The New World

Game Master Sai Ling

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


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male Dwarf barbarian 3

Fighting a grizzly would be a bad idea, but having a grizzly living near us will be a problem as well.


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)

Quite. Worst case scenario.... DIRE GRIZZLY.


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

Lol, I'm really hoping black bear a well. Still pretty dangerous though. Thank the gods for Istiel and her bow! Hassan can also try slinging it to death!

DM Nerk wrote:

Example, if you motivate the community to build farmland, they'll build it, they'll make the rolls to earn the capital and the "gold." Then there's farmland. You (individually) don't get the benefit of the farm, but the community will.

I would say that if the farm produces gp+10 (as I think it does) daily, that we can convert 1 gp to 2 food days. A "good" meal and trail rations both clock in at 5sp, and the farm will produce food that either is fresh and good, or must be preserved. Before anyone starts throwing average crop yields at me, remember, all of this is produced "free," in terms of the game, without anyone actually doing anything. Presumably the work will be getting done by farmers who are also working on other projects, like building a house or another farm.

According to this 4-5 food is our expected yield from a farm. Though it will also generate capital at the same time that can be used to build more farms.


Indubitably Never 3d6

I don't think the farm generates food AND capital at the same time. It produces gp OR goods.


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)

That makes sense. I'd rather it be producing food at this point.


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 right, so yeah. So 1 farm feeds 4-5 people on average.


Male Human (Keleshite) Warrior 1 | HP 7 / 7 | (Mage Armor Inc.) AC 17; Touch 11; Flat Footed 16 | CMD 15 | Fort +3; Ref +1; Will +1 | Init +3 | Perception +2

Figured it might be better here :

I noticed a bit of an inconsistency in the downtime rules. When you are crafting on a per day scale you divide what used to be weekly results by 7 to get your progress but if you use a skill to earn gp they only divide by 5 for your result to account for weekends. the rules note that you could earn gp faster by working straight through the week.

This seems screwy to me...


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 created a section on the Construction and Teams tab of the resources tracking sheet for a Brainstorming List (things we need). I thought it might help us in planning for projects to build next. I've got so far there: farms, tannery, guard post, woodworking shop, alchemy lab, granary and root cellar.


Indubitably Never 3d6

Hassan.
I agree that it seems screwy, but after a lifetime of playing RPGs, screwy inconsistencies don't faze me.


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

So, about geographic names, here's some thoughts I've had.

The spring near Newspring could be called, erm, Newspring.

The bay, I think, needs a name. We've spent a lot of time on it, and probably will be spending even more. I've been of two minds about it. For one, it allowed us relative safety, compared to the other ships caught in the storm. So, something along the lines of Safe Harbor Bay, Safety Bay, Refuge Bay? Or, we could honor the ship/captain that got us here and call it Lillend Bay or Kynack Bay?

We could honor the people of the Harpy in a similar way - Harpy Beach.

Thoughts?


male Dwarf barbarian 3

Kal'Tos likes simple logical names.


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)

Safety Bay made me laugh, it's like the safety dance. I like Lillend Bay or Kynack Bay personally!


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

Right, I could deal with Lillend Bay!


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)

Can't wait until the Newspring hex is settled enough that we don't have to pull the slot machine lever on the random encounter every day/night. Then the construction begiiiins.


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 personally like Sandlock Bay. Just Kidding. Lillend Bay works for me.


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

Lillend Bay it is then! Nerk, I've got some Photoshop skills - mind if I take a stab at a player map with place names, etc.?

The feathered stick figure is found in hex 16C?


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 really don't know how long that might be Vallen, it's already explored so I think this is about as good as it gets for the time being...


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:
I really don't know how long that might be Vallen, it's already explored so I think this is about as good as it gets for the time being...

We have the blighted area to deal with in that hex as well. Once that happens, if it is considered an obstacle or danger or whatever it is called (don't have my books with me), if I recall the hexploration rules correctly, then the hex is truly considered "explored" and wandering monster checks go down in frequency or chance.


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

Yeah, I still have no idea what that would be about. Istiel should put together a part to check it out.


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 agree, but it should wait until the PCs return to Newspring, so we can have a proper exploration party. As it stands we're stretched thin anyway, and I don't think we want three separate groups operating at the same time. Sorala should definitely come along to that one, we'll need her knowledge.


Indubitably Never 3d6

Setting aside the rules, there's a balance between explored and settled that I'm trying to strike. A hex is 95 square miles of territory and Newspring probably occupies an area of about an acre, tops. As the village grows, buildings are completed, etc, the frequency of encounters will diminish.


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)

Hassan's ant-shield is done today. Construction on the forge begins, I've spent the required capital in our spread sheet.

We should get him working on bear-hide armor for Hassan next, it will be a lot quicker than scale mail. Also, what's a hide shirt? Piecemeal armor rules? We can make two of those.

On the subject of the other ant chitin, should we make two more heavy shields? Or three light ones? As much as I'd like scale mail for Vallen, our soliders need all the help they can get.


male Dwarf barbarian 3

More heavy shields I would say.


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

The hide shirt is from a supplement (not sure which one). It is light armor, gives +3 AC and -1 AC and has a max dex of 4. The shark-tooth barbarian we encountered was wearing one made of humanoid skin.

I agree on the heavy shields.


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)

Ah thank you Cueta. Two hide shirts, one of Istiel and one for Hassan, would mechanically be the best. However, I believe we should go 1 hide armor for Hassan, due to his badassry of facing a bear with nothing but a scimitar, and public approval ratings. People respect a man in bear hide armor.

Two heavy shields after the hide armor it is. Next level Vallen is going to take a point in armorsmith and weaponsmith to help out with these things. Not to mention 1 point in weapon/armorsmith gives him a ludicrous +8.


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:
Two heavy shields after the hide armor it is. Next level Vallen is going to take a point in armorsmith and weaponsmith to help out with these things. Not to mention 1 point in weapon/armorsmith gives him a ludicrous +8.

That's pretty sweet! You're putting a point into diplomacy too? You'll be a sweet-talkin' armor craftin' machine!

I'm fine with either the hide armor or hide shirts.


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)

My current plan for the 5 skills points I'll have at level 2 are

Armorsmith, weaponsmith, diplomacy, sense motive, and knowledge: geography.

Which are all class skills Vallen has no points in, but after our experiences is definitely going to need them in the future.

I haven't decided on a feat yet. There are a lot of good ones to choose from. I might decide based on his experiences.


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:

My current plan for the 5 skills points I'll have at level 2 are

Armorsmith, weaponsmith, diplomacy, sense motive, and knowledge: geography.

Which are all class skills Vallen has no points in, but after our experiences is definitely going to need them in the future.

I haven't decided on a feat yet. There are a lot of good ones to choose from. I might decide based on his experiences.

All solid choices for this campaign I think. 5 skill points for a dwarf cleric isn't bad.

I'm tentatively going with perception, stealth, diplomacy, intimidate, survival, profession (sailor), craft (shipbuilding), sense motive, and acrobatics (or craft (carpentry), linguistics, knowledge (nature), knowledge (local), climb - too many good options!).

I'm loving that this campaign is making me consider skills that I normally would never take in abundance. I might take a rank in craft or profession for backstory purposes, but I don't think I've ever had a character with ranks in three craft and profession skills, and considering another. I've not often taken linguistics either.

DM Nerk, what is your take on the P6 feats? I was looking at Skilled as a possible feat (it is toughness with skill points instead of hp).


male Dwarf barbarian 3

When have you ever seen a dwarf cleric with Int as his second highest stat?

I have much more of a combat cleric build than Vallen (though I still took expert instead of warrior) and I am considering taking a skill point instead of hit point with my favoured class bonus next level.


Indubitably Never 3d6

Good lord ... 5 skill points? Well done, Vallen.

Cueta: I had to look that up. I think of everything from the codex as epic feats but it's not. You can certainly take it. It seems cruel to deny it in such a skill heavy game as this.

Also, a thought on experience: I gave you guys experience for the bear mostly because you need the xp. Your NPC cohort types will recieve half, and I'll advance the other NPCs at my power-mad whim.


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 was also interested in skilled, but figured I'd wait until post level 6 when it's actually needed.

Edit: I thought I'd be a little crazy and make a skill-cleric. I'm glad Kal'tos is a combat-cleric so we can compliment each other. Just wait.. level 4... stat point into int 15->16 +2 ->+3 BAM it rains skills points all over the place.


male Dwarf barbarian 3

Exactly our cleric methods are very complimentary, I think you captured very well how a more "typical" dwarven cleric would look. But it is interesting how different 2 low level dwarven clerics can be.


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
Kal'Tos wrote:

When have you ever seen a dwarf cleric with Int as his second highest stat?

I have much more of a combat cleric build than Vallen (though I still took expert instead of warrior) and I am considering taking a skill point instead of hit point with my favoured class bonus next level.

Ha! Very true - I've never seen a cleric with Int as his secondary stat!

I'd take the skill point, Kal'Tos, but then I love the skill-monkey classes. But with the amount of skill checks that we are taking, even putting one rank into a class skill is going to pay off a lot more than an additional hp, I suspect. Those +7 modifiers you've got are really tasty too!

DM Nerk wrote:
Cueta: I had to look that up. I think of everything from the codex as epic feats but it's not. You can certainly take it. It seems cruel to deny it in such a skill heavy game as this.

Thanks, DM Nerk!

Vallen wrote:
I was also interested in skilled, but figured I'd wait until post level 6 when it's actually needed.

I'm going to go for it early, figuring that it will pay off as an investment that much more over the course of the game. I'm excited to see what you do with your 6 sp/level Vallen!

EDIT: Oh, and I'm putting my level 4 stat into Int as well - 11 sp/level, here I come!

EDIT 2: That's a lot of exclamation points!


male Dwarf barbarian 3

Looks like we are going to have to push our foraging parties out more. Which while risky cannot really be avoided until we get farms going.


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:

+39 food from foragers. The area around Newspring is getting pretty well picked over.

Sorala - It's a straight roll to sp conversion, so 2 gp.

Ah, that's right - thank you, DM Nerk!

Kal'Tos, I agree. We're also going to probably need some new farms started as soon as possible as well.

How long is it to get to a neighboring hex from Newspring? Can foragers get there and back in one day? Would it be best to send the guards and elves with the foragers?

How long does it take a hex to regenerate its bounty?


male Dwarf barbarian 3

I think some of our foragers need to go on several day long foraging trips. They will probably need a few more combat capable people who can also forage unless they need to fight.


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're going to have to start sending them out as well. What we should probably do is send out a team to explore a nearby hex first though. Will make things much safer for the foragers.

If we pick a small team of people with 30ft movement speeds we should be able to explore a hex in two days. Hassan will probably stay in Newspring to deal with anything that happens here but Istiel is probably a decent choice. I'll will send one of the soldiers with the team if you want though?

If that's the plan we should consider sending them out today (Day 10), no?

On the topic of the armor, full hide armor is only 1 AC better than a hide shirt. I'd happily trade that to keep a 30ft movement speed. I say we go with the hide shirts.

I think we can use the chitin for the scale mail. Our soldiers already have heavy shields actually.

We're starting the forge today, yes? Or do we still need that one point of labor? Hassan has enough capital to spend today earning 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

I feel slightly outmatched with you guys, Gair has a fairly solid combat focus. Though with 8 skills/level I don't think I'm doing too bad:P


Male Human Incanter 3

I think as time goes by we will need both styles of characters, which is probably why both styles were chosen. Septimus can go with you guys scouting, he has stealth and healing. And Ingwe probably wants to sacrifice him or something, probably good to lay low for a few days out of town. Yes Septimus is a bit paranoid, you probably would be too if you grew up in Cheliax.


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

Sounds good, I'd suggest the team should consist of Istiel, Septimus, Roland(soldier), an elf, and either Sorala or a less critical NPC.

I imagine Sorala might want to go along in order to expand her list of flora?


N female Human (Ulfen) Cavalier (Castellen/Courtly Knight) 1 / Magus (Hexblade/Bladebound) 5 | HP 41/41 | AC 2618 (13 Tch, 16 Ff) | CMB +7, CMD 19 | F+8 R+4 W+5 | Init +4 | Perc +6 (+2 when holding Eitleán), SM +10 (+2 when holding Eitleán) | Speed 30 ft | Arcane Pool: 7/7 Rhimeblade Pool: 2/2 Fly: 3/5| Active conditions: ioun stone +2 perception, shield 10/10, total defense

Sorala would be thrilled to go and take notes as the foragers do their thing. If a fight comes, she'll not be much use though :)


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:
I feel slightly outmatched with you guys, Gair has a fairly solid combat focus. Though with 8 skills/level I don't think I'm doing too bad:P

Yeah, you're pretty much our front line guy. I'm an OK secondary fighter, if I can get a PA and flank in, but I figure I'll go more generalist and let you hit things with other, pointier things. Plus, 8sp/level ain't too shabby!


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

Take a club, you'll do fine:) and I'm not actually suggesting a foraging trip at the moment, just a couple day trip to explore one of the hexes adjacent to Newspring. Scouting it out will make things safer for our foragers.


N female Human (Ulfen) Cavalier (Castellen/Courtly Knight) 1 / Magus (Hexblade/Bladebound) 5 | HP 41/41 | AC 2618 (13 Tch, 16 Ff) | CMB +7, CMD 19 | F+8 R+4 W+5 | Init +4 | Perc +6 (+2 when holding Eitleán), SM +10 (+2 when holding Eitleán) | Speed 30 ft | Arcane Pool: 7/7 Rhimeblade Pool: 2/2 Fly: 3/5| Active conditions: ioun stone +2 perception, shield 10/10, total defense
Gair Hearthseeker wrote:
Take a club, you'll do fine:) and I'm not actually suggesting a foraging trip at the moment, just a couple day trip to explore one of the hexes adjacent to Newspring. Scouting it out will make things safer for our foragers.

Oh yeah, don't know why I missed that. Well even better, there will be more to see which means more to record!


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 don't think our soldiers have shields? All they have are longswords, cutlasses, and respective genitalia of steel. Nerk?

If Hassan doesn't want hide armor, it's hide shirts then. Could you make a post on Hassan asking Horn'tos to do as such?

Forge has been started, I subtracted our capital.

I'm extremely hesitant to have three sets of characters operating, but if the group wants to, I would suggest that Istiel and the elves disappear for a day or two in typical elven aloofness. Sorala could come along, being half-elf. They could explore hex 15E in a few days.


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 rather not split into three groups either but if we wait the two weeks until the Harpy team gets back we're going to be in pretty dire straights food wise. And I mean, It's only a couple days.

I'll ask Horn'Tos right away.

DM Nerk wrote:

Dammit Gair... that's a good point.

Hard to see scale mail occurring spontaneously. For guards, I'd go hide armor, heavy shield and shortspear until you get a forge set up. But you can't then build guards and appropriate your team's gear.
Crafting is great, but you still have to pay half the cost of the item for materials. So there's that.

We just upgraded the spears with the weapons from the Harpy survivors :)

Now that I think about it, Nerk, since we're sacrificing our own weapons to outfit the soldiers, could we appropriate a couple of those shortspears? Give ones to Sorala, Septimus and Gaross for the time being? Keep them for being defenseless.


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'm glad you're always able to find Nerk's quotes! I never seem to be able to. I look for them I swear!


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 have a good memory for these sorts of things, that's all. I think I'm just going to start favoriting the mechanics based ones for easy reference. Or maybe add a new tab to the spreadsheet to copy and paste any we think might be relevant down the line?


male Dwarf barbarian 3

I think for the purposes of progressing the story the scouting party should consist entirely of NPCs.


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

That could work. Couple elves and soldiers, though I'm seriously worried about not all of them coming back if they don't have any oversight...

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