Wrath |
That's him. And thanks.
There's another group of half orcs who run the rubbish dump too. Will let you know the guy in charge of them when I look it up later. Effectively though, they all get along.up to you how you portray them. I have an image of loud and rough but generally good natured. However, you can put whatever spin you want on them. I am, in effect, handing the creative aspect of the half orcs to you. Just personality and stuff though.
Cheers
Wrath |
Ok, well some strength tests for Crokus to see how much he loses or wins.
1d20 ⇒ 13, 1d20 ⇒ 14, 1d20 ⇒ 5, 1d20 ⇒ 4, 1d20 ⇒ 20
You can work out your losses from those mate.
Raimos does very well in his performances and can add +2 bonuses to his diplomacy rolls on this trip with the nobles. One or two of them caught his act at the theatre and were somewhat impressed.
No inroads with Ameiko, but you haven't upset her yet.
Also, two days of intensive training is done now, so your dog is able to travel with you. Make sure you control him well though, this hunting trip with other dogs is not something he's used to yet. You may need to make some untrained skill checks to control him at one stage or another. Just a warning. Raimos is aware of the fact, so up to you whether you take him on the hunting trip or not.
Ira - Knowledge results
3 months after that, the local church burnt to the ground in a mysterious fire. The priest at the time died, as did his daughter. Both of them had only been in town for a year when the fire happened, but they were both much loved in town. The daughter in particular had been known as one of Sandpoint's beauties, reputedly touched by the blood of angels. It was a tragedy that seemed to burn all the more deeply when crossed with the murders that same year.
Since then, no trouble beyond the usual goblin pests and the odd ships trouble at sea had plagued the township. Until the massive goblin raid of course.
The history books tell you that much. If you want more on names or rumours about those involved you'll need to make knowledge local or diplomacy checks. Most folk in Sandpoint don't really talk about. Very few people know the whole story. The names of the priest and his daughter are easy to get though. I just don't have them handy right now to type them in. I'll sort that later.
Ok, for the boar hunt, you can just do straight rolls if you want. However, I usually add bonuses for good dialogue if it suits the scene. I can also add negatives for particularly poor dialogue as well.
In this case, Ira's silence may work as much against him as Crokus' crass nature hehe.
Let's assume Zair is tagging along as well, though I have no good reason in game to include him. We'll just pretend Foxglove has a good reason to bring him along.
Cheers
Wrath |
Ok, posting in here rather than game thread. Seems my rules brain isn't affected by marking but my creative one is.
As fellow gm's I wanted to ask you guys about my plans in this part.
Ok, I decided th nobles would be hard to impress. Some of them are downright snobbish, and Alderney Foxgloves word doesn't carry much weight with these folk.
So, I originally set the DC to impress them at 20. This means negative to charisma would hurt in this one. I have allowed for other skills to help fix this, certainly skills relevant to nobles. I set a DC of maybe 10 or 12 for people trained in those skills. If they make those rolls, it indicates they can coverse enough in a common interest that the noble wont ignore them outright. A success in each skill I mentioned in the thread would net a +2 to your diplomacy.
I also suggest that in character discussion may help, but this is much more nebulous and hard to judge. Not something you can account for in rules.
Do you guys feel those are fair enough as fellow GMs? This is something I regularly do with my home group, but we've played together for years so they're less worried about strict rules than PbP games can be.
Also, I decided that rolling less than 5 would actually upset someone, which is not beyond the realms of possibility with this group.
Not sure how to respond to intimidate, nor the silence from Ira. If either of you could justify those so they make sense to not have the nobles offended, please let me know. I'm open to discussion. The silence one I can actually come up with myself, but really want to hear it from the characters perspective. Intimidate I'm struggling more with.
In case you're really worried, worst that can happen is you get a noble who thinks you're annoying and avoids you. It may damage your rep in town a little as well, but nothing overly bad yet.
Cheers
Rynjin |
The way I was thinking Intimidate would work would be to kinda keep any scorn the nobles may possess on the down-low. Sure, they might talk about Zair behind his back, but any open scorn or disrespect would be hidden as well as possible from him.
In short, any sort of "Come over here and say that to my face, tough guy!" moments would likely be met with "Oh, err, I said nothing." and then a much quieter voice.
If that's okay with you anyway. I thought about using Diplomacy since I DO use my Wis for it, but I figured I'd already established he's not good with people and the whole "Scorn for nobles thing" just felt right when it popped into my head.
Wrath |
ok heres the map
The big icons are folks still on horses.
Starting from the top we have a bald looking Ira
Then its Aldern
The girl is Nessa D'mur
Beared bloke is Raimos
Then Raimos' dog.
Then Zair (with suitably daemonicy appearance)
The guy near the trees is Crokus, who's just put his junk away after urinating in a satisfyingly noisy way.
Horses are horses needles to say.
Boar got an initiative of 7. You all go first, then boar, then the two nobles.
Boar looks like its going to charge straight ahead at the dismounted monk or maybe the dog.
Over to you guys. (put in co ordinates in an ooc post after you post actions please. It helps me move your character where necessary in updates. Cheers).
Wrath |
Something I feel the various DPS threads fail to account for is the pure battle ending capacity of a crit. I believe it may be one of the strongest reasons why I find those whole things pointless for me.
Plenty of folks like them though, so there must be something in there.
Good job so far gents. I finally coming to the end of my busy time, so posting in game will be more regular.
On that note, killing that boar has placed you into the heady realms of level two. Pease go ahead and level up. I'll update in game post tomorrow.
Cheers
Ps. When I mark at this intensity, I tend to get a little edgy. You may have noticed me getting dragged into arguments all over the messageboards at the moment. I'll endeavour to keep it out of here. Let me know if I start sounding grumpy and I'll pull my head in. Hehe. I should know better, given my age etc, but for some reason I just keep biting at those threads. Sigh.
EldonG |
Yay. :)
I just picked up CLW. :)
Male Human Bard2
CG Medium Humanoid (Human)
Init +2; Senses ;
Languages Common, Elven
AC 15, touch 12, flat-footed 13
(+2 Dex, +3 Studded Leather)
hp 15 (2 HD)
Fort +1, Ref +4, Will +2 Speed 20 ft. (4 squares)
Melee Dagger +3 (1d4/19-20) or
Melee Rapier +3 (1d6/18-20) or
Ranged Shortbow +3 (1d6/x3) or Dagger (Thrown) +3 (1d4/19-20)
Base Atk +1; CMB +1 ; CMD +13
Bard Spells Known (CL 1st)
1st (3/day)—Charm Person (DC 15), Cure Light Wounds, Sleep (DC 15)
0th (0/day)—Daze (DC 14), Lullaby (DC 14), Mage Hand, Prestadigitation, Detect Magic
Abilities STR 10, DEX 14, CON 12, INT 13, WIS 10, CHA 18
Traits Charming, Focused Mind
Feats Armor Proficiency, Light, Extra Performance, Shield Proficiency, Simple Weapon Proficiency, Weapon Finesse
Skills Bluff +8, Diplomacy +8, Handle Animal +5, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Nobility) +7, Knowledge (Untrained) +3, Linguistics +5, Perception +5, Perform (Act) +8, Perform (Oratory) +9, Stealth +4, Use Magic Device +9
Possessions Shortbow, Outfit (Entertainer's), Studded Leather, Arrows (20), Backpack, Bedroll, Caltrops, Lantern (Hooded), Oil (1 Pint Flask)(3), Rations (Trail/Per Day)(2), Soap (per lb.), Wand of Cure Light Wounds (4 ch), Waterskin (Filled), Dagger(5), Rapier
Rynjin |
Sweet. I snagged Compel Hostility for Zair, I figured that'd come in handy if we get into more "If he's attacked again, he dies!" scenarios.
Also, Crokus speaks Giant now, in addition to Common, Orc, and Undercommonq. Hopefully at least one of these comes in handy, though the list will continue to grow.
Crokus HP: 1d12 ⇒ 5
Zair HP: 1d8 ⇒ 7
This amuses me slightly.