both accuracy and reflexes.
Ruby and Rodrik will take turns tossing one of three targets into the air. The objective is to score points striking the target. The team with the highest point total wins.
The center bullseye is AC 20 earns 10 points.
The inner ring is AC 17 earns 6 points.
The outer ring is AC 12 earns 3 points.
Hitting the target while it is at it's apex earns 5 bonus points.
The team mate shooting for Ruby, or Rodrik, must make a DC 15 Reflex save to shoot the target at it's apex. The team mate must then strike the target against the AC's listed above.
Does anyone wish to volunteer to shoot for Ruby?
Does Delia wish to shoot for Rodrik or allow someone else to do so?

GM Darkblade |

Morgrim and Groin can both volunteer for Ruby's side, or throw in with the milita if they wish. Once you throw in on a side, you will remain so for the rest of the evening.
After Archery is the Hammer Toss followed by Horseshoes, both being similar to the previous challenges.
If you wish, we can forgo other challenges and allow the villagers and militia to duke it out.
There will be time to RP with the various dignitaries in attendance while each event is cleared, or not as desired.

Delia Everheart |

I wouldn't mind doing the contests, but I can also agree that if you'd like to do some of the rolls to speed things up that is not an issue with me.
Sorry I didn't get a post in last night guys. Busy night with the little guy and had to be up at 4:30 AM for work this morning.

Leira |

Don't worry Delia, those things come from time to time.
I hope he is ok.

Morgrim Ironbeard |

@gm- I thought about that, and if it was just militiamen doing it I totally would, but with it coming from the officers I'm not gonna interfere. edit: my wise old uncle has turned me around a bit... I'll try my hand at the hammer toss, on whichever side will take me.
@delia- I remember those days; you'll get nothing but sympathy from me.

Delia Everheart |

Haha, thanks guys. Yeah, he's okay, just crabby due to his canine teeth coming in. They've been bugging him for weeks and they just won't break through, poor little dude.

Leira |

My last teeth came out last month, I can understand why he cries O_o

GM Darkblade |

I think in fairness, Ruby will let Leira shoot for her, against Kurst.
Rodrik and Ruby will toss the targets.
The contest will require 3 sets of rolls, one Reflex Save and one To-Hit. I will spoiler each set for Kurst, then Leira can decide if she wants to do all at once or in single pairs to write the narrative.
I have raised a few little ones over the years, and I found a little clove oil on the gums helped to ease the pain of teething. Good luck.

GM Darkblade |

The Hammer Toss contest will involve both strength and stamina.
A pair of straw "giants" will be set up on the floor of the amphitheater, equipped with rollers and rope pulleys. The object is to strike each a series of blows with a light hammer, "felling the giant" before the "giant" reaches the finish line.
Ruby and Rodrik will take turns calling targets as the "giants" begin to roll forwards. Each represents a part of the "giant." The objective is to score points striking the called target area. The team with the highest point total wins. A confirmed critical would destroy the target and garner an instant win. To date this has only happened once before, by Jagrin Grath nearly twenty years ago. Patrol Sergeant Omast Frum will toss for the militiamen. Each side will have six hammers to toss before the giant reaches the finish line.
The forehead is AC 20 and earns 10 points.
The nose is AC 17 and earns 7 points.
The chin is AC 15 and earns 5 points.
The ears are each AC 12 and earns 3 points each.
Hitting the wrong target while another is called deducts 2 points.
The team mate tossing for Ruby may choose to make a DC 15 CON save to strike the target at range, without range penalties. This represents an exerted effort to hurl the hammer farther. The targets begin moving at 60' away, moving 10' closer per toss. The team mate must strike the target against the AC's listed above, modified for range.
Ruby would be happy to accept Morgrim or Groin for the contest. If desired, one could compete for the girl, the other could take Omast's place for the militia.

GM Darkblade |

BTW I want to point out, the only contest fully outlined in the AP was the Tug O War, the rest are from an old supplement I had for 1st edition that seemed to fit well with the AP. The AP left the other games open, so I wanted to fill in with something. The games serve to, in my opinion, give you all something to work towards as well as showcase both the PC's and NPC's a bit, as you all will met and talk together further during the coming events of the book.

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Personally I'm really enjoying it. From Songan's perspective, it's probably the first chance he's had to show the locals that he really wants to be a part of the community and, after fighting so hard for Ruby's side, I'm sure he's hopeful that the visibility of it will have worked to endear him to the community at least somewhat more.

Morgrim Ironbeard |

Its up to Groin. If he wants to throw, I'll throw for the militia; otherwise, I'll throw for the villagers.
a couple logistical question:
- you said it tests strength and stamina, but thrown weapons use Dex to hit normally... is it really testing stamina and agility, or are we using BAB + Str for the attack rolls?
- how much like giants are they, really? enough to gain favored enemy bonus to hit?

GM Darkblade |

The hammers are not normal light or throwing hammers, more akin to blacksmithing and construction tools. I realize I failed to mention that in the description. The test of strength and stamina is rather how the villagers see the contest than how the crunch rules works out. There are no penalties for using the hammers, they will function as part of the hammer weapons group.
If you wish you may use either your Strength or Dexterity modifier for the attack roll, whichever is higher. The targets are basically large straw bales with an ugly giant's face painted on them. The target is size large, but not really similar enough to an actual giant for the favored enemy bonus.

Morgrim Ironbeard |

what's the range increment for the hammers? (if they're 10' i think you'd have to make the first save to even get an attack roll, right? since thrown weapons can only go 5 increments...)
nice rolling Leira... i'm waiting with baited breath to see how it turns out...

GM Darkblade |

20' range increments, and it depends upon the target called to see which AC you wish to strike.
At 50-60' there is a -4 range penalty for each throw.
At 30-40' there is a -2 range penalty for each throw.
At 10-20' there is no range penalty for each throw.
I was going to randomly determine targets, but if someone else would be interested in calling shots for Ruby, I would allow that.
Myself I am going to be leaving for work shortly, no access until home again around 2AM EST. I will make Omast's rolls and you folks can decide how you wish to proceed.