The New World

Game Master Sai Ling

A new continent is discovered, and players take the lead in exploring and colonizing it.


251 to 300 of 691 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Gair Hearthseeker wrote:
After the forge a hatchery might not be a bad idea. I still suggest a garden (or two) in the near future.

I'd like to second the idea of a couple of gardens. I think they'd go a long way towards creating a food surplus, and we're going to need one during the winter. I imagine our ability to hunt and fish and forage will decrease. I think the more food we store, the better. They also could be projects that the community could be sold on pretty easily, I'd think.

A medium-term building I'd like to suggest is a workshop (carpenters). This could be used for building houses, furniture, wooden weapons, and boats.

Speaking of boats, we're going to need to figure out a way to protect ours. The shark-tooths have canoes, so they're capable of scouting our coastline and holing our boats again, or even outright destroying them. If they are able to find Newspring, which really shouldn't be too difficult, with cooking fires and 140 people milling about, they should be able to figure our boats are nearby.

And, speaking of the shark-tooths, probably just as important as securing those goods is getting a good assessment of that threat. We need to figure out where their village(s) are located, how many there are, and the best way to come to terms with them or kill them. If we can take the fight to them, this would be a better option in my opinion than react when Newspring gets inevitably raided, or they decide to pick off our foragers, hunters and fishers outside of the palisade walls. I think we start with a decoy fire near where we've been attacked before, capture a shark-tooth, and get what information we can from him/her, using linguistics and/or magic. This could be done while others are getting goods from the cave.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

I've got my mason team so it's time to distribute the love- Get whatever you'd like!

I'm not looking forward to having to wipe out the sharktooths. I have the strange feeling they aren't going to be terribly cooperative, but we can certainly try capturing one.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I think we should be able to manage it, Gair has some experience trapping things with sharp teeth.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

I have been thinking we may need to put some effort into the Thayers defensive wall and we should probably add a guardpost so that it is a walkable wall. We don't know where the sharkteeth are or how many there are. Right now they could go through Newspring like a chainsaw. So going and getting the rest of the goods stashed at the cave are gonna need to be a priority.


Indubitably Never 3d6
Gair wrote:
How long does the storm last? Will there be time to do anything productive with the remainder of the day?

The investigation took your morning, the storm will pretty much take the afternoon. You won't have much time to do anything. On the other hand, you'll still have a day or two to get some stuff done before Kal'Tos gets back and accuses you of slacking.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

As expected, just making sure.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Ben Sandlock wrote:
I have been thinking we may need to put some effort into the Thayers defensive wall and we should probably add a guardpost so that it is a walkable wall. We don't know where the sharkteeth are or how many there are. Right now they could go through Newspring like a chainsaw. So going and getting the rest of the goods stashed at the cave are gonna need to be a priority.

Yeah, with the murder investigation seeming to be wrapped up soon, it seems like a good time to assess our priorities. I agree that getting the palisade built is a big one.

I'd also like to do some threat assessment on the shark-teeth. We could start in the hex where the Harpy-ites were found and explore that hex. Or we could do that and try to trap and interrogate one of the shark-teeth using the fire as a decoy. This could be done while the goods at the cave are being gathered. Or, do we deal with the shark-teeth first and then gather goods in *relative* safety? I'm sure there are other approaches to this problem as well.

How are you all feeling about our security? In your opinion, does getting the palisade built and the shark-teeth assessed trump our food needs? Can they both be done at the same time?


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I agree that the palisade should take priority, however they are fairly cheap, with the good you guys are bringing back, we should be able to start one section immediately and even a score of workers should be able to raise the capital to build a second one in just a few days.

Two sections will allow us to surround both the longhouse and the future forge site, yes?

As a note, with a DC 14 climb check, it won't actually keep the shark teeth out for more than a couple rounds. The wall will simply make it easier for our armed personnel to draw their attention and engage them outside the walls.

How would you suggest going about assessing the shark teeth Ceuta? A small group with some stealth capability, yes?

We don't have a lot of seasoned warriors and we can't leave Newspring undefended while we scout so going in a sizable force would be difficult.


Indubitably Never 3d6

Don't forget the advantage of attacking down against an enemy that is denied its dex bonus, etc. Walls are useful.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

True, catching someone climbing is very advantageous but with the walls only being 10ft, I imagine a barbarian would only be vulnerable for one round before they were over.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Also prevents them from easily sneaking into the camp at night, grabbing someone, and running off, which seems to be a tactic they're fond of given the battle description from the Harpyites.

Also, I want to build a fortress on the small island at 16G. A... dwarf fortress. That is all.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Gair Hearthseeker wrote:
How would you suggest going about assessing the shark teeth Ceuta? A small group with some stealth capability, yes?

I think we have a few options:

1) Small stealth group to explore the hex that the cave is in. Start at high point, look for cooking fires, clearings, etc. And/or check the cave and the surrounding area, look for tracks. And/or explore the whole hex while we are there. I'd think a group consisting of any combination of: Gair, Ben, Cueta and any stealthy NPCs (Istiel and the elves? Bern? Manari?). On the way back, this group could also scout other hexes, if time allows for it. We could also do option #2, below, with just the scouty types, and if linguistics fails but the weather cooperates, we could try and track the shark-teeth back to their camp.

2) Ambush! We know they've used the fires to locate their prey, so we set one up and try to capture a bad guy. We'd need at least one, perhaps two of the clerics with us. They've got that interrogation spell, and comprehend languages. Maybe, with a combination of those spells and linguistics we can get some good intel. Of course, any captured shark-tooth would have to die after the intel, most likely, an action that would maybe fly in the face of some alignments (Cueta would grit her teeth and do it, figuring that the protection of her people are more important). If everything else fails, we could try tracking back from the ambush site to the shark-teeth camp/village. On the way back to Newspring, hexes could be explored, time permitting.

3) Ambush! and goods transport. If we take the dwarves to set up an ambush, maybe we go whole hog and take a boat or two as well (especially if there are sailors that can be convinced to stick around). Then, we have a sailor or two and a cleric, and any others if needed, use ant haul to load the boat(s) and get supplies back to Newspring, while the rest of the people set the ambush. This could have the added advantage of drawing any shark-teeth scouts away from the cave and the goods loading, protecting any NPCs at the cave.

I'm sure there are other options as well...


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Vallen Silverclasp wrote:
Also, I want to build a fortress on the small island at 16G. A... dwarf fortress. That is all.

Ha!

Looking at the map brings another thing to mind. We should probably think about naming some of the geographic features that we come across. I imagine that some of this will come naturally, but if anyone has any ideas, we've got a bay, a small inlet or cove within that bay,a forest, some hills and a small river, all with no names right now.

For my contribution, I'd like to call the geographic formation where the peninsula almost meets the coast in hex C16, forming the mouth of the bay, "The Pinch". 'Cause one day I'd like to build a set of towers there. Those towers could even have dwarves in them, if Vallen would like...


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I'd suggest option 3 actually. Take the boats and any sailors we have around, most/all of the PC's and a couple of the more martial types out to the cave. I think this would work rather well.

Count me and possibly Bern in! I imagine he will be all too happy to come along.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

I want to go on an adventure too! Town has its exciting moments of course, but I think our party needs some bonding time. Hopefully Newspring doesn't get razed while we're gone.

I approve of these towers. Also the chain strung across the harbor should be called Boatmurdered.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

You're totally welcome to come on an adventure. If we're baiting the shark-teeth we'll need all the help we can get!


male Dwarf barbarian 3

New issue I thought of. Food theft, with the ship leaving soon food might become a bit scarce, what are we going to do to prevent a few people from stealing a bunch of our stored food?


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Holy crap, looks like we're moving right ahead. Guess I have a few days of activity to sort out.

As far as the food goes, it's good to check but I imagine Hassan is detailing people to watch it. Seems like general security falls under his purview, though I could be mistaken.

Hey Nerk, can I use my rolls from the now defunct Day 4 on Day 5?

So I'm thinking about Day 6 and I'm curious, if we go to explore an adjacent hex we won't be able to return to Newspring at night, no?

Also, I think the labeling of the top row of the map is off? With our current hex explored, Gair would want to start exploring the hex to the south-west. It seems to be in a row without a corresponding number to identify it...


Indubitably Never 3d6

Gair ... you certainly can. Sorry to rush the days, but our salvagers have been in a holding pattern for a while, so I wanted to get everyone back on the same day.

A reminder, there is still a day of exploring left in your hex, though that would be day 5, I believe, so never mind.

Re: Hex confusion:

DM Nerk wrote:
The columns defined by the letters don't go straight up, they go NW. If you look at the letters on the top row, you'll see J is due north of B on the bottom, but NW of J.

So the Newspring hex is D-15. The hex to the SW is C-16.

Returning to Newspring would not be possible while exploring, as the time to travel across a hex is 8 hours.

Kal'Tos: good idea.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

I updated the resources sheet to reflect current populations and food. We accidentally added the food twice on Gozran 5. I just took it off of Gozran 8 when I realized the mistake, rather than readjusting all the numbers. We have enough food stockpiled for ~ 10 days. If we had our math right, all the Harypites added to the foraging will make us break about even?

@ Gair - isn't there one day of exploring needed for us to be able to claim hex 15D (the Newspring hex)? And probably finding out what the stinky blight is as well. If you can't make it back to Newspring on Gozran 6, maybe explore Newspring's hex instead? Unless I'm mistaken, of course!

@ Vallen - I don't have a good handle of the various building and crafting projects, but you seem to. Could you update that part of the sheet? Also, I think you should go adventuring and see the world - it is, despite the cannibalism and horse-sized vermin, quite a beautiful land!

I'll try and post during my lunch about my actions up to Gozran 8. It will probably be my only post today (maybe one late tonight). Busy day, feel free to bot me if needed.


Indubitably Never 3d6

@ Cueta .. aren't your actions mostly rowing on those days?

and in general, we're going to let everyone get caught up.

I have been thinking (I know, I know, the doctor warned me about that...) and if the party is going to persist in splitting itself up, we're going to end up with situations similar to this, where one group is twiddling it's thumbs for several days of real time while issues with the other group are resolved. This kind of campaign makes that almost inevitable, but it's something I'd prefer to avoid when possible.

What I'm thinking is that each of you should be given an NPC - those of you who are more likely to be out scouting should take one who's probably going to stay in town, and vice versa. In the general run of things, they'll just go about their business, but when a situation (like the skin-stealer or the shark-pig) arises, you (the player) are able to take an active role, even if your character is miles away.

Thoughts?


male Dwarf barbarian 3

So Kal'Tos would run Horn'Tos for example? If Kal'Tos was out of town.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I like this idea a lot actually. It solves a lot of issues!

If I can steer Bern into a position protecting the camp, perhaps he takes to Hassan as a mentor, it would work perfectly.

I'd also be cool taking over someone else though.

As said Gozran 6, the day of the funeral allowed us to finish mapping Newsprinng's hex. This leaves two days during witch Gair needs to stay busy.

With the travel time, does this mean we would need to spend a day to travel to the next hex and a day back in addition to the days needed to explore them?


male Dwarf barbarian 3

What are we wanting to use the 11 goods we brought back for? Dump them straight into the farm being worked on/ start building up material for a second?


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Well the first farm will already be in production. I was thinking we should try to convince those who finished the farm to start on a garden instead, or maybe get some of the new settlers to start on one, using the new goods?

The rest should most definitely join the foragers.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

I also kinda like the idea of having someone else to drive. would they also level up becoming a secondary character kind of? All the PCs could go get the stuff from the cave and our NPC goof around in Newspring. By the way Ben and co don't know that you have decided to call the place new spring yet.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Well you're about to. Vallen and I are powering through the last couple days. I'm glad I have some time this morning, it's taking some work!

Are we setting specific people as members of recruited teams? Or are they a less defined thing than that and assumed to be part of the unnamed settlers at large?


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

I like the idea of having an npc to control when we're away! Jarla can lay down the sass and the business savvy, protecting the financial interests of the Silverclasp.

We will have exactly enough goods to start a forge if we want. Otherwise, I'd suggest more teams.

We also have one large chitin shield that Horn'tos made. I'd like to give it to Hassan, if he'd accept it.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Hassan's a great choice for the shield. Next one should go to Bern! Unless a PC has need of it?


male Dwarf barbarian 3

I agree with giving the shield to Hassan if he wants it.

Are we still trying to create a council to run things? That plan seems to have fallen on the backburner but sooner rather than later Newspring will need some kind of leadership structure. I still think 5 people is a good number, big enough to prevent one person from dominating the council but small enough to function.


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I was under the assumption it was pushed to the backburner until you guys got back so we could all be present. I'm still up for it but I do think 5 is a little small given the number of NPC agenda's we have.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
DM Nerk wrote:

@ Cueta .. aren't your actions mostly rowing on those days?

What I'm thinking is that each of you should be given an NPC - those of you who are more likely to be out scouting should take one who's probably going to stay in town, and vice versa. In the general run of things, they'll just go about their business, but when a situation (like the skin-stealer or the shark-pig) arises, you (the player) are able to take an active role, even if your character is miles away.

Thoughts?

@ DM Nerk: Regarding Cueta's actions - oh yeah, she's rowing, or tilling, as needed. I was talking some RP stuff, small actions here or there, etc.

Regarding the NPC, I also think it is a good idea. One question though - my NPC is an elderly commoner with probably pretty average stats and skills like profession (handmaiden) and profession (scullery maid). While she'd probably be pretty fun to play in a fight (dice=attack, improvised weapon: plate), I don't think she'd be much use to the party in the case of things like skin-walkers. Would it be possible for me to get a more PC-like NPC? Ingwe? Eli? Manari?


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Anyone mind if I give the hide shirt of questionable taste that we got off the shark-tooth to Eli? I'd give it to Hassan, but we've never met...


male Dwarf barbarian 3

Or we could 2 tier it, have a 5 person small council and say an 11or 13 person large council? I just want to avoid having a large percentage of the population on the council. To me 5 out of 135 isn't unreasonable.


Indubitably Never 3d6

One thought I had was to let you control "your" NPCs, but the downside of that is that a) they're harder for me to use as plot hooks and b) some are more immediately useful than others.

Another thought was to promote a few of the unaffiliated NPCs that are more individualized (Hassan, Kyle, Istiel, Sorala, Zik etc) and let them be the "home squad" while you guys are out in the land. As long as everyone gets to be involved in each scene, I'm willing to be flexible.

As far as them gaining experience, that would depend. They'd probably work like cohorts, getting half the xp etc.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Hmmm I believe I like plot-hooks better. My vote is for the unaffiliated PCs.

I forgot about Bern needing a shield! If Bern is going to come with us on our ship-salvaging/goods getting cave adventure or shark-tooth assault, he will need a shield. I shall present it to Gair and he can give it to Bern. Hassan gets the 2nd one. I still have dibs on the badass ant scale-mail when it's finished though!

Also Gair- Your soldier team is complete.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

I'd also vote for unaffiliated PCs.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear

well I have enough NPCs to control one and have enough left for plot hooks. Cueta is only voting for unaffiliated NPCs because the only NPCs she has is an old halfling woman. Ya'll should have made more.

I am good with what ever you decide Nerk but I have Walton, Hobie, and Valentinian(when he is back on his feet) that I would be happy to play. The cohort thing sounds good. Would they advance through the NPC classes or switch to PC classes when they level up?


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Ben Sandlock wrote:
well I have enough NPCs to control one and have enough left for plot hooks. Cueta is only voting for unaffiliated NPCs because the only NPCs she has is an old halfling woman. Ya'll should have made more.

Oh, I made more. I've got enemies and allies, probably out there somewhere, plotting against us as we speak, knowing how devious Nerk is :)


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

I'd be perfectly happy playing Hassan or Istiel as well. Hassan and I especially seem to have similar thoughts on things and a pretty clear separation between town and outside expeditions?

Thanks for the note Vallen, I was just waiting to hear Nerk's opinion on who it's likely made up of (random NPC's or some of our more defined ones?) so I can fluff it. As we're still on the day in question it should be able to wait a bit.


Male Halfling unarmored AC 14 Rogue(Pirate) 1
stats:
HP 9/9 Init+3 Perc+8 AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) Fort +2 Ref +6 Will +2; +2 vs. fear
Cueta wrote:
Oh, I made more. I've got enemies and allies, probably out there somewhere, plotting against us as we speak, knowing how devious Nerk is :)

I am sorry all your other NPCs either got lost at sea or were eaten by the shark teeth.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
Ben Sandlock wrote:
Cueta wrote:
Oh, I made more. I've got enemies and allies, probably out there somewhere, plotting against us as we speak, knowing how devious Nerk is :)
I am sorry all your other NPCs either got lost at sea or were eaten by the shark teeth.

Ha! I like to think they are the ones eating the shark-teeth!


Indubitably Never 3d6

I completely forgot your other NPCs Cueta! and I had such plans for them... <the GM goes off into his plotting cave>


male Dwarf barbarian 3
DM Nerk wrote:
<the GM goes off into his plotting cave>

You left it?


Indubitably Never 3d6
Kal'Tos wrote:
DM Nerk wrote:
<the GM goes off into his plotting cave>
You left it?

Had to cut the grass.

These threads have been busy, and I apologize if there are questions that have slipped by. Ask me again if I have missed something, because I'm not blowing you off, I'm just losing track.

At this point, everyone has 300xp, by my calculation. I added an xp page to the spreadsheet.

As far as available NPC/PCs, my list so far includes:

Around Newspring:
Hassan (Human warrior)
Gaross (Dwarf expert)
Septimus (Human adept)

Explorers:
Kyle (Human warrior)
Istiel (Elf warrior)
Sorala (Half-Elf expert)
Zik (Gnome: was a commoner but I think deserves an upgrade to warrior)

You're also completely welcome to say "How about a halfling expert?" and poof! One will appear.


LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)

Hmmmmm I kind of like Istiel. Some would call me mad for playing a dwarf AND an elf. They would be right. Vallen can't hit anything, anyway so it's time for some good ol' fashion glory. For the trees.


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision

Huh. An ex-prisoner Chelish adept? I'd play that. Nerk, how much will you be providing us with regarding these characters? Stats, backstory, personality?

I'd play Zik in a heartbeat too, but I think Cueta will be out of Newspring more often than not...


N Female Human Soldier 1 / Mystic 12 | HP: 83/83 | STAM: 109/109 | EAC: 28 KAC: 28 | F:+10, R:+8, W:+14 | Init: +8 | Perc: +24, SM: +20 | Speed 6 met | Spells: 1st: 4/6 2nd: 2/6 3rd: 5/5 4th: 2/4 Resolve: 4/10 Healing Touch: 1/2 Ammo: 20/20 Starlight Form 9/11| Active conditions: see invisibility; energy resistance 10 electricity, fire, acid); mindlink; superpowers; darkvision
DM Nerk wrote:
I completely forgot your other NPCs Cueta! and I had such plans for them... <the GM goes off into his plotting cave>

I look forward to seeing what these plans are!


Male Human Warrior 1 / Ranger 2 | HP 23 / 26 | AC 15; Touch 12; Flat Footed 13 | CMD 18 | Fort +6; Ref +5; Will +1 | Init +2 | Perception +6

Alright, as I said, I think Hassan is a pretty perfect fit for me so I'll take him on if there are no objections. We should probably set up an alias for our seconds, yes?

The only question missed for me is how exactly something like a team of soldiers works in our setup. Weapons and armor are at a premium at least for the PC's and named NPC's so I'm wondering how that works with the team's equipment?

Is it best to just assume they are 5 until now faceless settlers who had salvaged a modicum of equipment?

Or should it be made out of some combination of those we know already have gear like Istiel/the other elves, Bern, Kyle and such?

For simplicity, I'd suggest the first option but I'm interested in your opinion. Either way, Hassan will make a solid manager for the team!


male Dwarf barbarian 3

While we have little info on Septimus, I will tentatively claim him as my alternate.

1 to 50 of 691 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Colony All Messageboards

Want to post a reply? Sign in.