GM PDK IRONFANG INVASION (Inactive)

Game Master Purple Dragon Knight

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LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin

Not yet - only by level 6 I believe (Improved Precise Shot).

Silver Crusade

Human Male (Varisian) Shaman 4 |HP 35/35| AC 16, T 10, FF 16|CMD 13| F +3 R +1 W +9;|Init +0| Perc +15[18]| |Speed 20ft|Active Conditions: None.

Already done.


”Arthur Alaval” | Male LN Medium Human Swashbuckler (Veiled Blade) 1/Fighter (Phalanx Soldier) 3 | HP 35/35 | AC 23, T 15, FF 18 | CMD 19| F +4 R +8 W +1 | Init +5 (+6 in forest)| Perc +7 | Speed 30ft | Panache 2/2 | Active Conditions: None.

I have drill this weekend, will be in the field/on the range- I should still be able to post but will be spotty/uneven on timing.


”Luke” | Male CN Medium Human Fighter Two-Handed 4 | HP 36/46 | AC 17, T 12, FF 15 | CMD 20| F +7 R +3 W +5; +2 vs. divination effects; | Init +2 | Perc +5 | Speed 20ft | Power attack -2/+6 | Active Conditions:.

GM, how long will we wait for Vales post?


Knowledge Checks

Yeah I'll delay bot him tomorrow (Friday) night if he hasn't made it yet. We're near the end of this dungeon anyway so this weekend I'll post the wrap up regardless of Vale's actions.


Knowledge Checks

@Herman: Yes unless indicated otherwise the dmg I usually display in the initiative block is what I've dealt to you so far. It does not include DR, false life, or other HP buffers; you're responsible for those things by way of updating your header.

Herman bewitches one of the priestesses, and Arthur takes the opportunity to use her distraction to injure her with his halberd and smash her on the side of the head with his shield. That last blow appears to place her in a state of dizziness. disabled condition Two of Dommer's arrow manage to land in her right shoulder, taking her down permanently.

Ringo strikes the priestess to the east, but his horns bounce against her armor. Gren unleashes some holy power on her, which seems to affect her and the sleeping priestess greatly! that one wakes up, horrified to see her sister dead beside her, recently shot by Dommer...
pink ref vs. blindness: 1d20 + 2 ⇒ (2) + 2 = 4
light blue ref vs. blindness: 1d20 + 6 ⇒ (19) + 6 = 25
...seeing her only very momentarily, as she loses her sight immediately upon waking!

Vale's attempt to put one of the priestesses to sleep does not work.

No longer able to target the warriors before her, the kneeling priestess next to Arthur and Luke slams her palm on the ground uttering an incantation.
Concentration: 1d20 + 6 ⇒ (12) + 6 = 18
Arthur and Luke Ref save DC15 or prone; everyone else walking through the greased squares will need an Acrobatics DC10 of fall before they take their move action

The priestess with the light blue armor grumbles a few words to Grenwold in Terran, <"If I fall, you all fall.">
Concentration: 1d20 + 9 ⇒ (15) + 9 = 24
bludgeoning dmg, no save: 2d6 ⇒ (2, 3) = 5 grey squares are difficult terrain
More stones rain on the entire group, including her kneeling sister next to Arthur and Luke... she writhes on the ground in pain upon feeling the impact of the relentless stones...

Round 6 - Party may go!
Robes [light blue -33, pink blinded round 1 of 2 -32, purple dead]
Luke -24
Herman -23 [sickened]
Mulch -7 [sickened, ran away]
Vale -23 [sickened]
Dommer -23 [sickened]
Grenwold -27
Ringo -27 [blinded round 1 of 2]
Arthur -16 [sickened]


Knowledge Checks

LOL! please reply to this magnificent late night post in the 'Gameplay' section... bwhahahahaha!


N M Human Herb Witch 4 | HP 18/22 | AC *16, T 12, FF *14 | CMD 13 | F +3 R +5 W +8 (+2 vs. disease) | Init +8 | Perc +9 | Speed 30ft | Spells: 1st 2/4 2nd 1/3 | Active Conditions: Mage Armor | Inventory
GM PDK wrote:
Do you turn the free-turning wheel to these three pictograms in that order?

Nah, I'll try to be very clear about doing stuff like that. And I certainly don't want to unleash this Excavator or another group of troglodytes on our group before we're good and ready for it. XD


Knowledge Checks

These caves are done guys; looking for leader-type decisions to be made about the next move here. You have secured the caves. Repeat. You have secured the caves.

Please try to squeeze in your daily posts by the way, otherwise you'll never see the end of book 1, let alone this AP.


”Arthur Alaval” | Male LN Medium Human Swashbuckler (Veiled Blade) 1/Fighter (Phalanx Soldier) 3 | HP 35/35 | AC 23, T 15, FF 18 | CMD 19| F +4 R +8 W +1 | Init +5 (+6 in forest)| Perc +7 | Speed 30ft | Panache 2/2 | Active Conditions: None.

Harrell the Dwarf has Craft Stonemasonry and Marduk Lonething has Carpentry- I'd suggest having those two start sealing the Darklands passage.

We have four other warriors (Rusty, Milton, Funny, Hrothgar)- maybe set up dual purpose patrol/hunting expeditions with them plus Sadi (craft traps).

Then send as many as we have left to (7 I believe) to get the mushrooms done in just under 3 days?

I'd vote to use the promotion on one of the level 3s to get them to level 4/maxed out.


Knowledge Checks

Harrell: "You sure you want to seal this? if the hobgobs find us and overwhelm us... we could hightail it that way no?"

======================

Rusty: "Hey boss: how far should we go on these patrols? aren't we trying to hide from the Ironfang Legion? what if we get spotted? what are we to do then?"

Sadi: "Ok, give me a day or two and I'll think of a few traps to lay down... there's an existing one going into the common gathering area by the way... want me to keep that one there or disable it for now?"

======================

Mushroom gang: "Is that true this stuff can be cooked?" they ask, when Herman is not around, appearing quite unsure of this proposition.

======================

Promotion votes: 1 for any of the L3s.


LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin

I'm reading through the details the GM posted. Thanks, PDK!

Anyway, in terms of plans: despite the long time it might take, I like the idea of sealing the passage to the Darklands. We could start with something crude (just a pile of rocks) while the masons do the actual proper work. I wonder if we could even provoke a collapse there in some sort of safe way?

Another possibility is to trap the passage. Trap the hell out of it. I don't know exactly how, but one of us should be able to do it.

In parallel, though, since it will take a lot of time, I think we could station a guard or two on the passage.

I agree with Arthur to level one of the L3s.

Personally, Dommer will restock his arrows, and hopefully equip our NPCs with bows and arrows he can craft (and teach the NPCs how to).


Knowledge Checks

[Facepalm] Hey guys, I changed my mind. You should totally seal that passage! [/Facepalm]


LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin
GM PDK wrote:
[Facepalm] Hey guys, I changed my mind. You should totally seal that passage! [/Facepalm]

Now I don't know if you're being sarcastic or just really forgot about something of the AP... I feel like Spock!


”Luke” | Male CN Medium Human Fighter Two-Handed 4 | HP 36/46 | AC 17, T 12, FF 15 | CMD 20| F +7 R +3 W +5; +2 vs. divination effects; | Init +2 | Perc +5 | Speed 20ft | Power attack -2/+6 | Active Conditions:.
Dommer wrote:
GM PDK wrote:
[Facepalm] Hey guys, I changed my mind. You should totally seal that passage! [/Facepalm]
Now I don't know if you're being sarcastic or just really forgot about something of the AP... I feel like Spock!

Me too!


Knowledge Checks

Now that I think of it, you should totally keep this passage opened!


N M Human Herb Witch 4 | HP 18/22 | AC *16, T 12, FF *14 | CMD 13 | F +3 R +5 W +8 (+2 vs. disease) | Init +8 | Perc +9 | Speed 30ft | Spells: 1st 2/4 2nd 1/3 | Active Conditions: Mage Armor | Inventory

"Oh for crying out loud." Herman scowls at the indecisive group. "If you throw everyone into boarding up that tunnel, they'll all die of starvation before it's half done. And if there's not a back exit to this place, then we're just begging for some goblin scouts to smoke us out. Station some guards, go harvest some food, and when there's resources available you can start working on a door. Got it? Then stop wasting my time."

Oh Herman. But I'd agree with his thoughts, if not how he articulated them.

Silver Crusade

Human Male (Varisian) Shaman 4 |HP 35/35| AC 16, T 10, FF 16|CMD 13| F +3 R +1 W +9;|Init +0| Perc +15[18]| |Speed 20ft|Active Conditions: None.

"Maybe we could take some of the shriekers from up front and plant them by the back tunnel for the time being?" Shaman Vale suggested.


Knowledge Checks

Promotion votes: 1 for any of the L3s.

---> Rule of 3 here. I'll proceed to promote the appropriate NPC when I've heard from 3 of you on this. Thanks!

----------------------

Also, take a few days' time to read through the info I've given you about the camp. Do the math before you suggest more activities, please. Once you've all decided and voted on what to do, I'll move things along. Warning: if you don't develop a sustainable plan you will starve and bad things will happen... it's... like a downward spiral from there if you screw this up.


”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 91/91 | AC 32(35), T 14, FF 24 | CMD 22| F +12 R +12 W +10; +4 poison/disease, +2 Fey/Plant Target/Illusions | Init +2 | Perc +23 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow Ringo: 114/114

My NPCs are:

Jet - +6 to Knowledge (local), Sense Motive, Survival
• Jet: Jet keeps the resources maintained, making sure the refugees use the most perishable items first and helping people pack balanced loads. She knows many stories and songs that she shares with the others. So long as Jet oversees the cooking, the camp generates 1 additional Provision Point each day.

Jet does their listed task every day, then.

Kining - +6 to Craft (armor, weapons), Knowledge (engineering), Profession (miner), Stealth, Survival
• Kining: The stolid dwarf keeps everyone’s weapons sharp and true, and though she grumbles, she trains the refugees how to fight so they don’t panic. All the refugees gain a +1 bonus on initiative rolls while Kining remains with the group.

Kining does their listed task every day, then.

Rhyna - +6 to Heal, Knowledge (religion), Spellcraft
• Rhyna: She uses her herbalism training to find healing plants and savory herbs while foraging, and treats the small wounds the refugees suffer daily. Characters in the camp heal 1 additional hit point each night while they rest so long as Rhyna remains with the group.

Rhyna does their listed task every day, then. Also, I vote we promote Rhyna, to get her to 2nd level adept spells.

Oreld - +6 to Craft (alchemy, leather), Knowledge (geography), Profession (herbalist), Stealth, Survival

Oreld - Looks like at the moment it's best if Oreld scouts, because they have the best stealth/survival combined (few of the other NPCs have this)

-------------------------------

To get to 24/day we need to get a relatively sustainable hunting/foraging procedure. The only way to generate food within the camp appears to be using the herds. We have 0 members of the herd right now. To get 24/day, though, we need 72 sheep, and this would require a DC 82 Handle Animal check to manage, so maybe just get 9 or 12 sheep so we can have a constant stream of 3/4 per day, only requiring a 19/22 to maintain? A lot of our commoners can aid each other at +4 with managing the herd. With all 6 commoners working on this, 5 would need to hit DC 10 to aid with +4, so they'd need a 6 or more, which has a 75% chance of happening. Assuming we try to find and maintain 9, the primary handle commoner would need an 15 minus 2 per number of aids. If 4/6 aids occur, then they only need to hit 7. If any sheep get lost, we can always get them again.

To start, I think each commoner should attempt the DC 16 handle animal check so we can try to get as many sheep as possible as soon as possible, yes?

Beyond that, there's no sustainable way to get provisions with PDK's outlined actions - other than foraging.

As for Grenwold, I'm not sure what he'll do yet. He's very good at foraging, but he and Ringo are also extremely fast and good at stealth/scouting, and he can start scouting/mapping the area (he's got craft (mapmaking)). Plus, they can go alone relatively safely. Please let me know if the craft skill would help, PDK!


”Arthur Alaval” | Male LN Medium Human Swashbuckler (Veiled Blade) 1/Fighter (Phalanx Soldier) 3 | HP 35/35 | AC 23, T 15, FF 18 | CMD 19| F +4 R +8 W +1 | Init +5 (+6 in forest)| Perc +7 | Speed 30ft | Panache 2/2 | Active Conditions: None.

I (Arthur) can use my +7 Survival to hunt on days when we aren't doing PC business
(Day 1):
Survival: 1d20 + 7 ⇒ (13) + 7 = 20

Milton has +4 Handle Animal so we can have him herd?

My other NPC (Maria) only has Heal and Spellcraft so I'm not sure what the best use there is.


”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 91/91 | AC 32(35), T 14, FF 24 | CMD 22| F +12 R +12 W +10; +4 poison/disease, +2 Fey/Plant Target/Illusions | Init +2 | Perc +23 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow Ringo: 114/114

That's a good idea - add Milton and we get 7 herders. I don't see much benefit to commoners helping, otherwise.


N M Human Herb Witch 4 | HP 18/22 | AC *16, T 12, FF *14 | CMD 13 | F +3 R +5 W +8 (+2 vs. disease) | Init +8 | Perc +9 | Speed 30ft | Spells: 1st 2/4 2nd 1/3 | Active Conditions: Mage Armor | Inventory

@GM I can certainly add a Provisions tab to the spreadsheet, but it'll take a bit of time and probably won't happen before the weekend. I'll see if I can also design a way to see who's assigned to what role and how many provisions the camp should be producing on average with its current configuration.

Regarding sustainability, we've also got the option to forage/hunt (which is a static DC 10 Survival check with bonus rewards for higher results). If we use people's Take 10 results, we can get a decent idea of expected outcomes (especially since we're looking at a group larger than 5 PCs). And we also have provisions to help us get through the setup period, so we don't have to be immediately sustainable while we get the herd formed.

We also probably want to have some folks on guard duty and some folks doing healing and whatnot. Once we're sustainable food-wise, it would be good to then allocate some folks to the forge downstairs (for crafting weapons/tools/whatnot) and perhaps a few more to building that door to the Darklands passage.

Regarding Herman himself, he can start with Survival to gather food until we're feeling sustainable and then shift to crafting. We don't have a huge abundance of crafting materials available currently, so I'm not in a rush to make something at this time. @GM, do you want those role rolls here or in the Gameplay thread for ease of accessibility?

Also, @GM, did we have some more level-ups to assign? Are these per PC as we did the first time, or as a group?

And lastly, who is going to be responsible for Fizzlewumpit's abandoned villagers?


Knowledge Checks

Promotion: --> 2 votes for Rhyna

@Grenwold: Oreld = Shaman Vale (NPC has become one of the PCs); yes, Jet's cooking takes her all day and covers the whole camp; Kining and Rhyna can do something else above and beyond their static boon (the boon does not take them a huge amount of time and is a 'bonus' for having them around); about herding: once you have captured the animals each shepherd can take 10 to shepherd a number of animals equal to their Handle Animal bonus; this is better than aiding. This is interesting that leveling up Commoners as is instead of promoting them to something else could have yielded Handle Animal scores that are at least one higher (as you waste one promotion changing them to a different class). Warriors are also good with Handle Animal.

@Arthur: it requires a total of 20 days’ worth of effort to remove the fungus from the caves, and no skills are required (20 people working for 1 day, or one person working for 20 days, or any combination). The fungus is edible once cooked, and each day spent clearing mushrooms from the caves yields 2 Provision Points. Also, the forge needs repairing (no skills required either). 'The forge here can easily be repaired by clearing the gas lines and airways and reigniting its flame, providing refugees with a place to work metal once they claim the lair. Making the area usable once again requires a total of 10 days’ work, though multiple creatures can work together to shorten this time.

@Herman: I agree that sustainability should be achieved before crafting, as I want to move 'away' from a day-to-day survival computation. Once the camp is sustainable, I will assume everyone has enough to eat and drink going forward and we can then move to crafting. Once we get there, if you can't take 10 to Craft, then please roll in the Discussion thread yes, and log the craft results in your spreadsheet with a column for date or just paste the link to your post by right clicking your post's date. In regards to leveling up: only one promotion this time, and as per the above, so far two votes for Rhyna.


”Arthur Alaval” | Male LN Medium Human Swashbuckler (Veiled Blade) 1/Fighter (Phalanx Soldier) 3 | HP 35/35 | AC 23, T 15, FF 18 | CMD 19| F +4 R +8 W +1 | Init +5 (+6 in forest)| Perc +7 | Speed 30ft | Panache 2/2 | Active Conditions: None.

If fungus gathering takes no skill then we can put Maria on that.

Silver Crusade

Human Male (Varisian) Shaman 4 |HP 35/35| AC 16, T 10, FF 16|CMD 13| F +3 R +1 W +9;|Init +0| Perc +15[18]| |Speed 20ft|Active Conditions: None.

Are Vale's actions the only thing I can do all day or are they included if I go hunting for instance (+12 survival)


Knowledge Checks

@Arthur: very well, Herman will put her on that for the days to come.

@Herman: thanks for adding a Provisions tab to the spreadsheet with some kind of day-to-day tracking until you get to sustainability. I have absolutely no problem waiting for the weekend for this, as seeing it on the spreadsheet will really help the group guide their decisions.

@Everyone: yes, at the beginning there is no doubt that hunting/foraging is crucial.

@Shaman Vale: at +12 if you take 10 that's 7 provision points per day!

Silver Crusade

Human Male (Varisian) Shaman 4 |HP 35/35| AC 16, T 10, FF 16|CMD 13| F +3 R +1 W +9;|Init +0| Perc +15[18]| |Speed 20ft|Active Conditions: None.

Then I will be hunting as above until we have a more sustainable food source.


Knowledge Checks

If you roll and get lucky, you could be bringing home even more... ;)

Silver Crusade

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Human Male (Varisian) Shaman 4 |HP 35/35| AC 16, T 10, FF 16|CMD 13| F +3 R +1 W +9;|Init +0| Perc +15[18]| |Speed 20ft|Active Conditions: None.

Day 1 Shaman Vale provision gathering.
Goodberry 1: 2d4 ⇒ (3, 4) = 7
Goodberry 2: 2d4 ⇒ (4, 3) = 7
Goodberry 3: 2d4 ⇒ (2, 2) = 4
Survival: 1d20 + 12 ⇒ (19) + 12 = 31
18/3=6 points for Goodberry and another 11 for gathering so 17 provision points. Not bad.


Knowledge Checks

o_o

X_X

O_O


N M Human Herb Witch 4 | HP 18/22 | AC *16, T 12, FF *14 | CMD 13 | F +3 R +5 W +8 (+2 vs. disease) | Init +8 | Perc +9 | Speed 30ft | Spells: 1st 2/4 2nd 1/3 | Active Conditions: Mage Armor | Inventory

Alright, Job Assignment Sheet is live! Sorry that took so long. XD

I've set a possible spread of assignments that puts us at neutral provision consumption. The figures are assuming every roll is a Take 10. I also assumed that there would be sufficient days to bring the herd up to the indicated size. And lastly,I've also not assigned PC's as I am not certain if we will be busy with other things. @GM, let us know if all of this is accurate.

A few other notes:
- I do not have stats for Aubrin the Green, so no role has been assigned to her.
- Hunting/Foraging are more effective than maintaining a herd (+1 provision per +2 bonus vs +1 provision per +3 bonus).
- We have several NPCs who are not assigned to any PC currently (see Reference Sheet).
- Our Adepts are woefully un-untilized at this point. Is there something they could be doing with Heal, Knowledge (religion), or Spellcraft (or their spells) to help?
- We do not currently have anyone available for unlisted projects (such as boarding up the Darklands entrance or repairing the forge).
- @GM, does Jet's bonus provision stack with those she produces from Hunting/Foraging?
- @GM, why does Ringo require provisions when he can graze outside like the goats and sheep?

Silver Crusade

Human Male (Varisian) Shaman 4 |HP 35/35| AC 16, T 10, FF 16|CMD 13| F +3 R +1 W +9;|Init +0| Perc +15[18]| |Speed 20ft|Active Conditions: None.

Thank you for working on the spreadsheet Herman. Might want the rolls for the PC's to be added by them rather than rolled since we do them here. Can you also allow us to edit the "Other" area so we can add in additional things like goodberry and such? Thanks.


N M Human Herb Witch 4 | HP 18/22 | AC *16, T 12, FF *14 | CMD 13 | F +3 R +5 W +8 (+2 vs. disease) | Init +8 | Perc +9 | Speed 30ft | Spells: 1st 2/4 2nd 1/3 | Active Conditions: Mage Armor | Inventory

This sheet is for long-term planning, not day-by-day tracking. As such, all rolls are treated as Take 10's so we get an average result rather than a specific one. This also means that other bonuses (such as goodberry) are not included in the calculations unless the character in question is going to commit to providing them every day (continuing the example, this would mean Vale uses all his 1st lvl spells to cast goodberry and thus doesn't have any available if something exciting happens).

I've locked down the majority of the sheet because I've not had much time to test it for foolproofing, and it can be difficult to roll back a mistake without also removing someone else's work due to the asynchronous nature of PbP play. Feel free to make change requests in this thread and I'll do my best to get those incorporated.


Knowledge Checks
Herman the Reclusive wrote:
I've set a possible spread of assignments that puts us at neutral provision consumption. The figures are assuming every roll is a Take 10. I also assumed that there would be sufficient days to bring the herd up to the indicated size. And lastly,I've also not assigned PC's as I am not certain if we will be busy with other things. @GM, let us know if all of this is accurate.

Taking 10 is correct for long-term planning; I'm fine if you want to commit 1st level spells to food creation like Goodberry. It might offset the lack of herd at the beginning, which will allow me to handwaive the 'growth' part of the equation and just settle on the steady-state in the long-term. PCs and those without a role can be assigned to shroom harvesting and forge repair (no skills required). Please figure out how many days it would take to acquire the herd.

Herman the Reclusive wrote:

A few other notes:

- I do not have stats for Aubrin the Green, so no role has been assigned to her.[...]
- Our Adepts are woefully un-untilized at this point. Is there something they could be doing with Heal, Knowledge (religion), or Spellcraft (or their spells) to help?
- We do not currently have anyone available for unlisted projects (such as boarding up the Darklands entrance or repairing the forge).
- @GM, does Jet's bonus provision stack with those she produces from Hunting/Foraging?
- @GM, why does Ringo require provisions when he can graze outside like the goats and sheep?

-Aubrin: Skills Acrobatics +1 (–3 to jump), Climb +4, Craft (alchemy) +5, Craft (bows) +5, Diplomacy +10, Handle Animal +7, Heal +8, Intimidate +6, Knowledge (local) +5, Knowledge (nature) +8, Knowledge (religion) +4, Stealth +6, Survival +7

-Tasks that do not require skills, crafting, assisting are all good ideas for them. There's two more daily activities I forgot to mention: (remember you are all alone in the forest, with no shops around...)
Assist: NPCs can assist a PC or NPC with any skill they’re trained in, automatically granting a +2 aid another bonus.
Craft: With access to the necessary tools, NPCs can craft finished goods for the PCs upon request, using the normal Craft skill rules (Core Rulebook 91).
-Yes, clearing the mushrooms is a priority, same with the forge... I would recommend your plan builds around that first otherwise some long-term effects from the mushroom gases could happen.
-Jet: her cooking takes the whole day and she yields +1 Provision Point. She doesn't go out hunting or foraging.
-Ringo: he counts for consumption, as animal companions are extraordinary specimens and need animal feed, oats, prime roughage; this is also why I made the animal feed you found 'count' towards your provision.

Silver Crusade

Human Male (Varisian) Shaman 4 |HP 35/35| AC 16, T 10, FF 16|CMD 13| F +3 R +1 W +9;|Init +0| Perc +15[18]| |Speed 20ft|Active Conditions: None.

Should not be a problem with Goodberry since I have 5 1st level spells and am only using 3 of them.


”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 91/91 | AC 32(35), T 14, FF 24 | CMD 22| F +12 R +12 W +10; +4 poison/disease, +2 Fey/Plant Target/Illusions | Init +2 | Perc +23 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow Ringo: 114/114

Okay, re-orienting myself

Oreld is no longer my charge.

Jet, Kining, and Rhyna are, and I'll take the 6 HA commoners.

* Jet works all day cooking

* Kining will do her special task, and help scout.

* Rhyna will do her special task, and stand watch.

* Grenwold scouts.

@Herman yeah, foraging is better than a herd, but the commoners can't forage, so we might as well have them do something.
@Herman, can you fix the NPC sheet so that Kinning can scout? She's got good +6 survival/stealth, but it's not reflected on the spreadsheet.

The commoners will start by looking for the sheep (others can clear the fungus) so we can get the sheep with us ASAP.

1st day of sheep finding:

HA finding sheep: 1d20 + 4 ⇒ (8) + 4 = 12
HA finding sheep: 1d20 + 4 ⇒ (15) + 4 = 19
HA finding sheep: 1d20 + 4 ⇒ (3) + 4 = 7
HA finding sheep: 1d20 + 4 ⇒ (17) + 4 = 21
HA finding sheep: 1d20 + 4 ⇒ (15) + 4 = 19
HA finding sheep: 1d20 + 4 ⇒ (8) + 4 = 12

Found 3 sheep!


Knowledge Checks

Based on Grenwold's post, at 3 sheep per day, it will take 7 days (one week) to gather your herd, which sounds reasonable to me.

With Vale's active gathering (17 provision points on Day 1) it is safe to assume there will be a bit of a surplus after week 1, and that the NPCs can thus be reassigned to fix the forge and clear the mushroom during that time. However, there's 30 labor days worth of work there, so 30 labor days divided by 7 days means you need to assign 4 to 5 NPCs each day to those low-skill jobs for the entire week.

Then, the steady state long-term sheet picks up and we can move on from there.

So, questions:

1) During week 1, who are the lucky 5 NPCs clearing mushrooms and repairing the forge? :) what do the PCs do during this initial week? Basically, your week 1 can be different than the 'routine' established by the spreadsheet, so give me a quick paragraph for each PC for week 1 (in the form of a quick paragraph summary or story; you don't need a day by day accounting now that I know that your survival has been secured! --> thanks for the spreadsheet Herman! ;) )

2) After week 1, going forward in the long-term, what will the rest of the NPCs and PCs do? (see Job Assignments tracking sheet: Vale has been set to 'Forage/Hunt' and Grenwold has been set to 'Scouting'. Please fill up the blanks and we'll be off to the races!)


Knowledge Checks
GM PDK wrote:
Promotion: --> 2 votes for Rhyna

Anyone else ok with this?


”Luke” | Male CN Medium Human Fighter Two-Handed 4 | HP 36/46 | AC 17, T 12, FF 15 | CMD 20| F +7 R +3 W +5; +2 vs. divination effects; | Init +2 | Perc +5 | Speed 20ft | Power attack -2/+6 | Active Conditions:.

There is a error in Job Assignments sheet Luke's survival check was 19 not 15.


Knowledge Checks

I believe the sheet assumes everyone is taking 10 in the long term.


Knowledge Checks

Quick interest poll here. I'm tempted to shut this down or replace some of you at this time as only half of the group still seems interested. Please give me a status on your interest at this point: there is no wrong answers. If some of you wish to step down you may do so with no shame or reproach: we all have real-life that's kicking us in the teeth right now so I don't mind people coming and going. I'd rather see someone take a few months off the campaign with a replacement/cameo by another player than have someone drag themselves reluctantly to post just to hit the minimum target. Be honest and let it rip folks... :)


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N M Human Herb Witch 4 | HP 18/22 | AC *16, T 12, FF *14 | CMD 13 | F +3 R +5 W +8 (+2 vs. disease) | Init +8 | Perc +9 | Speed 30ft | Spells: 1st 2/4 2nd 1/3 | Active Conditions: Mage Armor | Inventory

Herman's still very much alive and kicking - he's too spiteful to quit even when he knows he should. XD And I'm enjoying his character and would like to see where it goes.


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”Luke” | Male CN Medium Human Fighter Two-Handed 4 | HP 36/46 | AC 17, T 12, FF 15 | CMD 20| F +7 R +3 W +5; +2 vs. divination effects; | Init +2 | Perc +5 | Speed 20ft | Power attack -2/+6 | Active Conditions:.

I am still intrested.

Silver Crusade

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Human Male (Varisian) Shaman 4 |HP 35/35| AC 16, T 10, FF 16|CMD 13| F +3 R +1 W +9;|Init +0| Perc +15[18]| |Speed 20ft|Active Conditions: None.

Still in and plan to be here to the end as my local PFS group went the way of the dodo bird, so this is the only thing I have close to face to face role playing.


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”Arthur Alaval” | Male LN Medium Human Swashbuckler (Veiled Blade) 1/Fighter (Phalanx Soldier) 3 | HP 35/35 | AC 23, T 15, FF 18 | CMD 19| F +4 R +8 W +1 | Init +5 (+6 in forest)| Perc +7 | Speed 30ft | Panache 2/2 | Active Conditions: None.

I'm still here; I apologize if I'm behind the curve on this subsystem a bit.


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”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 91/91 | AC 32(35), T 14, FF 24 | CMD 22| F +12 R +12 W +10; +4 poison/disease, +2 Fey/Plant Target/Illusions | Init +2 | Perc +23 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow Ringo: 114/114

I'm still here and still engaged, as you know. :)


LG Male Dwarf Monk (Zen Archer, Qinggong) 4 | HP 33/35 | AC 20 TO 20 FF 16 (+2 dodge vs. Goblinoids, +4 dodge vs. Giants) F +8 R +8 W +9 (+2 vs. Poisons, Spells, SLA) | CMD 25 | Init +5 | Speed 30 | Perc +11 DV | Ki 4/6 PS 3/4 | Arrows 100/100 Durable 80/80 | Barkskin

Still around! Got a little confused with all the subsystems (I guess the management thing somehow might work better in a live table?) but I should be good to go.


”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 91/91 | AC 32(35), T 14, FF 24 | CMD 22| F +12 R +12 W +10; +4 poison/disease, +2 Fey/Plant Target/Illusions | Init +2 | Perc +23 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow Ringo: 114/114

I think that we just have to manage the little bit that's ours.

However, if anyone wants me to take their NPCs, for example, I'm happy to take control.


Knowledge Checks

Hey Gren,

I've revised some things from Gameplay to simplify as the answer I gave there was too 'mechanical and rules-y' and would make things too complicated in the long run and devolve the game to a bunch of mechanical dice rolls, which should not be the case when out of combat (also breaking this down in paragraphs to make it easier to read... lol)

First, let's talk about tracking. I don't agree you can track while mounted: when tracking you must be on foot and move at half speed or normal speed with a penalty (which must be decided before your roll). Tracking takes effort and concentration: it's not meant to catch people running away on the spot, but you'll get to them eventually. It's more of a The Tortoise and the Hare method you use to find wounded animals, find something's lair, etc. Tracking is a tool for the patient hunter: things can't run forever. They must rest, eat, sleep, etc. I'll also say that you can't hustle or use running actions and such during that time, otherwise you wouldn't be doing a good job on the tracking. Tracking someone in an open snow field or desert would perhaps result in an encounter at a greater initial distance than in jungles or forests, as you see your quarry sooner, in which case you could then begin to hustle or run towards your quarry to close the distance. Basically, it's all about line of sight.

Second, please keep in mind that Feather Step is a tactical spell for use during combat, and you shouldn't read too much into it beyond its one-sentence definition. As I said it will not make a difference with overland movement in the long run (which includes effect of topography, foliage, trees, boulders the size of houses, etc.) It *will* be useful should you trigger an encounter during that time though (i.e. it's a long buff that will be in place should that happen, and a damm useful one at that for all mounted builds).

Finally, with that in mind, how long would you be willing to pursue your quarry? 10 min? 30 min? an hour? or more?

Thanks!

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