Navior's Serpent's Skull

Game Master Navior


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Male Human Traveler / 8
Joana wrote:
Aw, c'mon. At least search the rest of the ship and come back to that locked drawer last to give her a chance to get there. Although I already blew my nat 20 on those unpickable manacles. :P

I agree. I'd prefer to wait. Surely by the time we've gotten through the remaining two rooms Douena will be aboard the ship.


Lorenz Aeryson wrote:
I don't think we want to carry the whole footlocker out like that. It's far too much work when most of the things in there are small, light, and easily pocketed. The only tricky thing is the suit of leather armor and that'd be a lot easier to carry than the footlocker. Unless someone has a particular reason for taking the footlocker with us. So that Douena can use it as a raft?

I thought maybe it was to lock her up inside it and only allow her out when people needed cures or locks picked. ;)

Shadow Lodge

Joana wrote:
Lorenz Aeryson wrote:
I don't think we want to carry the whole footlocker out like that. It's far too much work when most of the things in there are small, light, and easily pocketed. The only tricky thing is the suit of leather armor and that'd be a lot easier to carry than the footlocker. Unless someone has a particular reason for taking the footlocker with us. So that Douena can use it as a raft?
I thought maybe it was to lock her up inside it and only allow her out when people needed cures or locks picked. ;)

Or use it when we get tired of hearing what "Wise man" has to say about everything...

^_^


Dragonborn3 wrote:

Or use it when we get tired of hearing what "Wise man" has to say about everything...

^_^

Awww :p


Male Human Traveler / 8
Joana wrote:


I thought maybe it was to lock her up inside it and only allow her out when people needed cures or locks picked. ;)

It might provide an appropriate amount of cover in a pitched fight!


Wander Weir wrote:
Joana wrote:


I thought maybe it was to lock her up inside it and only allow her out when people needed cures or locks picked. ;)

It might provide an appropriate amount of cover in a pitched fight!

Hmm. Well, if she can get the rest of you guys to carry her around in it like a palanquin... ;)

Shadow Lodge

Joana wrote:
Wander Weir wrote:
Joana wrote:


I thought maybe it was to lock her up inside it and only allow her out when people needed cures or locks picked. ;)

It might provide an appropriate amount of cover in a pitched fight!
Hmm. Well, if she can get the rest of you guys to carry her around in it like a palanquin... ;)

*Jack-In-the-box music ends*

Pop goes the gnome!

*gnome casts mass inflict*


Now would seem to be a good time to go over rules for survival on the island. With a DC 12 Survival check, any of you are aware that you will need a secure campsite to reduce exposure to bugs, heat, monsters, etc.

There are two environmental effects to be wary of on Smuggler's Shiv: disease and heat.

Disease: Your characters will soon discover that the island is rife with biting flies, mosquitoes, gnats, ants, and other pests--many of which carry disease. Each day at sundown, each of you has a 25% chance of being exposed to a disease (you still get regular Fortitude saves if exposed, of course). A shelter can reduce this chance by 10%. A campfire can also reduce this by 10%.
Heat: It's early in the day at the moment, so not terribly hot yet, but your characters will soon discover that the afternoons are terribly hot and humid. To avoid Fortitude saves against the heat, you will need shade or shelter (or magical effects like endure elements).

Locating a suitable site for a base camp requires a DC 12 Survival check and takes 8 hours. The time required is reduced by 1 hour for every two points by which the Survival check exceeds 12, down to a minimum of 1 hour. I'll make those checks for everyone here and now:

Aakif Survival: 1d20 + 4 ⇒ (4) + 4 = 8
Douena Survival: 1d20 + 2 ⇒ (4) + 2 = 6
Lorenz Survival: 1d20 + 4 ⇒ (9) + 4 = 13
Mahjik Survival: 1d20 + 5 ⇒ (13) + 5 = 18
Makoa Survival: 1d20 + 5 ⇒ (4) + 5 = 9
Urza Survival: 1d20 + 0 ⇒ (5) + 0 = 5

Ouch.

Mahjik gets the highest result and Lorenz's result counts as aid another, so the total is 20. The time is reduced by 4 hours, so it will take the group 4 hours total to locate and set up a good camp.

Once the campsite is established, there are five roles that people can take up as part of their duties to further enhance the effects of the campsite. In order to fulfill these roles, the character must spend the entire day pursuing the role. Obviously, the NPCs make the best candidates for these roles, leaving the PCs free to explore the island. However, depending on their current attitudes, some NPCs may not be willing to do any of these roles initially. These roles are not mandatory, though. You can survive without them. They just make things easier. The roles are as follows:

Defender: A defender works to set traps, shore up a shelter's walls, and see to the safety of the campsite. The first time in a day that a monster or hostile creature attacks the campsite, the defender's traps inflict 2d6 points of damage--the damage is divided equally among all attackers. Each additional defender assigned to a campsite increases this damage by 2d6.
Entertainer: An entertainer helps to raise morale, granting a +2 bonus to the NPCs' Will saves to increase morale.
Guard: Each guard reduces the chance of a wandering monster attacking the camp during the day or night.
Hunter: Each hunter provides enough food and water for 8 Medium creatures per day.
Medic: Each medic reduces the chance of being exposed to disease by 5% and increases the number of hit points healed naturally during a night's rest in the camp by 2.


Male Human Traveler / 8

Neat. I like the way this is set up.

So the big question is, what sorts of skills are going to be applied/ required to those roles in the camp? Typically traps are the purview of the rogue, but can a non-rogue assist in setting them up? Lorenz would enjoy trying to entertain the group and raise morale, but does he need to have a performance skill in order to do so?

I'm guessing that either Guard or Hunter will have to be Lorenz's true role but I thought I'd check.


Well, as I pointed out, the NPCs are best suited to the camp roles since the PCs presumably will be off exploring the island and trying to find a way to escape it. Working at the camp all day means missing parts of the adventure. While some of the PCs could definitely do well in these roles (perhaps even better than the NPCs), it shouldn't be difficult to come up with in-game reasons why the NPCs are the ones picked for them.

To start off with, you will likely be unable to fill all the roles, since some of the NPCs aren't willing to do them yet. But in time, you can hopefully get all the NPCs taking on roles.

Of course, if there are days that the PCs decide to take a break from exploration, you are free to have them take on camp roles at that time. Indeed, if you insist, you can take on camp roles any time, and sit out while the others do other things. But that would be probably be kind of boring for the player, so I don't recommend it. :)

Shadow Lodge

Makoa could be a Guard. Darkvision is nice to have at night.

Like Lorenz, he could also be a capable Hunter. Unlike Lorens though, he has ranks in Know(Geo) and Know(Nature), which means he'd be able to figure what animals to go after(injured, weak, old, etc) and where to look. He'd also have a better chance of not getting lost.

We have 2 clerics that could be Medics, but I don't think our preistess will want to stay in camp all day squishing bugs.

[/opinions]


Male Human Traveler / 8

I see what you mean. I definitely don't have any desire to hang around the camp all day.

What about taking watch at night, though? Would a shift at night taking watch allow Lorenz to add to the guard list, if only for that period?


Wander Weir wrote:

I see what you mean. I definitely don't have any desire to hang around the camp all day.

What about taking watch at night, though? Would a shift at night taking watch allow Lorenz to add to the guard list, if only for that period?

Guard shifts at night would definitely help for that period. After all, even an NPC guard has to sleep sometime so can't be vigilant 24 hours a day.


Cool, I like the camp setup/rules.

Will you update the "supporting cast"? Like poor Alton who is not with us anymore - and maybe some of our NPCs have some initial attitude towards us now?


Dragonborn3 wrote:
Joana wrote:
Wander Weir wrote:
Joana wrote:


I thought maybe it was to lock her up inside it and only allow her out when people needed cures or locks picked. ;)

It might provide an appropriate amount of cover in a pitched fight!
Hmm. Well, if she can get the rest of you guys to carry her around in it like a palanquin... ;)

*Jack-In-the-box music ends*

Pop goes the gnome!

*gnome casts mass inflict*

Well, now you're making me wish we'd kept the footlocker!


Mahjik the Flink wrote:

Cool, I like the camp setup/rules.

Will you update the "supporting cast"? Like poor Alton who is not with us anymore - and maybe some of our NPCs have some initial attitude towards us now?

I have updated the supporting cast. However, you should all feel free to add to the notes that are there as you feel the need. I leave their attitudes entirely to you to decide where you think they are based on how they behave. :)


Mahjik the Flink wrote:

Am I getting this right? Urza and Aerys on a shift? Shall Mahjik try for Ishirou then?

Yep, the hostile, alcholic half-elf got stolen right out from under your nose. There's Gelik, Ishirou & Jask left of the NPCs, and you and Aakif of the PCs. If you're looking to persuade someone to open up, Ishirou's a good target; I don't think he's said a word yet.


Joana wrote:
Mahjik the Flink wrote:

Am I getting this right? Urza and Aerys on a shift? Shall Mahjik try for Ishirou then?

Yep, the hostile, alcholic half-elf got stolen right out from under your nose. There's Gelik, Ishirou & Jask left of the NPCs, and you and Aakif of the PCs. If you're looking to persuade someone to open up, Ishirou's a good target; I don't think he's said a word yet.

He said his name at one point. :)

But other than that, yeah, he's been pretty quiet.


Male Human Traveler / 8
Joana wrote:
Mahjik the Flink wrote:

Am I getting this right? Urza and Aerys on a shift? Shall Mahjik try for Ishirou then?

Yep, the hostile, alcholic half-elf got stolen right out from under your nose. There's Gelik, Ishirou & Jask left of the NPCs, and you and Aakif of the PCs. If you're looking to persuade someone to open up, Ishirou's a good target; I don't think he's said a word yet.

Actually, I think that's a great pairing. If anyone can get past Ishirou's forcefields, it'll be Mahjik.

Incidentally, Mahjik had wanted to take last watch. I didn't say anything in character, but we might want to switch Mahjik and Ishirou with Aakif and Jask to keep with Mahjik's initial request.


Thanks for the mention, Mahjik doesn't particularly mind whether or not its the last shift as such.


Switched Mahjik's avatar to look a bit friendlier. It's the best I've found so far that captures all the elements I want for the character.


Mahjik the Flink wrote:
Switched Mahjik's avatar to look a bit friendlier. It's the best I've found so far that captures all the elements I want for the character.

I like it!

On a slightly different topic, is anyone else having difficulty posting with their aliases? With my last couple of posts on the boards, I've had to edit multiple times to get them to use the selected alias. Weird.


Yes, Douena's last post I had to go in and edit to that alias, even though I'm sure I selected it ahead of time. I'm pretty sure that happened to Urza/Dax Thura, too.


Male Human Traveler / 8

I had no difficulty at all a couple of minutes ago. Weird.


Yeah, I just posted as Aerys without a problem, so it seems to have cleared up (I hope).


Male Human Traveler / 8

Man, our rolls tonight are pathetic. But I've also been highly amused.


FYI, I just noticed there's a glitch in the dice roller. It's not staying constant when you preview and then submit your post. When I previewed Douena's post to see how her Diplomacy roll went, it was a total of 11 (bad, but not that bad); when I hit submit, it changed to 4. Went and tested it in another thread and the same thing happened: the result changed from Preview to Submit. So beware if you preview your post to see what you rolled so you can add result-oriented fluff!

EDIT: The roll seems to stay the same when you submit and then edit, so you can add commentary on your roll by editing. Just don't preview!


Ya, I'm glad the sleight-of-hand roll didn't matter *whew* :)

We're going to have our hands full with these NPCs, and it's really hard to judge the responses. I mean, Sasha is reasonably straight-forward, and Gelik too. Jask probably has layers that we cannot discern yet. And Ishirou and Aerys... crisis, I've got a hard time seeing how to progress with them.

Mahjik will focus his attentions on Sasha and Ishirou.


@Joana - what if you edit?

1d20 + 1d10 + 1d6 ⇒ (8) + (10) + (2) = 20

Edit: 8 10 2 - on initial posting


Apparently editing maintains the rolls. Maybe it is a new "cheat-proofing" mechanism to ensure people don't abuse the dice-roller?


Yes, editing seems to work. I started a thread in Website Feedback to let them know about the glitch.

Mahjik, you must have Previewed. When you hit Submit, your Sleight of Hand roll turned into a natural 20. :)


Hopefully, they fix the dice glitch quickly. I make extensive use of previewing to see what the rolls are, so I can then respond appropriately.


I must say, I was wondering how on earth you were going to play Aerys with worse morale. Sobbing in a fetal position works. I shudder to think what she'll do if her morale drops again.

Navior, I suppose the rules on bonding with (or failing to bond with) the NPCs and its effects are folded in with the adventure proper instead of in a sidebar somewhere? I'd like to steal the mechanics for another campaign, but I don't want to spoil myself.


Joana wrote:

I must say, I was wondering how on earth you were going to play Aerys with worse morale. Sobbing in a fetal position works. I shudder to think what she'll do if her morale drops again.

Navior, I suppose the rules on bonding with (or failing to bond with) the NPCs and its effects are folded in with the adventure proper instead of in a sidebar somewhere? I'd like to steal the mechanics for another campaign, but I don't want to spoil myself.

The rules are actually in a separate article, "Shipwrecked", which follows the main adventure. This article also contains the full write-ups on each of the NPCs, complete with their secrets and such. However, the first few pages (56 - 58) contain just the mechanics, and then the NPCs are detailed on the remaining pages. So if you stick to just pages 56 -58, you won't spoil anything about the adventure for yourself.


Hi Navior - I've recently begun lurking this PBP and wondered if you'd mind giving me access to the site where maps and so forth are being displayed? I'm enjoying just reading the interactions, to be honest, so it's no big deal if you'd rather keep it to just those in the game, but it would be great if I could get access to those extra bits too.

Cheers (and congratulation to all of you - it's an enjoyable read.) :)

EDIT: Also, would it be ok to post once in the game thread, just to get a dot?


Steve Geddes wrote:

Hi Navior - I've recently begun lurking this PBP and wondered if you'd mind giving me access to the site where maps and so forth are being displayed? I'm enjoying just reading the interactions, to be honest, so it's no big deal if you'd rather keep it to just those in the game, but it would be great if I could get access to those extra bits too.

Cheers (and congratulation to all of you - it's an enjoyable read.) :)

EDIT: Also, would it be ok to post once in the game thread, just to get a dot?

I'm okay with giving you viewing access. You'll need to send me an e-mail first (you can find my address in the spoiler in the first post of this thread).

And I'm fine with you dotting the game thread too. Of course, if it turns out that we have hundreds of lurking followers who all decide to dot it, I might end up regretting that. :)


Just charge admission. :)


Joana wrote:
Just charge admission. :)

Now that's an idea! What should we charge?


Phew - in before the price is agreed. Cheers. :)

Grand Lodge

I'm not a fan of the save or die spells. As a rule, I don't use them. Color Spray is an exception to that rule. It is a very potent spell for its level. That's why it's my 'combat spell' right now.


Male Human Traveler / 8
Dax Thura wrote:
I'm not a fan of the save or die spells. As a rule, I don't use them. Color Spray is an exception to that rule. It is a very potent spell for its level. That's why it's my 'combat spell' right now.

At first level, sometimes Color Spray is the best way to keep us from dying. It was pretty nice how effective that was.


And now my dots have all disappeared! Should I charge myself admission? Uh oh. :)

Color spray is indeed a potent spell, but I don't have a problem with its use. I've always liked the spell, and I've always been surprised at rarely people in my games use it.

Just a heads-up to everyone: I'm going to be away all day Saturday and unable to post, but I'll be back to posting on Sunday.

Shadow Lodge

There's a thread about the lost dots...

As for your leave of absence, I can't post during the weekend at all, so if you would be so kind as to NPC Makoa...


Dragonborn3 wrote:

There's a thread about the lost dots...

As for your leave of absence, I can't post during the weekend at all, so if you would be so kind as to NPC Makoa...

Sure thing. Thanks for the notice!


Male Human Traveler / 8
Dragonborn3 wrote:
As for your leave of absence, I can't post during the weekend at all, so if you would be so kind as to NPC Makoa...

Makoa will be spending all his time getting the snake ready to eat anyway. :)


DB3, long weekend, as in through Labor Day (Are you in the US?), or just Saturday and Sunday?

Shadow Lodge

Joana wrote:
DB3, long weekend, as in through Labor Day (Are you in the US?), or just Saturday and Sunday?

Labor Day...

*is sad*


*is sad in solidarity*

Well, with the DM away Saturday, you're really only missing a normal weekend's worth of action. We'll just assume Makoa will do whatever Douena tells him, hm? ;)


Male Human Traveler / 8
Joana wrote:

*is sad in solidarity*

Well, with the DM away Saturday, you're really only missing a normal weekend's worth of action. We'll just assume Makoa will do whatever Douena tells him, hm? ;)

And thus, Makoa becomes Douena's pack animal.

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