Trisane_Imphawke
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Brief tactical huddle: I want to give Ophelia a chance to do something about the opening door next to her (we don't know what's coming in from the other side) before we move on. Trisane pointed it out with his sword to call attention to it. I wanted Alistair over there to defend her but she may be on her own for a round. Trisane has every intention of provoking combat with his next action.
| Alistair Wellington |
Trisane
If you are going to be telling people what to do with their characters , you need to be a little bit more specific. I am sorry I really did not know which door you meant. So I picked one and went to it and waited to see what others were going to do before I did any thing to the door. So if you want to lead that is fine but if you want to be a leading order shouting drill sergeant type of player then you need to help the rest of us out as well with better instructions. That is just my opinion on that matter. no offense meant. It could be that I read it wrong last night...
| GM-Grenfax |
Alistair - I think you did miss part of Trisane's post:
..he sees the door near Ophelia slowly opening. He points his blade at Alistair then toward the door to the north to draw his attention there and speaks quietly.
Apparently Alistair rolled a 1 on perception... so I get to take advantage!
Trisane_Imphawke
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Sorry about that Alistair. I really thought your character was deliberately ignoring what he said. But the GM's right, I tried to make it as obvious as I could where Trisane was pointing based on the description provided. No offense taken btw.
On that note, I'm more than happy to discuss things with the group OOC in terms of leadership & combat tactics/actions. Especially in the heat of combat, it can be very easy to miss important details. As the character, Trisane can be very commanding when lives are at stake, this is true. As a player, I feel everyone is responsible for what actions their own character takes (including the consequences of those actions). Ultimately, the more we communicate as players and work together as a group, the better the game will be.
| Alistair Wellington |
The door where the dogs came out of is the South door and the door the children are coming out of is the east door..and the door we came in is the north door. That is what I got from the the roll 20 map and the map from the players guide..
I believe I am correct in this
now going back and reading what was written before...I am thinking the north door is the door we came in through so I would think still that he did not give the character proper directions and meant the door he is by. That would be the best tactical situation...to move into a position of power to attack or defend when a known threat is at hand not to wonder around and split the party all over the room.
So I am still confused
| GM-Grenfax |
In game - the party can act and then the bad guys will go; so technically we have started combat and are taking round based actions.
As for the the party, technically most APs are designed for 4 players; so a 4th seems to be the best option, but I will let you three choose to:
Add a 4th player.
Add an NPC.
Go it alone with 3.
Also - Trisane, when does the Sable Company Marine bond with his mount? Isn't it at 2nd level?
Trisane Imphawke
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Alright. I'd say to keep the story going for now, we'd just continue on with 3 and possibly add an NPC as needed.
Maybe some ways down the road another player can join in too.
Yes. he gets the mount at lvl 2.
Hippogriff Companion: At 2nd level, a Sable Company
marine adds Monstrous Mount (see page 14) to the list of
bonus feats made available to him by his chosen combat
style, regardless of the style chosen. He can only use this
feat to select a hippogriff mount (see page 14). If he does
so, he treats his ranger level – 1 as his effective druid level.
A marine who takes this option does not gain the hunter’s
bond class feature at 4th level.
| GM-Grenfax |
Gnome was disguised as a child - it was the one "child" token left within the room. I replaced it with a unique gnome image.
It wouldn't have done much good to have the token for the disguised gnome to look like a gnome. Until the disguise was revealed, the token should look like a child too!
I have always said that Dalian is more than welcome to rejoin whenever the player is available. There is always an open spot for Dalian, if he is able to join/rejoin, then he can be the 4th.
| GM-Grenfax |
Proposal for heal checks to identify disease (including drug addiction), or poison:
Heal check of the save DC at -5 to determine the source.
Heal checks can still be made "blindly", but will receive a +2 DC circumstance penalty. Similar to the way a healers kit works.
For example - you find a commoner with some debilitating condition not caused by combat. You roll a heal check to determine what the source is.
If you roll a success of the save DC -5. You identify the condition as poison called King Sleep. The save is Fortitude DC 19. 2 Saves required.
If you roll below the Save DC -5 you have you not identified the poison, the DC would have be unknown in game, but a 21 (19+2).
Unless anyone has any Pathfinder content, or another suggestion....
Trisane Imphawke
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I think that sounds fair. I didn't realize there were no core rules for identifying poisons & diseases until now. Odd.
I know that you can't assist on Knowledge checks normally (unless researching) to identify monsters and such but in the case of a heal check to identify a present condition (poison/disease), would you think it's possible to aid another (+2) in their attempt to identify?
| GM-Grenfax |
Yes, I would see aid another as perfectly acceptable; but wouldn't allow taking 10.
I could not find any core rules for identifying the source of a poison or disease; I thought that it might be part of the heal DC, but thought this option gives more flavor. And it makes sense that you might know what a person is suffering from without being able to treat it, or try to treat something without knowing the cause.
| Ophelia_Wintrish |
Interesting. There aren't any specific rules to non-magically identify poison or disease. There's detect poison, which allows a caster to identify a poison or if something is poisonous. Nothing equivalent to a detect disease, though.
I really would have thought it falls under Heal, as you can treat both with a Heal check. That's a good ruling, though. I'd like to also propose Craft (alchemy) could be used to identify poisons, at least, if not diseases. A house rule I saw used Craft (alchemy) DC 15 + poison level (similar to identifying magic items).
Trisane Imphawke
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Can I assume we take the time needed to get everyone loaded back onto the boat? Also, can the boat fit 3 prisoners, 3 children, the 3 of us and 1 dog? Do we want to keep the other dog? I'd like to go back to Lamm's room and search it when we go back for him.
Is there anything else you guys wanted to do here (besides Lamm/his room) before we leave the fishery? Are we going to search the barge for Tobar?
Trisane Imphawke
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Ok. The dog can stay unconscious. I'm sure he'll wake up on his own eventually and be just fine.
Yargrin asks a valid question. I would like to think Trisane knows where to bring the prisoners from a local legal system standpoint. Magistrates were mentioned casually but I don't want to let these guys off the hook that easy with a corrupt beaurocrat. Would it be the Sable Company? Would it be the Korvosan guard? Probably not the Hellknights. I can make a knowledge Local roll if needed or whatever.
Pending the answer to the above question, Trisane will stay with his nephew and the boat crew. He has no problem passing the keys to either Nik or Ophelia to retreive Lamm and search the room. (If the prisoners are rowdy enough to remove their own gags then they should be watched closely).
| GM-Grenfax |
As a member of the local law enforcement/military; you would know who to take them to. The Korvosan Guard would be responsible for processing theses guys. Sable Company handles the seas and skies. Guard got the ground.
Ironically, it would probably be easier to find the guard on this side of the river. Both the Guard and Sable Company headquarters are in this general part of the city.
The gag slipped ;)
| Ophelia_Wintrish |
Nicely done! I wasn't certain where this whole scene was heading for awhile. In fact, I was pretty certain Ophelia was going to attempt to Kill Lamm after my previous post. Trisane managed to defuse her, at least for now:
Have you forgotten about Nik? What will become of his brother, Tobar? For all the evils Gaedren Lamm may yet commit, will you send that one answer, that single act of goodness he has left to give to it's grave as the price of your revenge?
Trisane Imphawke
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Thanks! I honestly didn't think he had a chance as soon as Nik left the room. Ophelia may yet have more opportunities to kill him herself (ooc I hope she does). I also hope the Korvosan justice system doesn't make a liar out of Trisane. I guess for now we'll set up Nik to use one of his favorite quotes: "We're gonna need a bigger boat."
Nik Fralliniz
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Thanks! I honestly didn't think he had a chance as soon as Nik left the room. Ophelia may yet have more opportunities to kill him herself (ooc I hope she does). I also hope the Korvosan justice system doesn't make a liar out of Trisane. I guess for now we'll set up Nik to use one of his favorite quotes: "We're gonna need a bigger boat."
Nah, the shark is my friend.
| GM-Grenfax |
Ophelia:
The Korvosan Guard serves the city of Korvosa first, the city's leader second and the church of Abadar third. It maintains order in the city but turns into military operation whenever the city is threatened by external forces. The Guard is supported by the church of Abadar and works closely with both the Order of the Nail and the Sable Company. It remains tied to the Chelaxian traditions. Field Marshal Cressida Kroft leads the nearly 700 soldiers of the Korvosan Guard.
You would know that some of the cities residents view Varisian's with bigotry; one step above the Shoanti tribesmen who are viewed with distrust and bigotry, if not open hostility. Varisian's are similar to Gypsies - misunderstood and distrusted as thieves.
The Guard is all about law and order and the good of the city - as opposed to the Hellknights who are all about law and order.