Into the North (Inactive)

Game Master Matt, Garnished Game Designer

Map Link - Gylbrandyr
Almanac Adventuring
Shrub Squadron


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Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Sorry Dorian, wasn't an attack in any way shape or form. Just me commenting on the dumb ruling, and yes by James Jacobs. But no, he actually said they need to sleep and the GM should impose penalties if they don't, and I disagree with that since it would have to be house ruled. The rest to recover spells applies to everyone, even Tik'Klik. It's just easier for him since he can 'rest' by just standing around watching.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Is there a reason why Mogwag isn't posting in the game thread?


Male Human Inquisitor 1
char sheet:

Probably busy, or didn't think we'd be as active as we are lol


Tik'Klik wrote:


GM : Are you ok with Tik'Klik incorporating his equipment into his body as he acquires it? So, lockpicks are inside his hand and deploy from his fingers when they are needed? Morningstar in his forearm until it deploys, in which case the hand folds up and the morning star slides out? It could be an advantage at times, but mostly it shouldn't make much difference. Can also be a drawback (others can't readily access his stuff if he's disabled or something).

As long as its only flavor and no real mechanical effect it's fine.


DR_10N Dorian wrote:

What I was saying earlier about two groups sharing one timeline is this...

I did it before in one of my games and eventually it caused a disaster. The two groups had different posting rates so time was passing for them at different speeds relative to RL. One group ended up like two weeks in the future of the other group in game time, at the same time in RL after the game had been going for several months. That wouldn't have been a problem except for when they both decided to delve the same ruin. The faster group got there first IRL, but the slower group got there first in game time. So I had to put the faster group on hold for a month+ of real time while the slower group did their thing with the ruin. Otherwise, I wouldn't have known the state of the ruin for the future group. I ended up losing a bunch of players because of it and combining the remains of the two groups into one 8 man group.

So yeah, be wary with the time thing.

I'll be watchful for these problems but here's how it will most likely work. If Group A is on Day 15 and encounters the Big Bad Cave and clears it out within that day, if group B arrives after, let's say Day 18, they'll find it cleared.

But I already have a solution for that and it's a magic item you'll soon acquire. I got the idea from the meta artifacts from the Pathfinder book with those things in it.


Tik'Klik wrote:

Sorry Dorian, wasn't an attack in any way shape or form. Just me commenting on the dumb ruling, and yes by James Jacobs. But no, he actually said they need to sleep and the GM should impose penalties if they don't, and I disagree with that since it would have to be house ruled. The rest to recover spells applies to everyone, even Tik'Klik. It's just easier for him since he can 'rest' by just standing around watching.

I'll go with the warforged way of resting. You need rest to recover spells and daily abilities but you stand watch.


It's no secret that Dorian's a synthetic being, William. If you ask him, he'll tell you "I am a DR 10 N series biomechanical construct."


Male Human Inquisitor 1
char sheet:

Thanks, just curious how I should address him


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Winterbones,
Regarding your message in Eva's Loot Emporium, we keep it editable so all the players can edit it as need be. If any yobbo comes in and mucks it up, we revert it to a previous version. :)


Tik'Klik wrote:

Winterbones,

Regarding your message in Eva's Loot Emporium, we keep it editable so all the players can edit it as need be. If any yobbo comes in and mucks it up, we revert it to a previous version. :)

Hope I didn't cause any trouble, I just hoped nothing bad would happen to the loot!


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

LOL, no, you just got called a wierd Rando.

:)


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Mogwag may end up being the 'face' of the party. This is concerning, because, not to put it rudely, but Mogwag appears to be gullible and easily talked into foolishness (8 Wis).

It appears that Tik'Klik is the only member of the party who's average or better across the board. :)

And to be official, Tik'Klik is, with no social skills at all, more socially acceptable than the dwarf or the gunslinger. :)

RPG Superstar 2015 Top 16

*snrk* I've actually played an 8 cha dwarf as party face before! It ain't pretty but it can be done...

But I think it works out. I mean, if you put out a call for people to go into a frozen northland frontier, it's the sort of job that's going to attract rugged loners more than socialites, so to speak. We'll work it out.


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

Well having lived already a bunch of decades as an adult elf mogwag isn't that gullible. Clueless about the habits and social customs of the Great north, yes :)


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Sorry Mog, but, by the numbers, you're gullible. :)

You have no sense motive skill, so basically untrained you have a -1 to it. And you've got only a +1 will save. So yeah, you're easily talked into things, by the numbers.

You're really good at lying to others and spinning tall tales, the problem is by the numbers, you believe other people's lies too. :)


Male Human Inquisitor 1
char sheet:

I think Will is going to be the party face for our party. He doesn't have social skills but ain't nothing getting past him, both socially and physically :)


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

Hehe :) Now why would people lye to me? i can convince them trough diplomacy that i wouldn't be good for their prolonged future if i realized they are lying to me... :)

You see i am one of those people who live for centuries and who bears equaly long grudge, and not only that but i am a spellcaster of some power capable of cursing you to Hearing strange voices in your head at night or bothering other people instead.

now do you want me to roll my diplomacy or should i curse your sleep now? :) (mouhahah)


Male Human Gunslinger (Pistolero) 1

Yeah, but you're still gullible.

>.>


Male Human Inquisitor 1
char sheet:

I think their trying to tell you to take iron will next level lol


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

Indeed Curden but i can seriously curse you to sleepless nights :)


Male Human Gunslinger (Pistolero) 1

You can give me a fitful sleep but I can give you a dirt nap. Want to see who's quicker?

RPG Superstar 2015 Top 16

Winterbones: Can we tweak stats before we hit land? In light of discussion of party roles, I may lower Banny's Dex a bit (probably to bump Wis instead.)


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

;)


dien wrote:
Winterbones: Can we tweak stats before we hit land? In light of discussion of party roles, I may lower Banny's Dex a bit (probably to bump Wis instead.)

I'll allow until tomorrow to tweak.


Town Drunkard 1 | HP 13/13 | AC 17 (2 Dex, 1 Dodge, 4 Armor) - FF 14 - T 13 | F+5 R+5 W+2 (modifiers apply) | Per +6, Init +2

Thanks!


Town Drunkard 1 | HP 13/13 | AC 17 (2 Dex, 1 Dodge, 4 Armor) - FF 14 - T 13 | F+5 R+5 W+2 (modifiers apply) | Per +6, Init +2

Okay, tweaked some stats (STR and WIS up by 1, Dex down by 3); I'd also like to tweak gear purchases just a bit if allowed (I wanted some things like snowshoes and a mapmaker's kit, since I'm envisioning Banny as a total northerner/survivalist). Sold a weapon off in order to buy a little more winter gear, if permitted. If not, I'll leave her gear as it's currently listed on her sheet.


Banny Kneebreaker wrote:
Okay, tweaked some stats (STR and WIS up by 1, Dex down by 3); I'd also like to tweak gear purchases just a bit if allowed (I wanted some things like snowshoes and a mapmaker's kit, since I'm envisioning Banny as a total northerner/survivalist). Sold a weapon off in order to buy a little more winter gear, if permitted. If not, I'll leave her gear as it's currently listed on her sheet.

All tweaks are fine up until the landing. Which is like now so it's time to do it.


Town Drunkard 1 | HP 13/13 | AC 17 (2 Dex, 1 Dodge, 4 Armor) - FF 14 - T 13 | F+5 R+5 W+2 (modifiers apply) | Per +6, Init +2

Righto. All finalized.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)
DR_10N Dorian wrote:
Are we using the actual exploration rules from Ultimate Campaign or what? I'd say our group should just start by exploring the entire Fjord region going E7-D8-D10. If they are forest regions that would take us 9 days (because dwarves are teh slow).

Stuff like this should probably be over here in the discussion thread. :)

I agree, I think we should split up and explore the fjord area. I think maybe we should proceed to the Ravnik Village as a group, make friends, and then split up and expore separately?


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Looking at the map, we might even, after making friends with the locals, split up on either side of the river? One group taking the West side, while the boat takes the others over to the East side to explore? One of the things we need to set up if we do that is a ferry.

I'm assuming we are starting in the hex marked 1.


I suppose we can do the cliche thing and go to the village, in case there's some guy with like a yellow exclamation point over his head or something.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Personally, I was thinking more along the lines of having a place to buy/sell things, since the outpost is going to need a couple of months to get set up and probably another ship for inventory.


Town Drunkard 1 | HP 13/13 | AC 17 (2 Dex, 1 Dodge, 4 Armor) - FF 14 - T 13 | F+5 R+5 W+2 (modifiers apply) | Per +6, Init +2

Having a possible resource point is good, yeah. As well as intel-- presumably the tribesmen know more about the region than we do.


DR_10N Dorian wrote:
I suppose we can do the cliche thing and go to the village, in case there's some guy with like a yellow exclamation point over his head or something.

Definitely won't be that obvious, but I did mention there will be quests a la Kingmaker's inside cover.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

If I can make a suggestion?

I'd keep this thread for when the groups are combined for some reason (meeting up, trading party members, taking on something big and nasty). THen start a new thread for each group? As for the names, I'd say whoever's in charge of each group works. I'm assuming the company will assign a leader for each before we go? Probably someone with some social skills.


Male Human Gunslinger (Pistolero) 1

Or, giving the style of campaign, somebody with good survival skills.

>.>


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

LOL, I was thinking more to keep the party from killing each other, but I guess survival works just as well. :)


Male Human Inquisitor 1
char sheet:

Maybe someone who doesn't have a negative in Charisma ;)


Town Drunkard 1 | HP 13/13 | AC 17 (2 Dex, 1 Dodge, 4 Armor) - FF 14 - T 13 | F+5 R+5 W+2 (modifiers apply) | Per +6, Init +2

Team Almanac and Team Shrub.

*ducks*


Male Human Gunslinger (Pistolero) 1

Or somebody that doesn't have a negative in their HP ;)

Nah I really don't care. Do whatever seems best.


Male Human Inquisitor 1
char sheet:

Definitely team Shrub.

If we end up with Dorian as leader, he's probably gonna end up in a bear trap

<_<

>_>


Male Human Gunslinger (Pistolero) 1

>_>

<_<

*Falling rocks*

^_^


Are Almanac Adventuring and Shrub Squad good names?


Tik'Klik wrote:

If I can make a suggestion?

I'd keep this thread for when the groups are combined for some reason (meeting up, trading party members, taking on something big and nasty). THen start a new thread for each group? As for the names, I'd say whoever's in charge of each group works. I'm assuming the company will assign a leader for each before we go? Probably someone with some social skills.

Good idea, I can do that.


Town Drunkard 1 | HP 13/13 | AC 17 (2 Dex, 1 Dodge, 4 Armor) - FF 14 - T 13 | F+5 R+5 W+2 (modifiers apply) | Per +6, Init +2

*two thumbs up to those names, GM*


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Sounds fine to me. :) Although I don't expect Tik'Klik to bloom anytime soon.


Town Drunkard 1 | HP 13/13 | AC 17 (2 Dex, 1 Dodge, 4 Armor) - FF 14 - T 13 | F+5 R+5 W+2 (modifiers apply) | Per +6, Init +2

As far as who the 'leader' should be, that really depends on what you're expecting the leader to be responsible for. If the leader is deciding things like 'where we explore next' (which is the most common thing to come up in any sort of large-scale exploration game I've been in) it's sort of a moot point.

Honestly, in PBP of exploration games, the major benefit (as I see it) in having a leader is more OOC than IC, it's just a 'hey, let one person decide where we explore next' rather than 'hey, let's spend a full week of real time debate with people arguing for what hex we go to next'. The leader should be someone who can and will post every day.

If you're thinking more an IC leader, eh. *shrug* To me, the people with social skills take the 'lead' in social situations, the people with survival skills take the lead in dangerous nature situations, and you use common sense to stay out of each other's respective areas of expertise.


Male Human Gunslinger (Pistolero) 1

I'm a fast poster, a good organizer, and in game my character is a survivalist. I could take on the role of organizing the exploration route if you wish me to.


Golem (Wyrwood)
Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7
Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

I was thinking of a leader more in the sense of someone to be a tie breaker if we are going round robin, and also someone to consolidate our plans in a post to the GM so he has a solid 'this is our plan' post to work from. I've been in several PbP games where there's nobody that's making that 'final decision' and it devolves into days and days of 'well, we could this...'. Basically just someoen to ride herd on cats. :)


Town Drunkard 1 | HP 13/13 | AC 17 (2 Dex, 1 Dodge, 4 Armor) - FF 14 - T 13 | F+5 R+5 W+2 (modifiers apply) | Per +6, Init +2

Tik, I think we're saying the same thing-- it's an OOC thing of 'someone to communicate things to the GM' rather than have round-robin discussions that never end.

I'm fine with Craw being that person/player for our group. *salutes*

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