DM Púca's Jade Regent (Inactive)

Game Master rdknight

Brinesstump Marsh Caves

Licktoad Village

Brinestump Marsh

Sandpoint Map

Sandpoint 3D Map

Sandpoint Hinterlands Map

Varisia Map

Beautiful Varisia Map


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Shadow's Status

I am agreeable to handwaving the return to get Correna into the game :-)


HP: 20/20 | Ki 0/0 | AC:18(23) / T:18(23) / FF:13 | Fort: 3, Ref: 7, Will: 3 | CMD: 17 | Init: 3, Perception: 5
DM Púca wrote:

Goblin Bounty: (400)

Potion CLW x7: (350)
Potion CMW x2: (600)
Potion Lesser Restoration x3 (900)
Scroll CLW x2: (50)
Scroll False Life x2 (300)
Scroll Water Walk: (150)
Skyrockets x6: (300)
Desnan Candles x11: (55)
MWK Longsword: (315)
MWK Cold Iron Wakizashi: (370)
Breastplate: (200)
+1 Animal Bane Arrow x2: (332)
MWK Chain Shirt (small): (250)
MWK Chain Shirt: (250)
MWK Composite Longbow (small): (400)
MWK Shuriken x6: (37)
Red Pearl Hairpin: (150)
Fan Map: (80)
Chest: (150)
MWK Dagger & Steel Scabbard: (15)
Chest: (250)
Ring of Climbing: (2,500)
Wand of Identify (19 charges): (285)
Assorted Jewelry: (560)
+1 Wakizashi: (5,940)
4,250 sp: (425)
598 gp

@Boat: Yeah, I meant only far enough to get out of the swamp, then see about aquiring a wagon - basically streamline the way back, yes :)

@Wealth: I think a lot if it is from that Wakizashi - so shouldn't be too troublesome.
Formaly, it would probably also be a 'heirloom', but I suppose Ameiko and me could "borrow" it to Inari indefinitely as long as he works for/with us. :)

@Fireworks: I'd say we celebrate with them.
They are very clumsy weapons at best, and there's no reason to expect trouble on the horizon. Plus we just brought back a treasure and ended the Goblin Threat.
I could very much see us deciding to simply use them for their intended purpose, as entertainment!(which would also diminish our 'wealth' by 355.)
I mean, that was a successful trip, so celebration should be in order!

as for what Yuki is interested in: everything that IS specifically from her family(as Talene so aptly put).

  • Red Pearl Hairpin: (150)
  • Fan Map: (80)
  • Either of the Chests(I guess the Chest: (250)) was the one in the cave? - I guess the other one goes to Ameiko.
  • Assorted Jewelry: (560)

It should be said that those things, she will keep as memories, not sell them off for cash. Technically, you could say that also 'eliminates' their monetary value from the game.

Of the more useful stuff, she would, for practical reasons, keep the MW Shuriken x 6 (37) and, if nobody else calls it, the Ring of Climbing: (2,500) -

that would put her total share to
355 Fireworks(exploded)
1040 (Heirlooms and jewelery)
2537 (Shuriken and Ring)
3932 GC


Female Human Cleric (Ecclesitheurge)/Sorcerer (Fey) of Desna - Level 2 - HP = 17/17 | AC = 13 | CMD = 14 | F +3 | R +3 | W +6 | Ini +9 | Per + 4 | Channels 4/9 Shadow's Status |

Makes sense to me Yuki!


Alright, I'll get a Sandpoint post up either today or tomorrow and get us moving along.


Female 1/2 Orc CG Sorcerer(Orc Bloodline)/Fighter(Free Hand Fighter Archtype) Gestalt 1
Stats:
| HP 10/11| AC13 T12 FF11 (+2w/pfe)| Fort +4 Ref +3 Will +3 | CMB +3 / CMD 14 | Init +2 | Perception +4| Rage Touch 6/Day | Hero Pts 1/3 | Active: None

I'm ready as soon as you all are.
=)


8/19 HP, AC 15, Fort +2, Ref +6, Will +2, Perception -1, Initiative +2 Dancing Lights 3/3, Martial Flex 3/4, Panache 4/4, Charmed Life 3/3, Spells: 1st 0/4, Active Effects: Dedicated Adversary

I'll take the MWK Chain Shirt and the +1 Wakizashi (assuming that's alright)


Shadow's Status

Ok for me.


HP: 20/20 | Ki 0/0 | AC:18(23) / T:18(23) / FF:13 | Fort: 3, Ref: 7, Will: 3 | CMD: 17 | Init: 3, Perception: 5

Goblin Bounty: (400)
Potion CLW x7: (350)
Potion CMW x2: (600)
Potion Lesser Restoration x3 (900)
Scroll CLW x2: (50) Talene
Scroll False Life x2 (300) Talene
Scroll Water Walk: (150) Talene
Skyrockets x6: (300) Yuki/Celebration
Desnan Candles x11: (55) Yuki/Celebration
MWK Longsword: (315)
MWK Cold Iron Wakizashi: (370)
Breastplate: (200)
+1 Animal Bane Arrow x2: (332)
MWK Chain Shirt (small): (250)
MWK Chain Shirt: (250) Inari
MWK Composite Longbow (small): (400)
MWK Shuriken x6: (37) Yuki
Red Pearl Hairpin: (150) Yuki/Memory
Fan Map: (80) Yuki/Memory
Chest: (150) Ameiko
MWK Dagger & Steel Scabbard: (15) Talene
Chest: (250) Yuki/Memory
Ring of Climbing: (2,500) Yuki
Wand of Identify (19 charges): (285) Talene
Assorted Jewelry: (560) Yuki/Memory
+1 Wakizashi: (5,940) Inari
4,250 sp: (425)
598 gp

That is the current state. Of course, we are keeping the healing potions+restoration. But the other stuff, I would be fine selling at half price.

Potion CLW x7: (350)
Potion CMW x2: (600)
Potion Lesser Restoration x3 (900)
=> Distribute among us.

157 - MWK Longsword: (315)
335 - MWK Cold Iron Wakizashi: (370)
100 - Breastplate: (200)
166 - +1 Animal Bane Arrow x2: (332)
125 - MWK Chain Shirt (small): (250)
200 - MWK Composite Longbow (small): (400)
1083 GC - or, lets round that: 1000GC

that plus 425(silver)+598(gold)+400(bounty) would be ~2400 gold.
If Daufni and Mari get a share(and we account for our new member), we are splitting 6-way.
400 gold per - if Correnas fictional share(she is not here yet) is used to pay for repair of the wakizashi, that leaves 100 GC 'spending money' we can pay her as recruitment fee.
and 400 gold for each of Inari, Talene and Yuki.(of which I suggest we 'eliminate' around half, for proper WBL. e.g. Talene can tithe to the Cathedral, Inari can pay his debts, Yuki can invest into a small shrine to be erected for her grandfather.)

Total Wealth:
Yuki
(actual) 200(gold)+2500(ring)+37(shuriken) => 2737 GC
(with 'eliminated' value) 355(fireworks)+1040(heirlooms) => 4132 GC
+
2xCLW-Potion+1xRestoration

Talene
200(gold)+750(scrolls)+15(scabbard&stuff)+wand(285) => 1250 GC
+
1xCLW-Potion+2xCMW-Potion+1xRestoration

Inari
(actual) 200(gold)+250(mwk chainshirt)+5940(wakizashi) => 6390 GC
(with 'eliminated' value) 300(repairs) => 6690 GC
+
2xCLW-Potion+1xRestoration

Correna
100(gold) => 100 GC
+
2xCLW-Potion

That sound reasonable?
(I did not mean to exclude Correna but it makes little sense to share the raid stuff with her - I figure she comes equipped and we'll even things out in the long run! Same with Talene, much of her stuff(e.g. wand of identify) is for the good of the group, and should not count against her individual wealth, but I included it to make it seem more fairly distributed ;)

The potions, I have excluded, as the distribution is simply a matter of efficiency - everybody should have some available to help the others out where needed. That is, more often than not, you administer healing potions to someone out cold on the floor, rather than consuming them yourself...


Shadow's Status

Sounds great :-)


HP: 20/20 | Ki 0/0 | AC:18(23) / T:18(23) / FF:13 | Fort: 3, Ref: 7, Will: 3 | CMD: 17 | Init: 3, Perception: 5

Talene, did you want the 250 GP for the repeating crossbow? If so, simply ask Yuki for a loan ;) I'll gladly spring for it.
That said, I didn't know you were proficient or planning to be- :)


You should split the gold 4 ways. I meant for Mari and Daufney to take 1 share combined, or .5 share each. Correna had her starting gold increased to bring her in line.


HP: 20/20 | Ki 0/0 | AC:18(23) / T:18(23) / FF:13 | Fort: 3, Ref: 7, Will: 3 | CMD: 17 | Init: 3, Perception: 5

1st By Class
2nd 1,000 gp
3rd 3,000 gp
4th 6,000 gp

We are well above Level 2.5 wealth-wise.
We are 2nd Level and actually between Level 3 and Level 4 - i figured everything that scales us back a bit is helpful.
If we split 2400 4-way thats 600 each, rather than 200(since changing the distribution formula for more gain only to 'waste' more on personal expenses would be pointless), for +400 to each individual wealth(or a whole extra 2nd-level character worth of wealth just in 'extra')

I'm not complaining, I just figured it would make sense to diminish our total value by approximately 1/4th if possible, since Correna would come in with her own equipment 'replenishing' that value.


Yes, you're ahead of the curve. I put Corrina at about level 2.5 starting wealth as well. JR is a little funny about loot. Don't be surprised to find you have long dry periods of almost nothing punctuated by generous loot drops.

I'm not super familiar with all the later books, but at a glance it should even out over time. This is a PbP so it won't feel that way in real time, but you're not terribly far away from 3rd level in game time anyway.


Female 1/2 Orc CG Sorcerer(Orc Bloodline)/Fighter(Free Hand Fighter Archtype) Gestalt 1
Stats:
| HP 10/11| AC13 T12 FF11 (+2w/pfe)| Fort +4 Ref +3 Will +3 | CMB +3 / CMD 14 | Init +2 | Perception +4| Rage Touch 6/Day | Hero Pts 1/3 | Active: None

I'm good. Don't worry about little old me!

=)


8/19 HP, AC 15, Fort +2, Ref +6, Will +2, Perception -1, Initiative +2 Dancing Lights 3/3, Martial Flex 3/4, Panache 4/4, Charmed Life 3/3, Spells: 1st 0/4, Active Effects: Dedicated Adversary

So what's our respective shares only splitting the take 4 ways?


Shadow's Status

As Tal is not a magic missile machine I am thinking she should have a ranged option and 1 feat to use a repeater I think is worth it :-)


Shadow's Status
Inari Kage wrote:
So what's our respective shares only splitting the take 4 ways?

600 gp I believe :-)


Female 1/2 Orc CG Sorcerer(Orc Bloodline)/Fighter(Free Hand Fighter Archtype) Gestalt 1
Stats:
| HP 10/11| AC13 T12 FF11 (+2w/pfe)| Fort +4 Ref +3 Will +3 | CMB +3 / CMD 14 | Init +2 | Perception +4| Rage Touch 6/Day | Hero Pts 1/3 | Active: None
Storyteller Shadow wrote:
As Tal is not a magic missile machine I am thinking she should have a ranged option and 1 feat to use a repeater I think is worth it :-)

Don't worry! Its coming along soon!

Hehehehe...

=)


One thing that I won't be doing in this campaign is requiring the exotic weapon proficiency feat to use eastern weapons. They will instead count as a regular weapons of their type, so simple, martial, etc. They're going to become ubiquitous eventually, and charging the feat in such circumstances is just a pain in the butt for everyone.

I'm thinking instead to do something like this: After deciding to use an eastern weapon, characters will receive automatic proficiency with it (and the weapons in it's class, ie light blades, etc.) at their next level up. This delay will represent the time spent learning to use the weapon without costing a feat. Sound alright?

@Talene: Since you won't really benefit from this change otherwise, you can use a repeating crossbow without the feat. Technically I can argue this falls under the same rule change. The oldest known repeating crossbow comes from China in the 4th century BC, and as far as I know China was the only place that saw widespread use of them. So they are in a sense an eastern weapon.


Shadow's Status
DM Púca wrote:

One thing that I won't be doing in this campaign is requiring the exotic weapon proficiency feat to use eastern weapons. They will instead count as a regular weapons of their type, so simple, martial, etc. They're going to become ubiquitous eventually, and charging the feat in such circumstances is just a pain in the butt for everyone.

I'm thinking instead to do something like this: After deciding to use an eastern weapon, characters will receive automatic proficiency with it (and the weapons in it's class, ie light blades, etc.) at their next level up. This delay will represent the time spent learning to use the weapon without costing a feat. Sound alright?

@Talene: Since you won't really benefit from this change otherwise, you can use a repeating crossbow without the feat. Technically I can argue this falls under the same rule change. The oldest known repeating crossbow comes from China in the 4th century BC, and as far as I know China was the only place that saw widespread use of them. So they are in a sense an eastern weapon.

I won't argue against my own interests. Tal will make the purchase the next day when she discovers Yuki made a Bank Error in her favor! Thanks DM!

At 3rd Level I may take the Feat Craft Magic Arms and Armor so she can start to craft magical ammo and enchant the Repeater further, it's Masterwork correct?


This is the one from above the door at Savah's Armory? I think it's masterwork, yeah.


Female Human Cleric (Ecclesitheurge)/Sorcerer (Fey) of Desna - Level 2 - HP = 17/17 | AC = 13 | CMD = 14 | F +3 | R +3 | W +6 | Ini +9 | Per + 4 | Channels 4/9 Shadow's Status |
DM Púca wrote:
This is the one from above the door at Savah's Armory? I think it's masterwork, yeah.

That's the one!

Crap, Craft Magic Arms and Armor has to wait till 5th level. Still, I think using the repeater with magical ammo will allow me to focus on spells that are not of the Blast genre, especially now that Corenna will be a Blasty Sorcerer :-)


8/19 HP, AC 15, Fort +2, Ref +6, Will +2, Perception -1, Initiative +2 Dancing Lights 3/3, Martial Flex 3/4, Panache 4/4, Charmed Life 3/3, Spells: 1st 0/4, Active Effects: Dedicated Adversary

Works for me. :)


HP: 20/20 | Ki 0/0 | AC:18(23) / T:18(23) / FF:13 | Fort: 3, Ref: 7, Will: 3 | CMD: 17 | Init: 3, Perception: 5

That said, a case can be made for Repeating Crossbow to generally be counted among simple weapons...expending a Feat to use it seems counterintuitive since the reloading takes a full-round-action.
Whereas Rapid Reload allows free action reloads for light crossbows. With a 5-bolt magazine the benefits are very niche...(a heavy repeating crossbow would allow you to move and shoot 5 times before a full round of reloading).

Either way, I very much welcome the change. Yuki already trained with a number of weapons(as per monk) but will, by default, stick to her martial arts as they get better and better...but wanted to speak up as well :)


Female 1/2 Orc CG Sorcerer(Orc Bloodline)/Fighter(Free Hand Fighter Archtype) Gestalt 1
Stats:
| HP 10/11| AC13 T12 FF11 (+2w/pfe)| Fort +4 Ref +3 Will +3 | CMB +3 / CMD 14 | Init +2 | Perception +4| Rage Touch 6/Day | Hero Pts 1/3 | Active: None
Talene Minly wrote:
Crap, Craft Magic Arms and Armor has to wait till 5th level. Still, I think using the repeater with magical ammo will allow me to focus on spells that are not of the Blast genre, especially now that Corenna will be a Blasty Sorcerer :-)

That sums her up pretty well! She strongly believes that sudden and fiery offensive spells (and catching your enemies on fire) are/is the best defense.


Whew! Sorry for such a huge amount of exposition and information dumped in the last few posts. I'm just about done with them.

This is an odd point in the AP where it takes a sudden, hard left turn into a very different kind of campaign, so there's a lot of stage setting and new stuff to introduce. I'm trying to expedite it all by eliminating some Knowledge rolls that seem unneeded and would just slow things down.

Normally I will spoiler one-on-one conversations like the one between Yuki and Ameiko, but this time it seemed more efficient not to.

If you want to comment on any of the stuff feel free to do a multi-segment post to address it.

Also, we will be starting up use of the modified Relationship Rules soon. I'll put a post together in the near future explaining the mechanics.


I'll give it another day for Yuki to check in then I'll move things along.


HP: 20/20 | Ki 0/0 | AC:18(23) / T:18(23) / FF:13 | Fort: 3, Ref: 7, Will: 3 | CMD: 17 | Init: 3, Perception: 5

I'll post tomorrow morning(within ~14 hours from now)! :) Apologies, as you said, there's plenty of exposition and talk happening, and I don't want to respond with a one-liner, either. Apologies for stretching patience again, but I'll do my best to respond faster again in the future!


No problem Yuki


Shadow's Status

Read the latest post to me while on vaca and forgot to respond, will try to get to that tonight.


You can use the week until the caravan is ready to leave as downtime. You can make purchases, get the sword repaired, etc. You can also do any RP related stuff you'd like to during this time. If there's nothing you want to do, we can just skip through it to the departure.

I'll mention again we're not going to be using the caravan rules as given in the Player's Guide. They seem more trouble than they're worth for the most part. Based on all the commentary I've read, the caravan combat rules are just broken and don't work at all past a certain point. So combat involving the caravan will be resolved using the normal rules.

One thing I will be (loosely) tracking is supplies. During some parts of the campaign supplies for the caravan become an important enough factor that I want to keep it as an element. It will be very bookkeeping light. I'll keep track and will give you a warning if something is running dangerously low.

We will also be keeping the caravan jobs stuff. You can find the information on it in the Player's Guide. Most of the jobs require certain skills or abilities to fill, so you'll want to take a look and see which ones you could perform. Everyone should qualify for something. The major NPCs can also fill jobs.


I'm planning on using a modified version of the Relationship Subsystem at this point, but I'd like to get a round of feedback from you all before a put together a big section on its mechanics for the campaign page. Read the outline below and let me know if you want to use the system or toss it out.

My best guess for why there's a relationship subsystem is (A) because the subsystem grants mechanical boons at certain points, and this is a way of applying consistent rules to how the boons are gained, and (B) Paizo loves rules subsystems. In retrospect, the relationship subsystem seems like an initial and simple prototype of the Influence system introduced in Ultimate Intrigue.

So, the basic idea with the modified rules is that they work essentially like the system laid out in the Player's Guide, but with extra flexibility to enhance RP as part of their workings. The original subsystem can be described as: apply points earned -> give gift -> roll diplomacy check -> if successful advance relationship -> repeat.

The modified system affects the process in a few ways.

1. It downplays the importance of charisma-based checks in advancing relationships. Instead of diplomacy being king, different skills checks can be used to advance, and those checks can involve varying skills at different points. These are all tailored for each major NPC to better fit their personalities.

2. The overall number of points is decreased, and the number of points needed to advance a relationship is decreased. There are more relationship levels, 10 in fact, but they are easier to move through and involve smaller advancements in the relationships. It models the "growth" of the relationship better. At the same time, the points available to points needed ratio shifts, making it easier to devote points to multiple relationships, not just slogging through to advance one all the time.

3. Points and Relationship Ranks are somewhat decoupled from each other. Instead of relationship level automatically advancing when enough points are there, ranking up a relationship involves role playing a scenario with the NPC and successfully making a skill check (usually) of some kind. Higher relationship ranks have higher DCs. This puts a brake on how quickly a relationship can advance. It isn't possible to quickly advance a relationship all the way to conclusion within just a book or two in the AP, and makes investing points in other NPC relationships more desirable. Just as with your main (trait linked) NPC, you can gain boons from other NPCs if the relationship with them advances to that point. Some NPCs appearing in later books can be cultivated as relationships, and it can affect their actions. You're not even required to stick with your original (campaign trait) relationship as your main relationship if you prefer pursuing a different one more intensely.

I think those are the big differences. The reason I see value in using the system is that it gives a framework for dealing with the relationships helpful to me in deciding when boons are given. So you know, the boons are not huge, approximately the value of a trait I'd say. If we don't use the system I'll probably do away with the boons. They're certainly not game changing one way or another.

Also, considering the amount of real time that passes compared to game time, it cuts down on having to rely on memory and archival digging through the gameplay thread to figure out where things stand at any given time when it might matter. The system only requires occasional updating rather than continuous monitoring, so for those gains there's very little tracking involved as a cost. Of course if we decide at a later point we don't like the system, we can always dump it without any great problem.

As I said, I'll lay out all the rules in the campaign section for easy access if you guys want to use the system. Hopefully between the original version and the Player's Guide this all makes enough sense to you. But if you have have any questions fire away!


8/19 HP, AC 15, Fort +2, Ref +6, Will +2, Perception -1, Initiative +2 Dancing Lights 3/3, Martial Flex 3/4, Panache 4/4, Charmed Life 3/3, Spells: 1st 0/4, Active Effects: Dedicated Adversary

The relationship subsystem mostly seems like bookkeeping and figuring out NPC reactions on your end, so I'm fine with however you want to run it.

That said, I think it's important to remind the group of what Inari actially is (since it hasn't actually come up in game), and how that might impact the NPCs or other player characters.

Inari is a Polyamorous Pansexual Shapeshifter. My intention with the character has always been to build the ultimate "honeytrap spy" (like James Bond mixed with Mystique) He is fiercely loyal in his own way, but doesn't really understand feelings of jealousy. Ideas of emotional or sexual fidelity will baffle him.

He'll flirt with pretty much anyone who is a nice and decent person (and even those who aren't if it's part of a mission or cover story). That's bound to cause problems at some point. I wanted to bring it up before it caught anyone off guard in game. As a player, I want to be sure I'm not making anyone uncomfortable. I know this game isn't my own personal weird dating sim, so if Inari's gregariousness bugs anyone, please let me know.

My hope is that Inari's approach to relationships and romance will be entertaining, along the lines of characters like Starfire and Jack Harkness, and not something that seems weird and offputting.

(Note that I'm using masculine terminology because it's Inari's most common form so far, but Inari's gender can be switched around at will, so I'll be switching gender terms at some point.)


I don't have any issues with it myself Inari. You may find caravan life constraining, lean pickings in a population under 20 and privacy isn't abundant.

One other thing this brings to mind to mention is what "relationship" mean here. Relationships can be either positive friendships, or negative rivalries. Both give boons, although they are not always the same. Players can invest points in both types for different NPCs if desired, and obviously the ways of deepening a friendship or rivalry will differ.

Romances are also possible, and can develop from either a friendship or rivalry. I'm sure you can all think of movie examples for both cases. The major NPCs all have minimum romance scores, meaning it is possible to pursue a romance only after the player has points equal to or greater than the romance score invested in the relationship. Romances are optional, neither automatic or necessary to reach the top of the relationship tiers.

It is also possible to damage relationships. Doing or saying things that strongly offend an NPC can cause the loss of points with them. This would rarely be more than a point unless whatever happens is very bad. If losing points would drop the relationship to a lower level, it does not decrease, the level stays the same. But it is "stalled" until more points are invested. The idea there is having a falling out may decrease an NPC's regard for a player, but does not make you more of a "stranger". They're just upset with the player until amends are made.

It's also possible to flip a friendship to a rivalry and vice versa. At a certain point, the lost friendship points, and there would need to be several for a well-established friendship, would be restored and a rivalry of equal points to the previous friendship would exist instead.


Female 1/2 Orc CG Sorcerer(Orc Bloodline)/Fighter(Free Hand Fighter Archtype) Gestalt 1
Stats:
| HP 10/11| AC13 T12 FF11 (+2w/pfe)| Fort +4 Ref +3 Will +3 | CMB +3 / CMD 14 | Init +2 | Perception +4| Rage Touch 6/Day | Hero Pts 1/3 | Active: None

I guess I'm not against the relationship rules per se, but PBP goes slow enough without more mechanics getting in the way. I don't mind just role-playing the interpersonal experiences and letting the GM make up his/her mind on how things turn out. As Gestalt characters, small boons won't really make enough of a difference (I think) to matters in game, in the long run. I say...good interpersonal role-playing = I'm sure the GM can think of ways that will effect outcomes positively or negatively in the end.

As far as Inari's Pansexual thing...whatever. Correna's more into the idea of just getting out in the world and making her mark. Guys are just part of that. Since she already knows you, and are traveling with her, then you are really not her demographic. That being said...good role-playing goes a long way with me.


Female 1/2 Orc CG Sorcerer(Orc Bloodline)/Fighter(Free Hand Fighter Archtype) Gestalt 1
Stats:
| HP 10/11| AC13 T12 FF11 (+2w/pfe)| Fort +4 Ref +3 Will +3 | CMB +3 / CMD 14 | Init +2 | Perception +4| Rage Touch 6/Day | Hero Pts 1/3 | Active: None

As far as caravan jobs go...

Correna can act as Guard, Scout, or Spellcaster...and of course Hero too.


I don't think the relationship subsystem will slow things down. As I mentioned, it's very light on bookkeeping (you won't have to do any), and episodic in practice.

Players get points when they level up, and if the point would advance a relationship to the next level, it would be played out through as a roleplayed episode between the character and NPC. You can also get points by completing certain portions of the adventure successfully, or making certain decisions as you play through certain portions. If those points would advance a relationship to the next level, same thing, it would trigger the next RP episode. The episodes are single player, so they can be done as asides without slowing down progress as a whole.

Also keep in mind a considerable portion of the AP is travel. NPCs will only occasionally come with you for things away from the caravan, so relationship building will often take place when you're just having random encounters while traveling anyway. It's also the case that characters will need to take the initiative for most of the relationship scenarios, so you have flexibility in deciding on their timing. You can delay if you don't want to devote posts to it at a given time.

I do have some plans for adding some content to the travel sections since they could get dull, but the relationship system could actually take up narrative slack at some points rather than slowing things down. At least that's my projection. As I said, if it becomes problematic we can always drop it later.

In a nutshell, I could use the system and keep it completely hidden from you. You'd probably never know it was in working in the background. But I'd rather you be aware of what's going on.


Oh, one other thing. After a relationship becomes quite strong, it is possible for PCs to request the NPC to accompany them away from the caravan. We're not using the leadership feat so they don't become cohorts, but they can be used as demi-cohorts of sorts in that respect. They remain under my control, and don't automatically agree to such requests, but it becomes much more likely to get them for away missions if you want them.

One thing to keep in mind though, any NPC, even Ameiko, is not immune to death. So you'd want to be careful in using it.


Female 1/2 Orc CG Sorcerer(Orc Bloodline)/Fighter(Free Hand Fighter Archtype) Gestalt 1
Stats:
| HP 10/11| AC13 T12 FF11 (+2w/pfe)| Fort +4 Ref +3 Will +3 | CMB +3 / CMD 14 | Init +2 | Perception +4| Rage Touch 6/Day | Hero Pts 1/3 | Active: None

Fair enough.


Female Human Cleric (Ecclesitheurge)/Sorcerer (Fey) of Desna - Level 2 - HP = 17/17 | AC = 13 | CMD = 14 | F +3 | R +3 | W +6 | Ini +9 | Per + 4 | Channels 4/9 Shadow's Status |

I am ready to move on to the caravan, the boards being down have really deflated my desire to play or run so I have not really given much thought to Sandpoint RP.


Female 1/2 Orc CG Sorcerer(Orc Bloodline)/Fighter(Free Hand Fighter Archtype) Gestalt 1
Stats:
| HP 10/11| AC13 T12 FF11 (+2w/pfe)| Fort +4 Ref +3 Will +3 | CMB +3 / CMD 14 | Init +2 | Perception +4| Rage Touch 6/Day | Hero Pts 1/3 | Active: None

Yeah, I'm good to go I think.


I'll have a post up either tonight or tomorrow at the latest. The site came back on just in time for the holiday weekend, for which I had travel plans. Now I'm getting back into things.


Female 1/2 Orc CG Sorcerer(Orc Bloodline)/Fighter(Free Hand Fighter Archtype) Gestalt 1
Stats:
| HP 10/11| AC13 T12 FF11 (+2w/pfe)| Fort +4 Ref +3 Will +3 | CMB +3 / CMD 14 | Init +2 | Perception +4| Rage Touch 6/Day | Hero Pts 1/3 | Active: None

Awesome!


I will progress the campaign tomorrow and put you on the road. If there' anything further you want to do in Sandpoint go ahead and post. Ay purchases or supplies bought before you go? Are you fixing the magical wakizashi?

I didn't get much feedback on desired jobs, so here are the assignments Sandru hands out.

Correna: Scout
Talene: Healer
Inari: Guard
Yuki: Assisting with cooking and sometimes entertainer.
Sandru: Driver & Trader
Ameiko: Passenger and sometimes entertainer
Koya: Fortune Teller
Shalelu: Guide

Harman Borosan: Driver
Yanor Borosan: Driver
Kerey Gogean: Guard and Wainwright
Stela Plescu: Driver
Catia Fidatov: Cook

These assignments can be altered if you wish of course. The requirements for the particular jobs are given in the Player's Guide, so you can allocate skill points for any of them you'd like but don't qualify for now.

I'll get a campaign sheet linked with wagon and caravan crew info soon.


8/19 HP, AC 15, Fort +2, Ref +6, Will +2, Perception -1, Initiative +2 Dancing Lights 3/3, Martial Flex 3/4, Panache 4/4, Charmed Life 3/3, Spells: 1st 0/4, Active Effects: Dedicated Adversary

Works for me.


Female Human Cleric (Ecclesitheurge)/Sorcerer (Fey) of Desna - Level 2 - HP = 17/17 | AC = 13 | CMD = 14 | F +3 | R +3 | W +6 | Ini +9 | Per + 4 | Channels 4/9 Shadow's Status |

OK for me as well.


Female 1/2 Orc CG Sorcerer(Orc Bloodline)/Fighter(Free Hand Fighter Archtype) Gestalt 1
Stats:
| HP 10/11| AC13 T12 FF11 (+2w/pfe)| Fort +4 Ref +3 Will +3 | CMB +3 / CMD 14 | Init +2 | Perception +4| Rage Touch 6/Day | Hero Pts 1/3 | Active: None

No complaints.


Before I put you on the road, I'd like to discuss how you all would prefer it be handled. There are no clear instructions on how to play through the travel portions in the AP itself. More or less it's just the very simple "track distance per day and roll for random encounters" situation.

I'm not sure how well that is going to mesh with the particulars of PbP. Day-to-day travel could be mostly hand-waved, moving you from set piece to set set piece along the road. I do plan to do some of that, but there is a tension between doing a lot of it and the role of the NPCs in the campaign.

Most of your interactions with the major NPCs take place during travel, with the set pieces taking you away from the caravan (and thus the NPCs) while you play through them.

So what I'd like to know is how you want to balance these two things. At one extreme I could summary post everything in between the the places you stop. We just move from place to place with no time spent actually traveling. This would reduce the significance of the NPCs substantially.

At other end we could chop the travel into say weekly cycles. Each weekly cycle would involve a RP scene, even if it's just camping, in order to give you opportunities to interact with the NPCs.

Of course there are many options in between the two as well. So, what I'd like to know without writing an absurd amount about it here is how much value you place on rapidly moving forward through the AP? How much value do you place on integrating NPCs and your relationships to them into the story? What kind of balance would you like to strike?

I have decided that I am going to drop the relationship mechanics. The more I think about it, the less I see them as contributing anything that can't be done without them. Your relationships can progress without point counting. I will be keeping some of the episodes built into the alternate relationship rules because some of them are very good. But I will instead put place them in the game where they seem most appropriate.


Female 1/2 Orc CG Sorcerer(Orc Bloodline)/Fighter(Free Hand Fighter Archtype) Gestalt 1
Stats:
| HP 10/11| AC13 T12 FF11 (+2w/pfe)| Fort +4 Ref +3 Will +3 | CMB +3 / CMD 14 | Init +2 | Perception +4| Rage Touch 6/Day | Hero Pts 1/3 | Active: None

No preference from me other than whatever is easier or preferable for the GM.

I'm easy.
=)


8/19 HP, AC 15, Fort +2, Ref +6, Will +2, Perception -1, Initiative +2 Dancing Lights 3/3, Martial Flex 3/4, Panache 4/4, Charmed Life 3/3, Spells: 1st 0/4, Active Effects: Dedicated Adversary

If I were running this, I'd treat NPC interaction opportunities the same as new set pieces. In terms of the story structure they serve the same purpose. They are a scene.

So, I think moving things forward when we reach a break point to the next NPC scene, or set piece would be the way to go. In some cases we could even do NPC interaction scenes while introducing a new set piece.

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