Follow the Flood Road (Inactive)

Game Master Transylvanian Tadpole

The spring storms are over and the Flood Road lies open. Dierik Ironcoffer musters his caravan for the Realm of the Mammoth Lords, but can the adventurers he has hired protect him from the orcs of Belkzen?


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Character Study: Delkaneth

I’m going to do a character study on each PC. Part of this will be a more in-depth look at your character sheet, but mainly it’ll be just offering a few helpful suggestions, if I can think of any. First up; Delkaneth!

He’s an archaeologist, not a bard!:
Your DM will stop referring to him as a bard in the gameplay thread. He’s built off the core bard class, but he’s not really a bard in the game world. Sorry!

Spells:
I’m really impressed with how you chose spells that reflect Delkaneth’s career as a treasure hunter, rather than the usual mega-buffs etc. It’s a bold character choice that I hope to reward. Standard bards always have a verbal component to any spell they cast (usually in the form or song or music), but considering Delkaneth’s a non musical ‘bard’, we could change that to ‘always have a somatic component’ or even ‘always have a material component (perhaps some strange artefact he uncovered on a dig) - though the evil DM in me might inevitably try and steal it at some stage. If we stuck with verbal components he might mutter arcane speak learnt from some old Chelaxian book. Perhaps he even has very faint traces of sorcerous blood in him.

I'll try and reward Del's spell choices with opportunities to use them in good course!


He’s an orphan:
He can share his woes with fellow orphans Tibal, Bonegrit and Pyotr!

Overdue library fine?:
The Order of the Rack came into the orphanage just to get a book of fairy stories? Perhaps there was something else in that book besides just fairy stories . . . listen to the sound of a DM plotting . . .

Knowledge is freedom:
I really dig this aspect of his backstory and character. After all, I live in a communist oligarchy, and see the impact of suppressing information all too often.

Disillusioned with Vigil?:
In his backstory, he’s very excited by what Vigil has to offer; a new life in the shining city. Now he’s exchanging that for hardship and adventure. Is it just wanderlust driving him to join the caravan, or has he fallen out of love with Vigil?

In his purse:
Now down to 8 sp and 6 cp if I’m not mistaken. Please update!

On being the foreigner:
I felt it was important to have an outsider in the party, someone who’s following the Flood Road just for the adventure of it, rather than forces at work in his backstory. Delkaneth’s that guy. On the other hand, the other PCs have plot hooks on their doorstep for me to jump on, and Del does not. I’ve got some interesting ideas of where we can take Del (I’ll keep them close to my chest for now), and please forgive your DM if the plot spotlight shines more intently on some of his companions during the beginning of the campaign.

Feel free to throw back any questions, wishes or gripes back at me (that goes for everyone)!


M Human (Chelaxian) Archaeologist 1 / Lore Warden 2
Stats:
HP 16/23; AC 16, T 13, FF 13; CMD 15; F +4, R +5, W +1; Init +4; Percp +5

yay, I go first! He likes me, he really likes me!!

LOVE the idea of character studies, a great way to weave charactr elements into the overall story.

Spells:
Thanks, glad you like it. I dont see him as a 'spell caster' but I definitely see him as dabbling in anything he learns including ways to learn even more. Eldritch Heritage was one of the traits I considered simply for the flavor of having a spell-like ability I could use and say "I read it in a book once". I love the idea of a somatic component (not so much the idea of it being stolen) and will think of some ideas to send your way.

Overdue library fine?:
I liked the idea of "fantasy dreamer" combined with "experience the oppression first hand", but yes after coming up with the idea it did seem a little farfetched that the Order would come after a book that simple. I ended up sticking with it thinking either a) it was just his young naive view of what happened and he clearly missed something that was going on in the orphanage, or b) maybe one of the simple fairy tales was actually an important prophecy they were trying to hide and now Del knows by heart, or c) something even more evil that a DM would eventually make me pay for!

Disillusioned?:
At the end of the day, while he loves learning and knowledge, that adventurous streak calls him to be more of a 'hands on' kind of student. He'll soak up any knowledge put in front of him, but before long the dusty book makes him think of the thrill of a dusty tomb.......

Guarding a caravan is what he knows so thats kind of his 'go to' for an adventure fix, and at this point in his life he sees it as the easiest way to earn a few coins and hone his fighting skills before deciding whether the Oath is right for him.

Affirmative Action:
Being a little on the outside is fine, and Im sure his 'fire ready aim' tendencies will bring him enough spotlight so no worries there. What Im actually interested to explore is the fact that Im the only human here. He's probably more comfortable with the half-orcs than most considering how prominent they are in Westcrown, and in his old job he probably came across a dwarf or two but not many. Im still trying to decide about the halfing.....as the predominant 'slave' race in Cheliax he obviously knows about them but as a poor orphan has he ever seen one? I thinking yes, and Im also thinking 'kindred spirit' since they embody all thats wrong with Westcrown and the House of Thule.

And as for:

DM Tadpole wrote:
Infernal eh? It’s all Latin to me . . . oh hang on!

I like the idea that he got most of his slang and curses from the tieflings in the orphanage so Im curious to see who else might have the language. To him its not 'evil' its just a figure of speech so it might be fun to see how others react to it. I wanted something I coud type out without having to use another alphabet so got lazy and picked Latin. If youve got other plans for it I can use the translator to pick something else?


Character Study: Bonegrit

I’m going to do a character study on each PC. Part of this will be a more in-depth look at your character sheet, but mainly it’ll be just offering a few helpful suggestions, if I can think of any. Second up; Bonegrit!

Skill Ranks:
It would be useful if you could break down your skill ranks in the same way as Delkaneth (check out his alias). Thanks!

Ranger’s Kit & Encumbrance:
It would also be helpful to break down the items in the ranger’s kit, as well as detailing Bonegrit’s encumbrance. Your PC’s gear can easily be stowed on a wagon when travelling with the caravan, so your PC himself need not be weighed down by a lot of items. Again, Delkaneth broke this down quite nicely on his character sheet.

Amiro:
In addition to his individual traits, Amiro also gets a breed trait for a Dort Charger. His kicks are particularly vicious; an attack with hooves does 1d6+4 rather than 1d6+2.

Appearance:
Evocative stuff!

He’s an orphan:
He can share his woes with fellow orphans Tibal, Delkaneth and Pyotr!

The Orphanage:
When I read Bonegrit’s initial character concept, I missed the fact the orphanage was in Vigil. Instead, my imagination was fired by
DM Tadpole wrote:
an image of a lonely fortified orphanage on the borders of Lastwall and Belkzen, where the unwanted half-orc babes of both nations are abandoned without sufficient questions as to what goes on within the orphanage’s walls.

I still rather like that idea and I can see some fun potential with this location as the campaign goes forward. Do you mind if we go in that direction rather than the Vigil orphanage? It’d also help if Bonegrit’s memories of the orphanage were vague and barely remembered. Perhaps he escaped at a younger age (such as seven or eight, maybe somebody inside helped him) and was rescued by Grimspur before he could be returned to the orphanage.

Feel free to throw back any questions, wishes or gripes back at me (that goes for everyone)!


Delkaneth wrote:


And as for:
DM Tadpole wrote:
Infernal eh? It’s all Latin to me . . . oh hang on!

I like the idea that he got most of his slang and curses from the tieflings in the orphanage so Im curious to see who else might have the language. To him its not 'evil' its just a figure of speech so it might be fun to see how others react to it. I wanted something I coud type out without having to use another alphabet so got lazy and picked Latin. If youve got other plans for it I can use the translator to pick something else?

So Latin=Infernal, good with me. I'll also say Greek=Draconic and Vietnamese=Boggard BANG! (wife's fist connects with face) ... oh maybe not then.

Seriously, it's a good idea which I was intending to use when the time came to hear some other languages. I'll assign some RL world parallels as different languages come up (though probably not with orcs, I don't want to slander any RL cultures!).

On a different note; Delkaneth, have you ever seen this movie? I feel there are some parallels between the protagonist and your PC, though I can't quite put my finger on why.


Second Master Santrian, and how he hired you

Although Dierik’s history with the city is long and complicated, for most of his men, this is their first time in Vigil. This is certainly true for the Taldan Santrian. On arrival in Vigil, Dierik instructed Santrian to seek out some adventurers for hire to aid the caravan on its passage along the Flood Road. Here are some ideas concerning how your PCs linked up with Santrian and got hired.

Tibal Santrian might have stopped by a tavern where the halfling was performing, and the two got talking after the show. Tibal was intrigued by the ambitious scheme to cross the Hold of Belkzen, and even more curious to discover the true story of how Dierik Ironcoffer, the famous knight of Vigil, fell from grace to become nothing more than a courageous merchant.
Delkaneth May have crossed chance by Santrian in a tavern, or seen one of the notices Santrian had posted about Vigil seeking adventurers (although the incensed citizens of Vigil were pulling Santrian’s advertisements down almost as quickly as he was putting them up).
Dunagan Again, might have seen a notice or chanced across Santrian whilst doing business. Perhaps Santrian has already tried to purchase extra longswords for the caravan at the forge of Hagrim, only to have been angrily turned away by Dunagan’s father (we could do a mild retcon here). Santrian certainly would have dwelt on the fact the caravan would pass through Koldukar on its journey north.
Bonegrit Perhaps Bonegrit overtook Dierik’s caravan on the road from Caliphas, and Santrian advised him he’d be looking for experienced guides in Vigil.
Pyotr Probably sought out Santrian rather than the other way around.

Feel free to develop these ideas a little more in the Discussion thread.


DM bedtime again. I'll try and do a couple more character studies tomorrow, plus get a map of Vigil hosted.


Dwarf Cleric (Forgemaster) 1
Stats:
HP 10/10; AC 18, Flat Footed 17, Touch 11; CMD 13; Fort +4, Ref +1, Will +5; Perception +4 (+2 to notice sontework); Initiative +1; Hero Pt 1/1

I'm so bummed that mending has a 1 lb/level requirement =P. I'd have to be level 3 before I could mend the longsword due to my other ability that increases my level when casting spells on weapons/armor. I wrote almost two paragraphs describing the use of the spell before I noticed the limitation. Guess I'll have to do it the old fashioned way.

Santrian may have tried to hire Dunagan's father and like you said, was turned away angrily. This could have led to Dunagan over hearing the conversation and catching up to Santrian down the road. Agreeing to go with the caravan simply for the fact that it would be going through Koldukar.

Right now I am developing Dunagan from a relatively sheltered young Dwarf into the character I envisioned him to be. Bear with me if he is not what you expected at first. He will slowly develop into the Dwarf that is solidified in his convictions, sees the world in black and white, seeks new metals, lovies his freedom and forges to his hearts content when the necessary tools are around and available =)


Male Half-Orc Redeemer 2
Stats:
HP 8/22; AC 19, T 10, FF 19; CMD 16; F +7, R +2, W +4 (+1 vs. fear); Init +0
Dunagan Haarglick wrote:
Although," the Dwarf eyes the Half-Orc over and then looks to Torshen's Hammer, "You seem to have a way with convincing others to give you what you need.

Lol! I wondered if that would raise some eyebrows. Don't worry. I am now nearly flat broke, and in debt to the rulers of Vigil.

The last day of the month is always a ton of extra work for me. I'll probably be out of touch until tomorrow. Pyotr will spend the rest of the day acquiring equipment for the journey, including the swords from the Haarglicks, provided that doesn't need to be RP'd out.

p.s. I hate accounting. That is all.


Male Half-Orc Ranger 3
Stats:
HP 28/29; AC 15, Flat Footed 12, Touch 13; CMD 17; Fort +4, Ref +6, Will +3; Perception +10 (+11 to avoid being surprised); Scent; Initiative +3

Somehow got my wires crossed on handle animal and ride before. In my defense, I was on the tail-end of a fever when I finished the stats on Bonegrit, so I'll use that as a scapegoat.

Changed some tidbits of his backstory to reflect the suggested changes, most especially in regards to the orphanage.

In regards to the caravan, Bonegrit initially would have flat out refused the expedition; lead a caravan full of humans through the orc-infested holds of Belkzen? No thanks. Half a coinpurse later, however, he began mulling over the exorbitant rates Santrian's employer was offering, and ultimately decided to track down the Second Master and sign on. Bonegrit's still not sure it was a great decision, but things are looking positive for the time being.


Dwarf Cleric (Forgemaster) 1
Stats:
HP 10/10; AC 18, Flat Footed 17, Touch 11; CMD 13; Fort +4, Ref +1, Will +5; Perception +4 (+2 to notice sontework); Initiative +1; Hero Pt 1/1

I'm going to be out from now until late tomorrow morning. Like before, just have Dunagan follow the crowd.


M Human (Chelaxian) Archaeologist 1 / Lore Warden 2
Stats:
HP 16/23; AC 16, T 13, FF 13; CMD 15; F +4, R +5, W +1; Init +4; Percp +5

Never saw that movie, but a pretty cool trailer so I might have to track it down.

As for the caravan, as Delkaneth is trying to decide whether Vigil could be a true home (and whether he should take the Oath) he would have been getting to know the history of the city. Of course that would include learning about the military actions 16 years ago and the battles with the orcs. As with so many things in his life, his luck kicked in: exactly when his curiosity about the Hold was at its highest he would have come across one of Santrian's notices.

A taste of adventure, traveling with a caravan which is something he knows fairly well, at a time where some extra coin would certainly help, and going to a region he's curious about? He's learned to trust his gut, and thats just too much coincidence to not mean something. Delkaneth would have signed on quickly, with very little additional thought.


Using image shack, I've uploaded a helpful map of Vigil. Dierik's encampment is just off the bottom edge of the map, on the Belkzen road from Northgate.

I hope everyone can access it.

City of Vigil.

There is also a map of Belkzen. It differs slightly from the map found in the Inner Sea World Guide. Which one is correct? Only your DM knows!

Hold of Belkzen

If your character has a rank in knowledge (geography), assume he's aware of the major features of the Belkzen map, including the rough route of the Flood Road.

Heading off to work now, some more posts to come later in the day.


Dunagan wrote:
Santrian may have tried to hire Dunagan's father and like you said, was turned away angrily.

I think Santrian was simply trying to get him to fix the dull longswords, rather than hire him. The way I see it, having a skilled weaponsmith join the caravan would be seen as a welcome addition, but not something Dierik or Santrian would go out of their way to find.

@ Bonegrit. Thanks for the changes, much appreciated.


Character Study: Pyotr

I’m going to do a character study on each PC. Part of this will be a more in-depth look at your character sheet, but mainly it’ll be just offering a few helpful suggestions, if I can think of any. Third up; Pyotr!

On being a paladin: Paladins usually seem to get people’s knickers in a twist, and often without need. However, it’s probably wise to make sure we are standing on the same ground regarding the paladin’s code.

Personally I think being merciful is an important part of a paladin’s ethos. Tales I hear of paladin’s slaughtering goblin babies because they're born evil leaves a bad taste in my mouth, both on a personal note and as an interpretation of the rules. As Pyotr is a redeemer, I imagine he thinks along similar lines. By the boundaries of his merciful smite ability, only undead, evil outsiders and evil dragons are irredeemably wicked (and in rare cases, especially concerning undead or dragons, I’d argue even these aren’t evil 100% of the time).

On their journey through the Hold of Belkzen, the PCs will certainly face evil in many guises. There’ll be times when evil presents itself blatantly at them, and they’ll be fairly powerless to take immediate action (for instance, trying to negotiate passage through an orc chieftain’s lands, in a court crammed to the gills with his best warriors, whilst the chieftain casually beats his slaves). In such a situation, drawing steel and charging the orcs is only likely to get Pyotr killed. As his player, don’t feel pressured into taking rash action for fear of ‘falling’. Pyotr must work to right wrongs, but sometimes his efforts must be more subtle.

With further thought to the thorny issue of a paladin ‘falling’, of course it’s an intriguing area to explore for both DM and player in role-play terms. However, I feel a paladin ‘falling’ should be a story thread ultimately under the player’s control. You should never feel like you’ve been backed into a corner, and that Pyotr has no choice but to act in a way that would cause him to fall. If our game takes us into murky moral waters for a paladin’s code, we can discuss in-depth the implications of Pyotr’s choices before he takes any action.

In addition, I also ask the other players respect Pyotr’s choice to play a paladin and avoid putting him in a difficult position. With the quality of play on display in just these first few days, I don’t feel that will be a problem.

On being a redeemer:
There’s a lot of great role-play potential here, and I expect to see Pyotr experience both successes and failures redeeming black-hearted souls throughout the course of the campaign. The pact of peace and possibility of obtaining evil aligned cohorts striving to correct themselves opens some interesting story avenues should we reach high-level play.

Speed:
Shouldn’t his speed be 20 feet in medium armour (scale mail)?

Wealth:
I think I was confusing my half-orcs and looking at Bonegrit’s sheet when I said Vigil would grant him 60 gp towards the cost of his heavy warhorse. My bad. Go with the promissory note, as you mentioned in the Gameplay thread, for the full cost.

Feel free to throw back any questions, wishes or gripes back at me (that goes for everyone)!


Male Half-Orc Redeemer 2
Stats:
HP 8/22; AC 19, T 10, FF 19; CMD 16; F +7, R +2, W +4 (+1 vs. fear); Init +0
DM Tadpole wrote:
On being a paladin:

I think you and I are on the same page.

One thing I would like to clarify:

DM Tadpole wrote:
By the boundaries of his merciful smite ability, only undead, evil outsiders and evil dragons are irredeemably wicked (and in rare cases, especially concerning undead or dragons, I’d argue even these aren’t evil 100% of the time).

I just want to make sure we are both reading the ability in the same way.

PRD: Redeemer wrote:
Merciful Smite (Su): At 1st level, when a redeemer chooses to smite a creature, she can have all of her attacks against the target deal nonlethal damage. She does not take the normal –4 attack roll penalty for using a lethal weapon to deal nonlethal damage. She cannot use this ability to deal nonlethal damage to outsiders with the evil subtype, evil-aligned dragons, or undead creatures (these creatures take lethal damage from her smite). This otherwise works like and replaces the standard paladin's smite evil.

By my reading, doing lethal or nonlethal damage is by choice, and is a decision made at the time the Smite is declared, lasting for the full effect of the Smite.

On being a redeemer: I couldn't agree more.

Speed: Yes, corrected on sheet.

Wealth:
Pyotr's current totals:
Greatsword = 50 gp
Lance = 10 gp
Scale Mail = 50 gp
backpack, bedroll, belt pouch, cold weather outfit, travelers outfit, wooden holy symbol = 13 gp 1 sp
Torshen's Hammer = 230 gp

Total = 353 gp 1 sp

Max starting gold for a Paladin is 300 gp, plus the advance/loan from the Precentor of 60 gp, leaves me with a current 6 gp 9 sp.

The "promissory note" was just sort of my way of announcing to the group that I was employed in some manner (to be revealed more fully in the future) by the Precentors Martial. I'm fine with the situation as is. I was having trouble reconciling where Pyotr's starting gold came from anyway. This keeps me right on level with everyone, while filling a hole in my backstory, getting me into the caravan, and setting the stage for future developments.

***steeples fingers menacingly*** "It's all coming together nicely... Mwuhahahah!"


Male Half-Orc Redeemer 2
Stats:
HP 8/22; AC 19, T 10, FF 19; CMD 16; F +7, R +2, W +4 (+1 vs. fear); Init +0

One thing about Pyotr I will add, though: Although it says Orc under Languages on his character sheet, it will likely be very broken orcish. I can't think of any reason he would be a fluent/native speaker. Once he's spent a good deal of time around orcs and orcish (maybe a level or so), it might start to come back to him.


Character Study: Dunagan

I’m going to do a character study on each PC. Part of this will be a more in-depth look at your character sheet, but mainly it’ll be just offering a few helpful suggestions, if I can think of any. Fourth up; Dunagan!

A very smelly dwarf:
I’ve noted how you’ve played up the less appealing elements of Dunagan in the Gameplay thread to reflect his low charisma. I approve!

On Crafting:
Hopefully you caught my note about crafting in this campaign on the first post of the recruitment thread. I’ve no intention of nerfing one of Dunagan’s main focuses, but we’ll run things a bit differently. With lesser items such as potions and low-level scrolls, we’ll do things more or less by RAW. However for most other items there’ll be an element of questing for materials and components needed to create the item. The more powerful the item, the bigger the adventure. Thus crafting becomes a central feature of our campaign, rather than a sideshow only serving to pimp out your character. To offset the challenge and danger involved in seeking out the raw materials by the strength of your wits and the edge of your blade, significant deductions to the crafting costs of items will be made.

We’ll make sure that Dunagan has that portable forge, or at least something similar, by 4th or 5th level when his forging abilities are really starting to come into play. Until that happens, I'll try and fit in as many opportunities for Dunagan to get to a forge as logically possible.


Scribe Scroll:
As mentioned above, with low-level scrolls we’ll assume that Dunagan has the materials needed to hand and follow RAW. Higher level scrolls might require some kind of special ingredients. One thing to keep in mind is that if Dunagan’s scribing scrolls are intended as a money-spinner, very soon the majority of his potential trade partners will be orcs, who might not make the most friendly customers.

I’d imagine Dunagan would chisel spells onto slates (that crumble to dust when used) rather than writing on parchment. If you like this idea, you can change your equipment list. Assume a chisel and ten slates costs 10 gp and the whole kit weighs 3 lbs.

Runeforger:
Neat runes!

No channel energy:
Important for me to remember he isn't a healbot when planning encounters for the party.

Skills:
If you could edit this to give me a breakdown per skill as Delkaneth it’d be helpful, but no hurry.

Default Spell List:
I’d like you to give me a default spell list for Dunagan (I note that one spell slot is currently open). Each day, let me know which spells Dunagan has prepared. If for some reason you don’t specify, then we’ll go to the default spell list.

Horses:
Having bought your mounts feel free to unspoiler the information about the different breeds plus Sard and Cornalium’s spoilers and update their stats in your profile.

The Skilag Smiddi Stones:
A great plot hook for a DM to grab hold of. Thanks!

Feel free to throw back any questions, wishes or gripes back at me (that goes for everyone)!


Pyotr wrote:
By my reading, doing lethal or nonlethal damage is by choice, and is a decision made at the time the Smite is declared, lasting for the full effect of the Smite.

In think we're on the same page here. I referenced it more because the ruling inferred fluff on what creatures were considered irredeemably evil.

Pyotr wrote:


One thing about Pyotr I will add, though: Although it says Orc under Languages on his character sheet, it will likely be very broken orcish. I can't think of any reason he would be a fluent/native speaker. Once he's spent a good deal of time around orcs and orcish (maybe a level or so), it might start to come back to him.

This makes perfect sense.

Also, wealth now fully understood by a DM who also struggles with accounting (though rarely has to deal with it beyond totaling up gold pieces).


Male Half-Orc Ranger 3
Stats:
HP 28/29; AC 15, Flat Footed 12, Touch 13; CMD 17; Fort +4, Ref +6, Will +3; Perception +10 (+11 to avoid being surprised); Scent; Initiative +3

Starting to wonder 'bout Tibal. May want to drop him an email or PM.


Bonegrit wrote:


Starting to wonder 'bout Tibal. May want to drop him an email or PM.

I dropped an email and a PM a few hours back. Let's give him the benefit of the doubt for a little while longer.


M Human (Chelaxian) Archaeologist 1 / Lore Warden 2
Stats:
HP 16/23; AC 16, T 13, FF 13; CMD 15; F +4, R +5, W +1; Init +4; Percp +5

Based on the few coins he has left, Delkaneth would definitely bunk down with the caravan. Of course, he will need to go back into the city and buy a bedroll because his negligent player forgot to add one to his character sheet (encumberance, you are a fickle mistress ...... but now I have a horse to carry stuff!).

Whats the availability of books in Vigil? Are they treasures and owning one costs a fortune, or can I stop at Ye Olde Barnes and Nobles and pick up something for a few silver? I can imagine Delkaneth sitting under a tree reading during his 'off' time but not if tomes are 20lbs each and worth more than a jeweled crown.

Something portable, historic, and rather boring to almost everyone would be ideal (since Im sure theres no Fodor's Guide to the Hold isnt quite available).


Delkaneth wrote:
Whats the availability of books in Vigil? Are they treasures and owning one costs a fortune, or can I stop at Ye Olde Barnes and Nobles and pick up something for a few silver?

Probably somewhere in between I'd reckon. I'd figure most books are in the gold rather than silver piece range, but equally I wouldn't want to leave Del without any bedtime reading. My solution; let's do this old school. For every hour of searching, Del has a 20% chance of stumbling on a bargain, a book being sold for 1d4+1 sp. Perhaps he finds it in a junk shop, perhaps it's been damaged or torn, or maybe it's in a language nobody can read (Infernal!?). Del can also use one use of his archaeologist's luck to increase his chance from 20% to 25% for one hour. If he wants, he can do this on successive hours until his uses per day are exhausted.

He'll have the rest of the afternoon to search (probably about five hours maximum), but tomorrow will be a free day for the PCs, so unless you guys have other plans, each can go about whatever business he desires. Ergo, Delkaneth could spend most of the day searching for books (up to nine or ten hours if he's really dedicated!).

If Delkaneth's lucky and finds a cheap book, I'd like you to suggest a few titles he might come across. I'll do the same, and we'll amalgamate our ideas into a table - then you can roll to find out what book he's managed to discover.


@ Delkaneth. As the treasure-hunter spends the evening with the caravan, feel free to click on the spoiler in my last Gameplay post and find out what Dierik has to say to Bonegrit.

To all I'm hitting the sack. The weekend's going to be fairly busy for me teaching kids and marking tests, so I'll likely only manage one or two posts a day on Sat and Sun.

Tomorrow I hope we'll be able to close up the events of Fireday (in-game-time). Don't forget to mention where your PC spends the night, and feel free to suggest what they might do the following day (Starday).


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Male Half-Orc Redeemer 2
Stats:
HP 8/22; AC 19, T 10, FF 19; CMD 16; F +7, R +2, W +4 (+1 vs. fear); Init +0
Delkaneth wrote:
or can I stop at Ye Olde Barnes and Nobles and pick up something for a few silver?

I have Ye Olde Discount Card. Save 20%!


M Human (Chelaxian) Archaeologist 1 / Lore Warden 2
Stats:
HP 16/23; AC 16, T 13, FF 13; CMD 15; F +4, R +5, W +1; Init +4; Percp +5

Again, I spend so much time typing my post that I miss nighty-night time!

The book plan sounds pretty good to me! He'd start looking in the morning, and I'd say he would want to spend some time with the caravan so would spend 1/2 a day searching....say 5 hours? Ive got 6 uses per day so I'd use as much luck as needed to find something. Some ideas off the top of my head.....

- The defeat of Graukrad, a history of Lastwall
- A Treatise on the Mammoth Lords
- Orcish ecology and Martial Strategies by known biologist Stein Murroe
- The Geography of the Inner Sea
- Notes on a Northern Expedition by the famous explorer Connell Fraiser
- On Devils by arch-cleric Deylinarr Tiashuro
- The Art of War by Shun Tu
- The Basis of Divination Magic, a simple primer for wizard apprentices
- Common Spores, Molds, and Fungus by Eegon Speng’lar
- Nimble Hands, Sharp Mind, Sharper Blade, a book on coordination exercises by known duelist Vindrix Shartandel
- The Chemistry of Explosions, written by the apprentice of the late alchemist Sheamus Finnegen


M Disciple of Brimley 20

My posting is going to be limited and shorter for the immediate future; I just lost someone who was practically my brother, and I'll need some time to get my bearings.


Male Half-Orc Redeemer 2
Stats:
HP 8/22; AC 19, T 10, FF 19; CMD 16; F +7, R +2, W +4 (+1 vs. fear); Init +0

I'm very sorry to hear that. You have my deepest sympathies.


Dwarf Cleric (Forgemaster) 1
Stats:
HP 10/10; AC 18, Flat Footed 17, Touch 11; CMD 13; Fort +4, Ref +1, Will +5; Perception +4 (+2 to notice sontework); Initiative +1; Hero Pt 1/1
Kagehiro wrote:
My posting is going to be limited and shorter for the immediate future; I just lost someone who was practically my brother, and I'll need some time to get my bearings.

You have my condolences. My wife recently lost her mother and I know how much it sucks. Take care of yourself and don't worry about the game. We all understand and will be here when you are ready to come back.


M Human (Chelaxian) Archaeologist 1 / Lore Warden 2
Stats:
HP 16/23; AC 16, T 13, FF 13; CMD 15; F +4, R +5, W +1; Init +4; Percp +5

Completely agree....deepest condolences, do what youve got to do and we'll be here when you get back.


Dwarf Cleric (Forgemaster) 1
Stats:
HP 10/10; AC 18, Flat Footed 17, Touch 11; CMD 13; Fort +4, Ref +1, Will +5; Perception +4 (+2 to notice sontework); Initiative +1; Hero Pt 1/1

Sorry about the delay in my response. Last night turned out to be a longer flight than expected. We got back at 4 in the morning. Didn't find any smugglers though, so that sucks. Looks like we saved the best for last in the character studies =)

DM Tadpole wrote:

Character Study: Dunagan

On Crafting

Actually it was your post about crafting that made me really want to play a crafting character. I wanted to be the one who put the quested items together in a glorious display of craftsmanship rather than having to haul the items to some NPC. Your campaign actually afforded the opportunity for a crafting character to attain glory rather than a 'sideshow attraction pimping out the characters.'

Scribe Scroll
Not sure what you meant by money-spinner, but Dunagan has this feat in order to augment his role as a support character. It allows him to have necessary spells on hand which otherwise wouldn't be memorized. I really like the idea of the slate-scrolls and I will adjust my inventory accordingly.

I'll make the adjustments to my sheet to add the skill breakdown, default spell list, and horses's stats. I'll probably have this done tonight sometime.


Kagehiro; my deepest sympathies too. Thanks for letting us know. Get your bearings, do what you've got to do and feel what you've got to feel.


Delkaneth There's some fun titles in there. I might modify a handful of them then add some more to create a 1d20 table. 5 hours seems quite reasonable. Make those rolls; if you get lucky I'll post the table for you to roll on.

Dunagan Glad to hear we're on the same page regarding crafting. With regards to scrolls, my money-spinner comment was me considering you might scribe scrolls 'for sale' as a means of income. Which is fine if as long as he can find someone (or someorc) to sell them to. :-)

I look forward to seeing his finalized default spell list.


Also, everyone has a PM from me.

Update to the Gameplay thread coming soon (though by the way my wife's crinkling her nose, I might need a shower first)


Apologies Dunagan. Whilst in the shower* I realised I've probably been getting the wrong end of the stick regarding Dunagan's spell list. I thought the open slot meant to signify you hadn't yet decided what spell Dunagan had prayed for.

Now the penny has dropped. This is a slot purposefully left open, so that Dunagan can pray for a spell he needs as and when it is required assuming he's got the time to prepare for it. Thus he has an open spell slot, and spends 15 minutes praying before he goes to repair some longswords in order to obtain a relevant spell. Perfectly acceptable :-)

A trade-off of versatility for less spells available in an emergency. In a different situation, Dunagan's ambushed by vegepygmies. He gets no time to prepare an extra spell, and thus must defend himself with a slightly smaller spell roster than normal.

Your DM will now cease being a dunce.

*DM Tadpole thinks about beardy dwarves in the shower. Weird.


M Human (Chelaxian) Archaeologist 1 / Lore Warden 2
Stats:
HP 16/23; AC 16, T 13, FF 13; CMD 15; F +4, R +5, W +1; Init +4; Percp +5

[oo]cIve got a busy morning here, will post in a few hours[/ooc]


DM Tadpole wrote:
so I'll likely only manage one or two posts a day on Sat and Sun.

Well that certainly wasn't the case. I think I've written more words today than any other. Loving it though.

Supplies for the journey

Opportunities to resupply within the Hold of Belkzen will be few and far between, and when they do come, trade will probably be with orcs; things will be of limited availability and poor quality. A lot of you are low on funds, but on the plus side, Dierik's caravan will supply several basic commodities as follows:

Food Free of charge to all those working on the caravan, daily, as supplied by Crinkles. Pretty dull stuff on the whole. If the PCs leave the caravan for a few days on business of Dierik's, then they can also be supplied with trail rations. Feed for horses also supplied.
Water The caravan is carrying several barrels of rainwater, though they'll need to resupply in the Hold. Dierik keeps a couple of small barrels and bottles of stronger stuff in his locked wagon, to raise morale when needs be.
Torches The caravan has plenty of torches the PCs can borrow if needed. If they want lanterns they'll need their own.
Rope Plenty of hemp rope to hand, though no silk rope.
Arrows and Bolts A few spare quivers of arrows and cases of bolts are carried by the caravan, but these might run low quickly depending on their reception in Belkzen.
Bedding Not supplied, but some of trade goods carried in the wagons are softer than the cold ground. If it rains, sleep under a wagon.

Feel free to ask about any other supplies you think you might need.

Remember PC can gear can be stowed on the wagons to reduce encumbrance, but if you buy trade goods you'll need you own conveyance (wagon or pack animal) for them.


M Human (Chelaxian) Archaeologist 1 / Lore Warden 2
Stats:
HP 16/23; AC 16, T 13, FF 13; CMD 15; F +4, R +5, W +1; Init +4; Percp +5

yay, crazy rolls! once the list is final we can figure out which book I ended up with. I'm thinking I will make it back to the caravan for lunch, eat with the crew, then spend some time reading it. Id also be looking for a chance to get to know the guards better, so if theres a sparring opportunity Id take that as well.


Delkaneth wrote:
It wasnt until he arrived back at the caravan that he realized he had forgotten all about going back to the inn. He turned his head back to the gate, remembering her smile and her eyes....then he looked back down at the book and stayed exactly where he was.

Oh to be young and without conscience ...

Late for me over here; tatty old book table to come tomorrow


Dwarf Cleric (Forgemaster) 1
Stats:
HP 10/10; AC 18, Flat Footed 17, Touch 11; CMD 13; Fort +4, Ref +1, Will +5; Perception +4 (+2 to notice sontework); Initiative +1; Hero Pt 1/1

It is only natural to think about smelly Dwarves in the shower, isn't it?

With regards to supplies, Dunagan can create water over and over and over as it is a cantrip. So that is not a concern. He can also turn said water into alcohol. Also, using level 1 spells, he can make food last longer and feed a few people if stockpiles run low.

Dunagan's plan of the day:

-Buy a small tent (10gp)
-Buy Pack Saddle or Trade Riding Saddle from one of the horses bought(5gp) 15lbs
-Buy Trade Goods (5-10gp worth)

I put a quick-reference for Dunagan's stats under his name in the top left hand corner. It should help keep track of HPs and let the DM check to see if certain rolls affect him. Everything should be updated on the sheet too. Let me know if you need me to change anything else.


Dwarf Cleric (Forgemaster) 1
Stats:
HP 10/10; AC 18, Flat Footed 17, Touch 11; CMD 13; Fort +4, Ref +1, Will +5; Perception +4 (+2 to notice sontework); Initiative +1; Hero Pt 1/1

DM Tadpole, got a rules question for you. According to handle animal you may combat train a mount:

http://www.d20pfsrd.com/skills/handle-animal wrote:
Combat Training (DC 20) An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also “upgrade” an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.

Can those three weeks be done while we are traveling or do they have to be dedicated days? For example, could Bonegrit or Deramil (for a fee) slowly upgrade our riding horses to combat ones along the way?


Hi all, check your inboxes for further information to yesterday's message.

Sadly I've not got oodles of free time today, and with many of the characters doing different things I might not cover everything. I'll take things a post at a time and see how far I get, and finish the rest off tomorrow.


At the suggestion of our favourite friendless half-orc redeemer (that'd be Pyotr, and I like him even if no one else in Vigil does), I've opened the Campaign Info tab and reposted the map links to Vigil and the Hold of Belkzen there. As Pyotr sensibly observes, it'll become a pain to find these links in the Discussion thread as the campaign gets longer.

I also added some useful links to the Golarion wiki and some fluff, but foolishly clicked the wrong button and lost it all. Will try again somewhere down the line.


Hi Delkaneth. I’ve made some slight alterations to some of your ideas and added some of my own. I’ve also made a 2d10 table rather than a 1d20 table to make the more useful books harder to find. You can use archaeologist’s luck a single time to add or subtract 1 from your roll.

A 2d10 table of battered old second, third, or even fourthhand books of no pressing interest to most of the public at large

2) The Art of War by Shun Tu
3) The Lies They Told About Tar-Baphon (author’s name scratched from the binding and frontispiece, about half the content has been carefully blacked out by ink)
4) The defeat of Graukard and Other Triumphs of the Vigilant Heavy Horse
5) A Treatise on the Mammoth Lords (seems rather fanciful)
6) Varisia’s Favourite Tomb Robber (a pulpy novel concerning Maragorn, a swashbuckling adventurer and dungeon delver)
7) The Geology of the Inner Sea
8) Horidable Piraty Lords of Ilizgamorxi [sic]
9) Nimble Hands, Sharp Mind, Sharper Blade, a book on coordination exercises by known duellist Vindrix Shartandel
10) How to Make and Play the Penny Whistle (learn seven nursery songs!)
11) Notes on a Northern Expedition by famous explorer Parn Corrawell (an account of his travels through Varisia, Irrisen and the Lands of the Linnorm Kings)
12) Common Spores, Molds and Funguses by Eegon Speng’lar
13) The Most Disgusting Goblin Songs (omnibus edition)
14) The Doomed Heart of Erraney Elbe (a torrid romance of great length, large passages illegible due to water damage)
15) The Basis of Divination Magic; a simple primer for wizarding apprentices
16) The Line of Ulthun (a short family history of Vigil’s Watcher Lord; a child has scribbled in charcoal on several pages)
17) Orcish Society and Martial Strategies by Stein Murroe
18) On Devils by Arch-Cleric Deylinarr Tiashuro
19) The Chemistry of Explosions; written by the Apprentice of the late alchemist Alberin Finnelathe
20) The Art of Weaving by Po Hai


M Human (Chelaxian) Archaeologist 1 / Lore Warden 2
Stats:
HP 16/23; AC 16, T 13, FF 13; CMD 15; F +4, R +5, W +1; Init +4; Percp +5

I dont have much time today either, but......2d10 ⇒ (3, 7) = 10

Looks like I'll take Nimble Hands, Sharp Mind, Sharper Blade. Fits well with plans to take Fighter levels.

Thanks to everyone for allowing this wacky little idea to dominate the threads for a while, Im really looking forward to seeing all these characters develop!


Male Half-Orc Redeemer 2
Stats:
HP 8/22; AC 19, T 10, FF 19; CMD 16; F +7, R +2, W +4 (+1 vs. fear); Init +0

Ugh... So, when I said weekends are no problem, what I meant to say was:

Holy crap! The first of March is going to kick my teeth in and leave me lying on the floor in the fetal position sucking my thumb!

*pant* *pant* Should be back on schedule tomorrow. =)


For Dunagan

Good for me to keep in mind regarding the spells, and thanks for quick ref for the stats. If the other players follow suit I’d appreciate it, but no hurry in that regard.

All fine on the purchases. Both of your horses came with riding tack including saddles as part of the price; I presume Dunagan’s plan is to ride one and use the other as a pack animal. Is a trade riding saddle something with a write-up or simply a turn of phrase?

Regarding trade goods, I’ll expand on this in a later post (probably in Gameplay). If you have any player suggestions about what things might have trade value in the Hold feel free to suggest them in the Discussion thread. Other players feel free to chip in too on that score; I welcome ideas, and also be sure to look at Cargo spoiler in the first post of this thread for some information on some of the items the caravan is already carrying.

Training your Mounts

If anyone hasn’t clicked on the spoiler for the horses they’ve bought, feel free to do so now and discover their traits good and bad. Sard is the only horse to have a bad trait (laziness), well done for avoiding Iaspis the carrot junkie. Sard’s laziness can be cured with a DC 16 Handle Animal check after three weeks work.

Combat Training
Upgrading Sard and Cornalium to combat-trained horses seems perfectly reasonable, and could be done whilst travelling on a normal day (i.e. one when bloodthirsty orcs are not enthusiastically trying to disembowel and wear your viscera like a wig). Deramil is one possibility, although he’s often quite busy overseeing the caravan’s large quotient of pack animals. Plus you’ve got to come up with a way of making him offer more than a single word sentence in conversation.

As quoted, it would be a DC 20 Handle Animal check and three weeks cumulative work.


And in light of Pyotr's post, and my own frazzled brain today, I'll sign off for the night. Tomorrow morning I'll update the Gameplay thread in light of Delkaneth's and Dunagan's plans, and the same for Bonegrit and Pyotr as and when.

One final thing to think about.

Hero Points

Never used 'em before, but perhaps we could introduce them to Follow the Flood Road. I'd be interested in hearing your opinions and experiences if you have an idle minute.


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Dwarf Cleric (Forgemaster) 1
Stats:
HP 10/10; AC 18, Flat Footed 17, Touch 11; CMD 13; Fort +4, Ref +1, Will +5; Perception +4 (+2 to notice sontework); Initiative +1; Hero Pt 1/1
Dm Tadpole wrote:
(i.e. one when bloodthirsty orcs are not enthusiastically trying to disembowel and wear your viscera like a wig)

Hahaha! Those Orcs are so fashionable!.

I meant to say that I would either buy the pack saddle outright or if it was possible, try and trade the riding saddle for a pack saddle.


Ten Possible Trade Goods

Further to Dunagan’s shopping trip, here are ten suggestions for trade goods the PCs could purchase in Vigil for the road. Like I mentioned before, if any other ideas occur please feel free to suggest them.

1. Salt – 5 gp per pound, available at the Saltworks
2. Gorumite Holy Symbols (made from tin) – 1 gp each, available at the Market Square and various Chapel-Shrines to the Lord in Iron. Rumours in Vigil say the worship of Gorum is growing amongst the orcs of Belkzen.
3. Just about any kind of alcohol; orcs are not discerning – 2 sp per gallon, cheaper if you opt for the worst kind of swill, available at the Market Square and selected breweries around Vigil.
4. Tobacco – 6 sp per pound, available at the Market Square.
5. Timber – 3 gp per cord (15 lbs), available from selected warehouses around Vigil, common woods only.
6. Live Pig – 3 gp each, available at the Market Square (of course, your DM wouldn’t be able to resist driving Dunagan to tear his beard out as he struggled to herd his recalcitrant swine up the Flood Road).
7. Honey – 5 sp per jar, available at the Market Square.
8. Hunting Snares (3 lbs each) – 4 gp for a snare big enough to trap an animal up to a hare in size, available from a specialist hunting store in Vigil.
9. Coloured Marbles (2 lbs per bag) – 1 sp per bag, available at the Market Square.
10. Perfume – 5 gp per vial (selling this to orcs might just be wishful thinking), available at the Market Square.

Dunagan; thanks for the clarification on the saddle. Dunagan can make a straight swap: riding saddle for pack saddle.


Dwarf Cleric (Forgemaster) 1
Stats:
HP 10/10; AC 18, Flat Footed 17, Touch 11; CMD 13; Fort +4, Ref +1, Will +5; Perception +4 (+2 to notice sontework); Initiative +1; Hero Pt 1/1

In the gameplay post I added farming tools, but these could be many different tools such as every day hammers, nails, etc. I figure Freedom Town would be a place in need of such things.

On a different note, I was doing a bit of searching through images for good forge rune material and came across this . It is similar to what Amrin and Dunagan's forge runes would look like.

On hero points: I think they are great! They are fantastic for rewarding outstanding roleplaying, ingenious ideas, and all sorts of other reward-able types of things. And these rewards do not create a permanent disparity between characters such as wealth or experience. I would also like to keep my character alive as long as I can and would hate to die by a critical hit. If you do decide to allow them, I would suggest that you give the players a chance to retcon their builds to add any type of trait/feat associated with hero points if they so choose.

Pyotr, hopefully things have calmed down for you as I am looking forward to typing up some more jests about the super-persuasive half-orc of Lastwall =).

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