| Kenderella Lefuriel |
Kenderella get speak with animals as a SLA, it's part of the Gnome Magic racial trait.
| GM Kulko |
Unfortunately Oyzar/Kendrella continues to be mostly absent. A couple of his last posts only came after an explicite nudge from my side.
Since I don't plan on nudging him everytime he is up, I will give him until tomorrow morning to show up or drop him. By that time I will also consider Hewit dropped.
When that happens I will start a new recruitment of at least one character. Originally I planned the AP with 4 people. but since we lost both the divine and the arcane caster if you guys rather have 2 new players I am fine with it.
Any other input into the recruitment process will also be fine.
| GM Kulko |
It wont take long. There is a friend of mine who wanted who wanted to join the adventure earlier, who I have asked and he is interested. Might take a few days to hammer out the details, but as he suggested cleric himself, it should not take to long.
| GM Kulko |
At Father Kerndrew's prodding she asks the question. "[b]Have you seen any other creatures like us?"
Kenderella takes a moment to focus on making herself as charming and attractive as possible, infusing herself with the otherworldly charisma of the fey in her blood.
I'll use the enchant diplomacy SLA as I believe we're in the jungle. Since we can actually talk, I think I get to use diplomacy right?
[dice=Diplomacy w/enchanted diplomacy]1d20+8+2
Well I would have to look up the diplomacy bit first, but for thsi talk Either check where good enough to get a friendly reaction.
| Davor Krill |
When Kenderella uses speak with animals can we understand any of it? Or do we have to wait for her to relay the information?
| GM Kulko |
I dont think you understand but I think you can assume she tells you.
Also from my point of view this encounter is finished, so feel free to discuss next steps based on that information.
In order to reinclude gregor in the discussion although I suggest heading back to camp, discuss there and start out again as the full party.
| GM Kulko |
| 1 person marked this as a favorite. |
Open wishes from the NPCs are noted in their profile for some time already, so you should always be able to look it up there.
LAso plese note you have searched most of the area you can reach within a days march already. I believe striking out on longer marches might be necessary unless you wat to regularly move camp.
And lastly, while you are perfectly entitled to leave the local fauna live in peace, they are meant to be fun diversions of level apropriate difficulty.
| Shalissa |
I wanted to drop here to say hello :)
Kulko commented you could make use of an extra companion and thus Shalissa is here. I hope you did not get intimidated by her ways and her mystery halo. I thought it might be more interesting for all of us to discover her slowly, specially coming from such a reclusive society like the Mordant Spire elves.
He gave me some instructions to include adventure hooks for all of us that I mingled in Shalissa's story. If something was not clear, just let me know and I can try to clarify more openly.
Kulko and I have been playing together in a Legacy of Fire PbP campaign for half a year now and we have found we have similar styles of playing, which is quite enjoyable.
I believe we will have a fun and smooth game here all of us together. Hi and good luck everyone!
I have been playing in the boards for more than 6 years now, and I feel this as a home now. If you need anything, just let me know.
| GM Kulko |
I let you play it out as long as you want to discuss things. If you are finished please tell me if youbwant to move talong your route or explore the ship.
| Gregor Kardoff |
Ill give someone else a chance to pushthigns along. if later today no one steps up to say what they want to do, Id reccomend search the ship if we can get there without swimming. ;)
| Davor Krill |
A little swimming is OK. But that would mean very limited retrieval of any useful supplies....
Oh, and Welcome to the game Shalissa!
| GM Kulko |
BTW If you have any suggestions for inexpensive but helpful tools in your current situation please post it. There are lots of places where you might find something like that, but the book gives only very limited help in providing interesting details.
| Davor Krill |
If they were outfitted for exploration:
Machetes
Rope and grapples and stakes to secure the rope
Climbing kits
Block and tackle
Lanterns and oil
Farming tools and seed if they planned to set up a colony
Preserved food
Barrels of water
Canvas for shelters
I'm sure there's more (lots) but that's all I can think of at the moment.
| GM Kulko |
Thanks for the ideas. The ships are normal trading vessels, but a few of these things might be there anywayand now i have a few more ideas.
| GM Kulko |
| 1 person marked this as a favorite. |
Just for completeness the Knowledge roll from Shalissa was barely successful but would have told you about the ink cloud, so no new knowledge here.
| Shalissa |
Thanks!
As for materials, looking at the Corerulebook+APG I would say:
gear
Blanket, winter 5 sp
Crowbar 2 gp
Fishing net, 25 sq. ft. 4 gp
Flint and steel 1 gp
Grappling hook 1 gp
Hammer 5 sp
Ladder, 10-foot 2 sp
Lantern, hooded 7 gp
Pick, miner's 3 gp
Rations, trail (per day) 5 sp
Rope, hemp (50 ft.) 1 gp
Signal horn 1 gp
String or twine (50 ft.) 1 cp
alchemicals
Acid (flask) 10 gp
Alchemist's fire (flask) 20 gp
Antitoxin (vial) 50 gp
Tent 10 gp
Sunrod 2 gp
Tindertwig 1 gp
tools
Artisan's tools 5 gp
Astrolabe 100 gp (very fitting for a ship :P)
Healer's kit 50 gp
Musical instrument, common 5 gp
Sextant 500 gp (another typical nautic tool)
Spyglass 1,000 gp (if you want to hand something prizy)
Thieves' tools 30 gp
goods
Ale Gallon 2 sp
Bread, loaf of 2 cp
Cheese, hunk of 1 sp
Meat, chunk of 3 sp
Wine Common (pitcher) 2 sp
Wine Fine (bottle) 10 gp
All kind of food, furniture, jewels, art or any other kind of goods would have sense in a vessel I guess.
| GM Kulko |
Since Hewit has left us, anybody interested in continueing the loot list?
| GM Kulko |
Looks to the North East and says Shall we?
I am a bit confused about the northeast. NE lies the sea and 0the base camp.
Your original plan was to go until you reach the cape (southwest) and then return searching the southern side of the peninsula.
And the sightings of other humanoids are in the southeast.
I assume the plan is to return to the base camp on the original route and then search this people correct?
Also there are a 16 more rations of fish left in the barrel. How much is everybody willing to take?
| Shalissa |
Yes, I think Gregor meant to return to the base camp, just got confused with directions.
About exact route, the orange line in the travel map, seems just fine to me.
I guess we take as much fish rations as we can. We should at least attempt to carry them all. We shall eat whatever we cannot carry.
| GM Kulko |
I guess we take as much fish rations as we can. We should at least attempt to carry them all. We shall eat whatever we cannot carry.
Yes but I dont want to look up how much everybody can carry, so it would be nice if at least some people could post how much they can carry so that I can extrapolate from there.
I have substracted yesterdays rations from the berral already, so you cannot eat any more.Also some indication by a second player that the orgnage route ist still the way to go would be nice.
| Shalissa |
Shalissa can carry 0 rations herself. She is on her limit with the trident, scrolls and potions.
She can help carry the barrel though, but she will have to drop it if combat starts or she has to climb or do any other thing. Her speed will drop to 20 feet while helping to carry the barrel, which probably will not impact the party traveling speed anyway, because I believe we are travelling at 20' already.
| Gregor Kardoff |
No We dont want to return to basecamp. Gregors player just confused about directions on the map...Gregor isnt confused ;)
Gregor doesnt do confusion. Hes far more 'grounded' that his controller :D
I mean the party should continue with the plan.
as for taking the fish...we wrap a few pounds each in palm leaves and eat them first on the journey, maybe keeping our travel rations intact.
| Davor Krill |
Davor could take a max of 17 pounds additional in his pack and stay at medium encumbrance. I'll have to remember to post that he is dropping his pack at the start of a melee....
Take the fish. Leave the barrel.
| GM Kulko |
I have no problem with defining standard actions which are taken unless they make no sense or you post otherwise. just note it down here and maybe add them in your profile and we can forget about it.
I noteyou have enough Capacity to take everything and will note it down accordingly.
| Shalissa |
We just hit the 500 posts. A good start :)
I am just arrived, thus, this is an achievement of everyone else, congrats!
| Shalissa |
Have you tried to use the app to look at the map instead of the phone browser Dread? I see there is this official one by Microsoft.
I have not tried it, but I use the one for Google Slides in other campaigns and it works great when you cannot sit at the desktop.
| GM Kulko |
Sorry for the prosaic short post, but I am plagued by migraines today. I will try to give a few more details tomorrow, but fornow I wanted to give you a chance to make plans for the next expedition.
Also Shalissa wanted to know a few more things about the other NPCs, so maybe somebody else can jump in here.
| GM Kulko |
Since there have been ultiple occasions, where people failed checks without having a real need to roll the dice, I just want to make sure everybody knows the rules on this one. If you did know already and just forgot, or had other reasons to roll these dice, please fell free to ignore.
Taking 10
When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.
Taking 20
When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you a d20 roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).
Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).
Ability Checks and Caster Level Checks The normal take 10 and take 20 rules apply for ability checks. Neither rule applies to concentration checks or caster level checks.
| Shalissa |
I find take 20 pretty useful to break things (Strength checks), open locks and linguistics.
As for take 10, do not know, it is kind of tricky to know when it might be allowed or not. In the end also I like the feeling of rolling the dice, even if it is just a bot :)
| Davor Krill |
Sorry. I forget when I can or can't Take 10. I was thinking that since failing meant I wouldn't be able to catch up with the goat (negative effect) that I couldn't do "the sure thing!
Tanks for correcting my wrong assumption!
| GM Kulko |
Concerning your question what way is best:
A) Walk in a mostly straight line to the area. - Fastest Option
b) Walk along the out shore, avoiding the Dimorphodon - a bit longer but you will notice Wrecks and other interesting things on the shore.
c) Explore thoroughly like you did with the western corner. - Even longer, but you will find everything there is to find. and in reality it will only cost an additional day of rations.
Also it might be worthwhile to move camp a bit further along the way to save on the way back.
| Shalissa |
I like the idea of moving the camp further south to save time.
From the three options (c) seems the more interesting. Any other thoughts?
| Davor Krill |
What effect would moving the camp have on the people that are sick? If it doesn't hurt them I'd say go ahead and move....
| Gregor Kardoff |
I put Gregors new suggested path on the map. day 1 is easy. day 2 would stopw when we arrive at the site where the smoke is coming from. and then the next day would leave from the campsite to return along the closest to the path indicated in orange. so 4 days of ration each again
| Shalissa |
Seems fair to me.
| Davor Krill |
Just checking. Is that where the column of fire was? If so, good!
| GM Kulko |
I have understood:
Gregor: travel along coast and return Inland
Davor: Travel inland on shortest route and return along coast
Shalissa: Agree with Gregor, Travel inland on shortest route and return along coast (which more reads like an agree with Davor)
Anyway, I wont be able to post a longer update before late tonight or even tomorrow morning so for now I assume you want to travel inland first and give you another few hours to correct me if I missunderstood something.
| Shalissa |
I could have put that up better certainly. I meant to be agreeable with Gregor, his plan is a reasonable one, but I do prefer Davor's idea of going through inland first, then through the coast as it gives us a greater chance to find out who made the fire.
| Shalissa |
1 for foes and 20 for us. Yeah, that is how you have to keep rolling initiative for the whole of the adventure GM Kulko :)
| Davor Krill |
Now we just need to do our part and roll hits and some decent damage!
| GM Kulko |
What I meant about that paragraph about the cliff, is I assume everybody is taking 10 and you put down a rope for Shalisssa. So unless nobody has a climb skill of 5 you can assume you are on the beach.
| Davor Krill |
Yep! I've got +5 in climb. I'll need to add more points when I can since my Str isn't good.... Good enough for this one though. Thanks!
| Shalissa |
Yes, could remember we already made a 15 with a take 10 some days before, so I went ahead and assumed there would be someone able to set the rope for Shalissa.
Sorry if I went ahead too fast.
I think with Davor being able to do the cliff and set the rope for us, we all others are able to manage a DC 5 to brace against the wall.
Thanks Davor!
| GM Kulko |
Ah on the ship yes. Well it was the first cliff you climbed in that constellation. So I wasn't quite sure, how bad Shalissa was and how important Kenderellas climbing jaguar was.
Anyways the ruling from now on is:
On the typical cliffs on the island you can always assume you can climb them up our down unless there is some apparent danger, like the dimporhodons nest.
If there happens to be a danger which you have not spotted, I will roll hidden perception or whatever is appropriate, and if you don't spot anythign decide whether to spring it on you, once the first player says you are moving to aplace where you would have to climb.
Sounds fair and appropriate?