Ruins of Pathfinder: The Quest for Arcadia (Inactive)

Game Master Robert Brookes

“There are no foreign lands. It is the traveler only who is foreign.”

Robert Louis Stevenson

Current Encounter Map Axebeak Hills Encounter


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Male Dwarf Trapsmith Rogue 2
Status:
HP: 22/22; AC 17/14/13; Perception +6 (+8 for unusual stonework, +7 for traps); Darkvision 90 ft; Dazzled in bright light
Robert Brookes wrote:
No that makes perfect sense, Angrin. Go right ahead and adjust that.

Most excellent. Thanks! :D

Lantern Lodge RPG Superstar 2014 Top 4

So for right now I'd like one member of the team to advocate for the party and voice the decision on what actions will be taken for the next 24-hours regarding the settlers. Then, I would like to know what each of you, individually, will be doing as well. Since posting momentum on the beach landing has slowed, I'm going to take that as a sign that everyone is ready to move on.

Let me know your individual plans and the exact schedule of actions for the settlers by tomorrow at the latest, or I'll presume you're just resting/helping out with simple day-to-day activities for personal work, and go with the last suggestion for the settlers.


M Dwarf Bard (Archaeologist) 2 (20hp)

We all seem more or less happy with Angrin's last suggestiong of Defend, Scout, 2x Salvage.

Quint on the other hand will be taking his action as organizing supplies and taking a census to boost morale. If possible he will also try and gain some influence at the same time as I asked about previously.

Quint Bonechisel wrote:
@Rob: Would spending the day planning and organizing things (morale boosting) be my only action, or could I raise some influence as part of that organizational effort as well? (making promises to divvy resources to deal with special cases, earning goodwill reuniting separated loved ones, taking stock of what sort of supplies people lost on the ship and will need replacing for them to fulfill their duties, etc.)

Don't think I got a response to that.


female Dwarf Cleric(forgemaster)2

I'm ok with the current setup. defend, scout, salvage, etc.

Maven will likely be spending her time on the salvaging part, I think, specifically locating and mending any tools and equipment she may find, as well as keeping herself free to tend to injuries. I get the feeling someone will eventually approach her with requests for funeral rites and other miscellaneous ceremonies, which will be interesting to play out.


Male Dwarf Vivisectionist Alchemist 2

Sounds good here.

Dr. Logem's going to be doing the above mentioned creating of goods and intimidating people into working.. I'll ge ta post up on that soonish.

Lantern Lodge RPG Superstar 2014 Top 4

Quint Bonechisel wrote:

We all seem more or less happy with Angrin's last suggestiong of Defend, Scout, 2x Salvage.

Quint on the other hand will be taking his action as organizing supplies and taking a census to boost morale. If possible he will also try and gain some influence at the same time as I asked about previously.

Quint Bonechisel wrote:
@Rob: Would spending the day planning and organizing things (morale boosting) be my only action, or could I raise some influence as part of that organizational effort as well? (making promises to divvy resources to deal with special cases, earning goodwill reuniting separated loved ones, taking stock of what sort of supplies people lost on the ship and will need replacing for them to fulfill their duties, etc.)

Don't think I got a response to that.

Whoops, no you didn't! Morale boosting would take a whole day.


Male Pahmet "Sand Dwarf" Monk 1 / Gunslinger 1

I have a post I want to get up in regards to the recent council discussions, but I have been swamped lately.

If crafting carriages, wheelbarrels, and wagons has been definitely ruled out for the day, then I suppose I am fine with Salvage, scout, defend.

Dakún's action for this day is going to be carving a memorial for the dead and performing rites in his people's tradition. He will include any dwarves who wish to attend or help him. I intend for him to use his Craft Stonemason (or is it supposed to be profession?) skill +8 (+9 if its supposed to be profession) to carve a memorial out of / into the standing stones where the 'council' of survivors meeting is taking place.

I hope to have a post up for that as well or at least a post with him beginning it.

I also have knowledge religion for the rites - +6 I believe. While my character is not a priest/cleric class or even in character, he is still deeply religious and will seek to give the gods and the fallen what he views as their proper due.


M Dwarf Bard (Archaeologist) 2 (20hp)

Nice idea Dakun. Quint would help if he wasn't busy dealing with the administrative side of things. He's got some masterwork tools you can borrow if you don't (Craft Sculpting should be about the same tool/skillset)


Male Dwarf Fighter (Two-Weapon Warrior) 2
Stats:
HP 26/26; AC 20, touch 13, flat-footed 17; CMD 18 (22 vs. bull rush/trip); Fort +6, Ref +3, Will +1; Perception +3; Initiative +3

Dwunderbran is probably going to hide a couple of boats just beyond the beach (they will be needed at some point for scouting the coast and fishing. Beyond that, he could probably use some non magical attention to set his broken wrist and dislocated shoulder. He'll insist on leading the camp's guard unit.


Male Dwarf Trapsmith Rogue 2
Status:
HP: 22/22; AC 17/14/13; Perception +6 (+8 for unusual stonework, +7 for traps); Darkvision 90 ft; Dazzled in bright light

Angrin will attempt to brew up some beer for the dorfs- erm, dwarves to enjoy. He's gonna try to reduce unrest.

EDIT: He'll also volunteer for a night watch, set out his bear traps if he can, and try to sleep the day away... when he's not working, of course. xD Light is so blinding, you know?


Male Dwarf (Deep Delver) Cleric (Varsian Pilgrim) 2

Rogath is good with the proposed plan. He'll help Dakún with memorial rites - preforming the ones the Highhelmers are used to and comparing similarities and differences with Dakún's (assuming he's willing to do some cultural exchange).

I'm also tempted to do another harrowing - it seems like something Rogath would do at this juncture, but it's not that long in OOC terms since the last one, so I'm not sure if it'd be too much like repeatedly casting commune spells until you get the answers you want. Rob? Any input? And for everyone else: Would you prefer the split-up posting of the previous harrowing, giving people some chance to react inbetween parts, or just a single post that you can react to all at once?

Lantern Lodge RPG Superstar 2014 Top 4

A Harrowing would be a great idea, actually, and I think a post with a harrowing done in it would be a great way to end the first day in terms of posting.

Depending on the question you pose of the deck it could be very interesting.

I think a single post with it all would be fine.

Lantern Lodge RPG Superstar 2014 Top 4

I'll be putting up a post tonight (~9ish hours from now) regarding the day's events after the landing


Male Dwarf Trapsmith Rogue 2
Status:
HP: 22/22; AC 17/14/13; Perception +6 (+8 for unusual stonework, +7 for traps); Darkvision 90 ft; Dazzled in bright light

Sounds good to me!


Male Pahmet "Sand Dwarf" Monk 1 / Gunslinger 1

Okay. I got a post up. Robert, do you want me to post carving the memorial stone or will you include that in the general day wrap up post?

In addition, I realize I do have masterwork artisan tools for Stoneworking that were on my donkey (who I did evacuate) so the roll that should be a +10 to craft: StoneMasonry

Lantern Lodge RPG Superstar 2014 Top 4

Whichever you prefer, Dakun. I can put it in to the day's writing if you'd like!


Male Pahmet "Sand Dwarf" Monk 1 / Gunslinger 1

Inserting it into the day's writing would probably work best with the flow, as he wouldn't start it until after the council conversation broke up, he had a meal, got to his tools, told others of his intentions, etc.

The Exchange

Male Elf Fighter 3

Dakún,

Thanks for nominating me for the "tie breaker" I think that eventually if the group sees that Mineko shows good leadership that would eventually put me up for a rulership position when the kingdom is formally created. Rob, for my action on the shoreline, I think that Mineko would take time out to visit the remaining dwarves and try to bolster their attitude. She might drop some of her pretenses and once the ale had been handed out she would visit each of the campfires and use her leadership to tell the other survivors of the plans for the next day. In short she would try to be more hands on.

Lantern Lodge RPG Superstar 2014 Top 4

Just a heads up guys, I'm finally moving into my new apartment over the next few days and will be painting the rooms and doing a little bit of touch-up work on the place. After tonight my posting availability will be a little sparse until I get settled in, probably Monday or Tuesday.


Male Dwarf Trapsmith Rogue 2
Status:
HP: 22/22; AC 17/14/13; Perception +6 (+8 for unusual stonework, +7 for traps); Darkvision 90 ft; Dazzled in bright light

Gotcha.


Male Pahmet "Sand Dwarf" Monk 1 / Gunslinger 1

Not a problem Celeador, it's what my character would do. The vision I have for the Pahmet from which Dakún hails does have a less rigid social construct then the Highhelm dwarves. While she is not of his people, he respects her station as royalty to the same degree he respected the high station of the dwarves of Highhelm.

Plus he also see's it as a good trial for her and a good place for her to begin to develop her style of command as well as how to relate to the others (since it will be a council and she will have to weigh opinions). That being said, there are others he'd support for that role should the collective not approve. (though I think Quint, at least, will support the choice of Mineko)


M Dwarf Bard (Archaeologist) 2 (20hp)

Well yeah he suggested her in the first place :)

Quint will hold off on commenting until he sees how the others react to Mineko's words.

Lantern Lodge RPG Superstar 2014 Top 4

Sorry I didn't get that post up last night, spent the hours after work signing a lease and getting supplies/paints for the redecorating I'll be doing at the new apartment today and tomorrow. Working on the new post now, I'm going to do some rolls first in the gameplay thread before I get to typing out the results.


female Dwarf Cleric(forgemaster)2

Yeah I kept wanting to post further in our little "council" discussion, but no matter what I started typing, it just didn't click. Dunno what's going on; my ideas just come out looking wrong to me lately, even in my other games too.

I'm in agreement with our current direction, though; I look forward to things developing, and hopefully can break out of this weird funk I seem to be in lately.


Male Pahmet "Sand Dwarf" Monk 1 / Gunslinger 1

Great update Robert. One question, how do we give our current hex the explored condition? If we explore it will we know whether it has "Resources" or not? Is there any way to determine how much salvage remains in the area or will still be coming into the area?

Lantern Lodge RPG Superstar 2014 Top 4

You will need to devote a day to explore the hex and assign a team for exploration.

Exploring the coastal plains hex you landed in will take 2 full days (20ft speed for dwarves).

Whenever a hex is explored fully, the party earns 100 XP for the effort. Some modifiers can add to this amount, you'll be notified when that occurs.

The party gains an additional 25 XP after fully exploring a hex that contains either difficult terrain or a hazard.

When you explore the beach hex, you will fully determine how much salvage is left in the resource facet of the hex. There is also a chance for random encounters while exploring hexes, so consider your teams wisely.

Lantern Lodge RPG Superstar 2014 Top 4

When you have fully explored a hex on the map, I will outline it in green.

Lantern Lodge RPG Superstar 2014 Top 4

Full details on "hexploration" are here.


Male Dwarf Trapsmith Rogue 2
Status:
HP: 22/22; AC 17/14/13; Perception +6 (+8 for unusual stonework, +7 for traps); Darkvision 90 ft; Dazzled in bright light
Robert Brookes wrote:
The bandage being wound around Angrin's head would serve as a lesson. The demolished supply tent and stink of seawater and fermented turnips might be a more obvious one. The quick-fermenting beer was an explosive disaster, though thankfully no one was seriously hurt when the still erupted in a thundrous explosion. The dwarves would have to wait for freshly made ale, utilizing the stores they have now for such endeavors.

Oops. How was I to know?

xD


M Dwarf Bard (Archaeologist) 2 (20hp)

Heh, awesome work Angrin :p

Looks like we got lucky with the event roll, 'Political Calm', seems like the best outcome given the situation. Post tomorrow, been up waay too long to make one tonight.

(I assume you don't have a problem with us looking at your rolls Rob? If you do just let me know and I'll try to restrain my curiosity :p)


Male Pahmet "Sand Dwarf" Monk 1 / Gunslinger 1

Thanks for the approach with Maven. I was actually myself trying to think of a way to have Dakún begin an interaction with her.

Lantern Lodge RPG Superstar 2014 Top 4

No problem at all. I post rolls for transparency's sake, so feel free :)

Also

MAP UPDATE


Male Dwarf Vivisectionist Alchemist 2

Hm... looks like we should actually explore the hex we're in beyond just scouting. Do we have to do that ourselves, or can we use some of our ~300 mooks - er colonists - to do that?

:P


Male Dwarf Trapsmith Rogue 2
Status:
HP: 22/22; AC 17/14/13; Perception +6 (+8 for unusual stonework, +7 for traps); Darkvision 90 ft; Dazzled in bright light

Hm... Any suggestions on what to have Angrin do? I'm sort of lost...

This is what happens when I forget that it's a sandbox campaign...


M Dwarf Bard (Archaeologist) 2 (20hp)

Yeah it'll probably be a good idea to explore as we go. It sounds like there's salvage to be had on the coast both north and south of us as well. I'd say if we want to collect everything that washes up we're probably looking at spending about a week exploring and salvaging those hexes.

Rob am I correct that we can only perform actions (salvage, scout, explore) in the hex that the main group of dwarves are in? Or is it possible to send out smaller expeditions (say for instance a few dozen dwarves to the north and south to collect salvage, or an exploratory expedition (lead by some of the PCs maybe) to the west to scout from the hills).

-=-=-=-=-=-

Assuming we can only make actions in our current hex I would suggest:

  • Defend
  • Craft (how many animals do we actually have? Just the ones the PCs specifically rescued? If so there's really no point in building wagons; we'd be better off with lighter contraptions, carts and sleds and things like that. Either that or we should make some more efficient but still portable shelters.)
  • Explore (I'm assuming this needs an actual action Rob? Or do we just have to be there for 2 days and/or the PCs need to do it as a 2-day action?)
  • Salvage

I think we should stay on the coast and salvage everything we can from the three hexes the scouts report wreckage in, then move either west or northwest rather than trying to cross the river to the southwest

Angrin Thronebearer wrote:

Hm... Any suggestions on what to have Angrin do? I'm sort of lost...

This is what happens when I forget that it's a sandbox campaign...

Given my suggestions above... I'd say he could lead the exploration team :) That is his specialty is it not? Would be good to have a PC on that team and any sort of scouting missions in case they run into trouble.

If he'd like to do something in camp then I might suggest working on some portable traps to set up around wherever we set up camp. More bear traps, snares, portable barricades of some variety... Something like that perhaps.


Male Dwarf Trapsmith Rogue 2
Status:
HP: 22/22; AC 17/14/13; Perception +6 (+8 for unusual stonework, +7 for traps); Darkvision 90 ft; Dazzled in bright light

Exploration works for him. Or crafting traps. He's got a masterwork set of tools for that, and I'd take 10 on it, maybe.

But yeah, scouting - if it is at night, would definitely take advantage of his abilities to be quiet.


Male Dwarf Fighter (Two-Weapon Warrior) 2
Stats:
HP 26/26; AC 20, touch 13, flat-footed 17; CMD 18 (22 vs. bull rush/trip); Fort +6, Ref +3, Will +1; Perception +3; Initiative +3

Should we be worrying about declaring personal actions during Downtime Phases and the like, or just directing the expedition as a whole? I've been reading through the downtime stuff and coming up with actions, but I've never actually employed it before, so it's all very foreign to me at present. Assuming this is the case, I'll probably copy Logem's strategy of borrow-and-compensate; in this case, it would be taking some of the available boats and depositing other goods in exchange—such as salvaged wreckage, fish, etc. If any of that's out of line, let me know.

*: My brain seems to want to fight the notion of GP as an abstract value. Someone slap me.

Speaking short term, I figure Dwunderbran will aim to gather up people who know which end of an axe to hold and put them through their paces before giving a nod to guard duties. Beyond that, he'll see to getting a boat back into the water for some fishing/scouting assistance.

Speaking long term, he'll want to establish a standing force of either mercenaries, guards, or soldiers (all depending on how the game progresses, obviously).

     PHASE 1—Upkeep
Step 1Add up Costs: --
  Step 2Pay Costs: --
    Step 3Determine Capital Attrition: --
      Step 4Determine Business Attrition: --

     PHASE 2—Activity
Step 1Perform Free Activities: Taking a tally of able-bodied fighting men; mostly foreshadowing for an eventual Guard/Soldier organization.
  Step 2Continuing Ongoing Downtime Activity: --
    Step 3Begin New Downtime Activity: Earn Capital (Goods)

     PHASE 3—Income
Step 1Determine Building Income: --
  Step 2Determine Organization Income: --
    Step 3Determine Other Income: Earn Capital (Goods); Profession (Sailor): 1d20 + 7 ⇒ (17) + 7 = 24 (1 Goods used; 2 produced)
      Step 4Abandon Assets: --
        Step 5Sell Assets: --


M Dwarf Bard (Archaeologist) 2 (20hp)

We each get a personal action as well as directing the dwarves activities. Quint's yesterday was calming the populace by doing admin work and apparently putting on a performance. Day 2 he's going to be trying to gain some influence under the guise of taking a census (knowledge (local) skilled work I figure)


Male Dwarf Trapsmith Rogue 2
Status:
HP: 22/22; AC 17/14/13; Perception +6 (+8 for unusual stonework, +7 for traps); Darkvision 90 ft; Dazzled in bright light

Mm... I'm trying to think of what to do...

How would you handle personal exploration, Rob? Or is that best left to our colonists?

Other than that... Angrin's probably going to labor on some bear traps and hand them out to our defenders.


female Dwarf Cleric(forgemaster)2

Well, I haven't read the new rules in depth yet, as I've been juggling issues lately, but I have an in-game idea where I'll be focused.

Maven has three main concerns as a Dwarf: Getting materials to craft quality equipment and construction, seeing to the health and wellness of her kin, and making a fragmented blood stain of anyone or anything that attacks her home and kin. (f@*% drow in particular, where applicable.)

I can kind of see her managing medical operations or getting a forgeworks up and running with some helpers, but not for really leading much.

As for exploring? Screw avoiding the river, I see hills in that western hex.


Male Dwarf Trapsmith Rogue 2
Status:
HP: 22/22; AC 17/14/13; Perception +6 (+8 for unusual stonework, +7 for traps); Darkvision 90 ft; Dazzled in bright light

Angrin would say that hills are good, but rivers are bad. >_>


M Dwarf Bard (Archaeologist) 2 (20hp)

hence why I said west or northwest Maven, rather than southwest ;)


Male Dwarf Trapsmith Rogue 2
Status:
HP: 22/22; AC 17/14/13; Perception +6 (+8 for unusual stonework, +7 for traps); Darkvision 90 ft; Dazzled in bright light

Alright, just moved back into the dorms, and am getting adjusted - my posting speed may lag behind a bit for the next week or two, I apologize.

Lantern Lodge RPG Superstar 2014 Top 4

Angrin Thronebearer wrote:
How would you handle personal exploration, Rob? Or is that best left to our colonists?

Explorations are something that can either by done by 1 or more PC1, 1 or more settlers, or a combination of the two groups.

It takes 2 days to fully explore a Hex (thanks to 20ft dwarfiness speed) and anyone sent exploring is physically sent out into the wilds and may run across local flora, fauna, or other such encounters. So keep that in mind while planning.

As for whether you should do personal/"kingdom" actions, you may do both at present. You can use the downtime system to perform downtime actions (though you have limited options at present), but they are not mandatory.

Also of note, it only requires 1 dwarf to explore a hex (though he will be alone in the wilderness) so you can split up teams to effectively explore more hexes at once.

Traveling to an adjacent hex takes 8 hours, as you are currently in a plains terrain hex. All other hexes except plains will take 12 hours to traverse. (This includes water hexes, which you can explore/traverse in your rowboats, though they are very slow).


Male Pahmet "Sand Dwarf" Monk 1 / Gunslinger 1

The downtime actions are new to me, so please someone remind me if I haven't submitted a downtime action for my character.

We should definitely explore the current hex, if not another. We could do two teams of three,leaving two beind in the camp. Alternatively we can increase the exploration size and leave the camp without any PCs (they are dwarves after all and pretty competant when it comes to defense).


Male Dwarf Trapsmith Rogue 2
Status:
HP: 22/22; AC 17/14/13; Perception +6 (+8 for unusual stonework, +7 for traps); Darkvision 90 ft; Dazzled in bright light

Alright... I'm thinking of trying to post today or tomorrow (again, sorry for the delays, but it's been hectic, to say the least). Here's what I'm thinking Angrin will do:

He's going to try to go scout the hex that we're in, taking a few others with him, preferably ones who know how to remain somewhat quiet and can keep their eyes about them whilst they do. So, if any of your characters are up for that, they can join him on this.

Oh, that's unless he actually has suffered any damage due to the... still explosion. >_> If he has, he won't go scouting. Instead, he'll try to produce some bear traps to fortify our parameter, however brief we may be staying on the beach.

For the sake of flow, I'm going to suggest that we don't always roleplay out our PCs meetings. We can just sort of gloss over them, and discuss what goes on in them here.


Male Pahmet "Sand Dwarf" Monk 1 / Gunslinger 1

While I agree that we should not always roleplay out of PC meetings, I do think at this juncture they may be more necessary as we have not actually interacted with each other all that much. During the funeral celebrations some characters never had a chance to interact with others and then of course there is any changes that have occured since landfall.

Regarding scouting I would like Dakún to take a role in that. From both an RP and stat standpoint it makes sense. He is one of the more well traveled of the dwarves, and he has a +6 to stealth and a +7 in Survival. With my story feat: The Last Dwarven Refuge (NATION BUILDER STORY) those bonuses will increase to +8 and +9 respectively.

Rogath and Quint also seem natural fits for exploring given their characters backgrounds.


Male Dwarf Trapsmith Rogue 2
Status:
HP: 22/22; AC 17/14/13; Perception +6 (+8 for unusual stonework, +7 for traps); Darkvision 90 ft; Dazzled in bright light

Sounds fine by me, Dakún.

And sure, those two would be interesting. I'll have Angrin call a meeting, as well, then. He seems to like the role - it gives him an idea of who he is, I think.


M Dwarf Bard (Archaeologist) 2 (20hp)

Quint's experience is mostly with exploring actual ruins, not so much wandering around the countryside. I saw him as holding more of an administrative position unless the exploration team finds something that catches his interest enough to drag him out of town or where his expertise would be required :p he only has a +3 stealth, no survival to speak of (his native +2 from Wis). The only real thing he could contribute is a decent (+8) perception score. If the story warrants it then he'll go along (especially if Mineko is :p), but otherwise he's going to be trying to build his power-base at home.

So we can explore adjacent hexes then Rob, but do those require a separate kingdom action to perform? Or if we split two smaller groups of say 50 dwarves and send them north and south would they then gain their own kingdom actions (and consume extra goods)? Just trying to figure out how the nuts and bolts of this will work.


Male Dwarf (Deep Delver) Cleric (Varsian Pilgrim) 2

I'm on vacation right now, so I haven't been able to get up the Harrowing post I've been working slowly on. I tend to be either doing something or falling asleep (even during the driving portions I expected to work on it during). Possibly tonight...

Rogath's experience is mostly traveling civilized areas, and the quasi-wilderness between them, rather than true unexplored wilderness. But he'd certainly be up for exploring, even though he's not trained for it. And that means you'd have a healer on the exploratory trips.

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