Ulok |
With the Local Ties trait, Ulok like knows of most of the people in town. In particular, he's already been working with Khonnir Baine, mainly just as the guy who knows how to take things apart.
Ulok would avoid Silverdisk Hall, but spend most of his downtime at Foundry Hall, when he isn't scrounging the Junkyard and speaking with Garritt Burrwaddle about the latest scrap.
Adrien Belmont |
Adrien isn't new to Torch, but he doesn't spend much of his time getting to know people. The only person he might know decently is Khonnir Baine since he's interested in looking for other bits of tech people have scrounged up. This does mean anyone else who's friendly with Baine might have met Adrien if anyone is interested.
GM Shady |
Huh. So apparently Khonnir actually returned with some manner of construct during his forage under Black Hill? Any chance Tio could be helping to look into that while the wizard has been "out of office"? Just throwing out ideas.
I need to sit down with the book but I think that might be sailing too close to the plot. For those who know Khonnir (per Adrien's post) there might be some more info to post (still sorting out the character sheets at this point); I'll pick out the book tonight and check.
GM Shady |
Still some back and forth on character sheets but I think we are almost done (and what is left can continue in parallel with play). I will try to get the Gameplay thread opened up tonight.
I've expanded the entry on Khonnir (Guide to Torch, 12) to include his adopted daughter, Val. Before anyone asks, you don't know either of them that well but they may be acquaintances. If so, you'll know Val as Khonnir's assistant, a background presence if you have dealings with him and bar assistant at the Foundry Tavern (which, you'll note per the update, is currently closed for business).
If you met Khonnir for advice etc., it would have been in the bar or maybe in a backroom of the bar; you wouldn't have had a free run of the place (the Foundry is made up of 3 buildings, the tavern, Khonnir's Foundry and Khonnir's house. You'll have been in the tavern). Khonnir himself is a bit of a hobbyist, so happy to talk about technology to the extent he understands it and sought out by other hobbyists and, while he might know you, you're not a particularly special acquaintance from his point of view.
Note, this isn't necessarily the only way to play this but it's the way I'm going.
Regarding the tech Khonnir brought back from his first expedition, it's semi public knowledge and you can feel free to investigate it after the campaign kicks off.
I also added the map of Torch.
One other note - for encounter management I'll use Roll20; I'll set up the links when we first need it, but if you don't have an id it would be worth setting up.
Tiѳ |
Tiѳ wrote:Huh. So apparently Khonnir actually returned with some manner of construct during his forage under Black Hill? Any chance Tio could be helping to look into that while the wizard has been "out of office"? Just throwing out ideas.I need to sit down with the book but I think that might be sailing too close to the plot. For those who know Khonnir (per Adrien's post) there might be some more info to post (still sorting out the character sheets at this point); I'll pick out the book tonight and check.
Duly noted. Something to look forward to then?
In the meantime: godspeed ahead everyone, and good luck kicking us off Shady! (whenever that happens to be of course~)
Arkady Bollerend |
Did a very quick edit of my post to add in a question to ask rather than just describing Arkady sitting there, lol
GM Shady |
Apologies for the very verbose postings and exposition. This is the opening scene, that I was keen to get beyond. With that out of the way (once you leave the town hall), I suggest I leave a day (IRL) for the characters to get to know one another, and - unless there are requests of Kol - I stay out of the way. When you're ready to move on to the next location say so in ooc if necessary. But, to let the party meet one another, I would hold off until everyone has had the chance to interact. Ill try to get to the character sheets later this evening.
Tiѳ |
Not a problem. My apologies for not doing so previously. It's also something of a personal jest, as I happen to work for the Welsh sector of my particular workplace, so I have the pleasure of hearing the accent every day.
Re: Tone - Given I regularly scan the forums at the aforementioned workplace...that would be great >_>;;
GM Shady |
I am going to be gone all weekend, so this is likely my last post until Monday.
No problem, thanks for letting me know. I'm still waiting for you guys to move to the Foundry. When I have 3 "go" messages I will move the action but if you want to continue to back and forth of getting to know one another, also good.
GM Shady |
Re the gameplay, nice try but having gone and done some research (and I can see this is going to be interesting in that way) I'm ruling that, although the bloodline does make the susceptible to spells as though it were a living creature, the construct retains its immunity to sleep effects nevertheless.
e.g. here.
I'll hold off posting to Gameplay for an hour or so in case you want to challenge the ruling.
Tiѳ |
I repeat myself; "I have no idea if this'll work." I'll take the hit if that's how you wish to play it. However...
I'd be a very, very bad liar if I said that ruling doesn't come across as at least a tiny bit inane. The list of offensive compulsions is so small that compounding construct immunities to it just renders the whole thing so specific as to be pointless (until, I assume, you're proficient enough to throw out Suggestion and Geas/Quest around like candy).
Stun immunity doesn't bother me I suppose. Paralysis ruins Hold Person and its ilk. Sleep, well; we're dealing with that now - and it's the only low level compulsion with any...idk, bite? Emotion Effect Immunity is wholly understandable, but there goes the other half of the Compulsion sub-school; plus the already in-place specifics that state patterns, phantasms and charms don't count under the Impossible Arcana and...you see my point.
Anyway, none of that really matters. I'll go with whatever you rule, Shady. Will just require some blatant change of plan with regards to spell choice in the future~
EDIT: Bah. I should really read things closer. For some reason my brain jumbled together the two aspects of the Arcana into one as if it were to say that Mind-affecting Compulsions specifically treated the target as Living rather than...well, every spell. I'd be lying if I said I didn't feel pretty stupid right now. *repeatedly smacks head on desk*
Anyway. Mumblings on Compulsions still stands, given that even with the "living creature" adage, those immunities render a big chunk of the arcana moot until...well, Suggestion I'd suppose.
Tl;DR - It's late, I'm rambling. I apologise :(
Onna |
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Personally, I'd agree with the GM on this and rule the Impossible Bloodline such that it simply knocks off the "mind-affecting" tag from your compulsion spells. So you can affect them with charm person, or suggestion, but they retain their other immunities.
Also, sleep has a one-round cast time anyway, just so you know - so the effect wouldn't occur until the beginning of Tio's next turn.
Tiѳ |
Right you are! Tio's player is having a very stupid day. Please feel free to ignore or laugh at your leisure. [/sigh]
Not entirely sure why I thought Sleep was a standard action given that I have no excuse for that one at all. I'm going to just...you know. Be bad somewhere else for an hour or so. Feel free to just note Tio's action as her having a bit of a dunce moment. Because sure. It's not even out of character for her in the grand scheme.
That said, knocking off Mind-Effecting entirely would probably work fine and I'll get to charm toasters. Everybody wins.
GM Shady |
My ruling stands, but am leaving things on pause - have written to Tio to offer some options; will wait on a response before moving forward. Sorry about the pause but probably best to get this sorted out early on.
I actually still think the arcana is pretty useful tbh, despite the immunity constraint.
GM Shady |
I've made that same mistake on multiple characters, otherwise I wouldn't have known either. Oh, and you're right - I should have said charm monster.
Mea culpa, rubbish joke. But - as an example - it actually does make androids susceptible to charm person, which is probably a big deal in this campaign (assuming the CRs take into account androids' slightly higher bang per buck).
Tiѳ |
Tiѳ wrote:That said, knocking off Mind-Effecting entirely would probably work fine and I'll get to charm toasters. Everybody wins.You can't cast Charm Person on a toaster as it doesn't have the humanoid type. Mine doesn't, anyhow.
How many ranks in Craft (Mechanical) before Tio can invent a Humanoid / Construct Toaster, Shady. I need to know. For science.
More seriously, I do love the idea of the Impossible Bloodline, so that's not changing any time soon. I just wish the damn thing had more paperwork involved to stop people like me flash-reading like idiots.
Onna |
Androids should already be susceptible to charm person, with or without the Impossible bloodline. We're humanoids, and we're not immune to mind-affecting spells. It does bypass an android's +4 against mind-affecting spells, though!
GM Shady |
Androids should already be susceptible to charm person, with or without the Impossible bloodline. We're humanoids, and we're not immune to mind-affecting spells. It does bypass an android's +4 against mind-affecting spells, though!
Yup, good point. Androids are constructed as opposed to constructs and only count as constructs for targeting purposes. In my defence, it's late here.
Tiѳ |
Quite. I do now somewhat fear that Tio's now going to end up learning Charm Person and ruining a few innocent (Android) bystanders in the name of testing hypotheses...but we'll see.
Good luck wrecking the robot(?) folks. I'm going to try and sleep and not be quite the moron when I wake.
Tiѳ |
Ahhh, don't worry about it. I'm just having a bad start to the week all 'round :P
On the topic of technicalities; anyone have some mundane suggestions for Craft (Mechanical) shenanigans? Clockwork (for example) has some pretty blatant applications, but flat Mechanical is so broad, y'know?
Thüm Göertatroth |
I'm getting an "Escape to Witch Mountain" vibe from Val. Thüm wouldn't know an alien from an orc, though.
GM Shady |
For the forays into the caves:
- Kyte can cast water breathing but can only cast it a couple of times a day at most.
- Using a magic item, however, he can share the 24 hours duration between the party members, so that they get 4 hours each (I'll assume the familiars come free). Given two castings, this could theoretically allow the party to spend 8 hours in the caves without having to return. Alternatively (you guys decide) you could do 4 hours, come out, go back. Note - things will happen in town as well while you're gone.
- Update your inventories to indicate what you take with you, on this basis. You can mark anything you left at the Tavern as such, so you own it but don't carry it. Unless you get stuck, you won't need rations as you'll be able to eat at the Tavern night and morning.
- For the waterproof bags, assume he has a considerable supply but that they're loaned to you. I won't track the numbers.
He'll tell you all this (about the water breathing spell, anyhow) while you walk to the lake.
GM Shady |
Hi, re pacing and posting, can we use this as the channel (my fault for posting in Gameplay in the first place, to be fair), and also just assume that I get it on how to run the game. If you have any complaints please PM me and I'll respond directly.
@Onna - My general assumption is that things will go slow over the weekend (I'm, personally, usually available though). I'm in other games with four of the players here so can see their posting patterns (and the two non-posters have not posted elsewhere either), so I know if I move the story on whether they're likely to react. I'm not waiting for a roll call as such. If people are around over a weekend I'll play on but in this case they weren't. In another game where Urlok's player was involved, he was the only non-poster so I botted him and moved on.
Right now it's slightly awkward as we are just getting to the caves; in general it isn't my general policy to hang about; usually I take 3 votes/posts from 6 as a consensus to move. I will probably move things on this afternoon irrelevant of whether there are further posts.
Thüm Göertatroth |
My thoughts on marching order--
1st -- Ozy (high perception, melee fighter, darkvision, damage sponge)
2nd -- Arkady (good perception, melee fighter, darkvision)
3rd -- Thüm (fast moving switch hitter)
4th -- Ulok (missile user)
5th -- Adrien (poorly armored caster)
6th -- Tiø (poorly armored caster)
7th -- Onna (well armored caster)
Just a suggestion for now--make changes as you like, or we can switch it up as we go.
Arkady Bollerend |
I would tend to agree with Thum's recommendations, though maybe swapping Ulok and Tio for when we can walk two abreast so that we have two reasonably armoured ranged at the back of the group.
Just my two bits worth :)
Thüm Göertatroth |
GM Shady--would it help if we all added generic combat actions to our character profiles, basically 'if we don't post within 24 hours, the GM should have our character do this'?